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.

Revision:
6:cc35eb643e8f
Parent:
5:a70c0bce770d
Child:
7:100a25f8bf56
--- a/main.cpp	Sun Jul 27 18:24:51 2014 +0000
+++ b/main.cpp	Wed Aug 06 23:08:07 2014 +0000
@@ -31,6 +31,16 @@
 // hardware in enough detail for anyone else to duplicate the entire project, and
 // the full software is open source.
 //
+// The device appears to the host computer as a USB joystick.  This works with the
+// standard Windows joystick device drivers, so there's no need to install any
+// software on the PC - Windows should recognize it as a joystick when you plug
+// it in and shouldn't ask you to install anything.  If you bring up the control
+// panel for USB Game Controllers, this device will appear as "Pinscape Controller".
+// *Don't* do any calibration with the Windows control panel or third-part 
+// calibration tools.  The device calibrates itself automatically for the
+// accelerometer data, and has its own special calibration procedure for the
+// plunger (see below).
+//
 // The controller provides the following functions.  It should be possible to use
 // any subet of the features without using all of them.  External hardware for any
 // particular function can simply be omitted if that feature isn't needed.
@@ -60,9 +70,34 @@
 //    with the existing VP handling for analog plunger input.  A few VP settings are
 //    needed to tell VP to allow the plunger.
 //
-//    Unfortunately, analog plungers are not well supported by individual tables,
-//    so some work is required for each table to give it proper support.  I've tried
-//    to reduce this to a recipe and document it in the project documentation.
+//    For best results, the plunger sensor should be calibrated.  The calibration
+//    is stored in non-volatile memory on board the KL25Z, so it's only necessary
+//    to do the calibration once, when you first install everything.  (You might
+//    also want to re-calibrate if you physically remove and reinstall the CCD 
+//    sensor or the mechanical plunger, since their alignment might change slightly 
+//    when you put everything back together.)  To calibrate, you have to attach a
+//    momentary switch (e.g., a push-button switch) between one of the KL25Z ground
+//    pins (e.g., jumper J9 pin 12) and PTE29 (J10 pin 9).  Press and hold the
+//    button for about two seconds - the LED on the KL25Z wlil flash blue while
+//    you hold the button, and will turn solid blue when you've held it down long
+//    enough to enter calibration mode.  This mode will last about 15 seconds.
+//    Simply pull the plunger all the way back, hold it for a few moments, and
+//    gradually return it to the starting position.  *Don't* release it - we want
+//    to measure the maximum retracted position and the rest position, but NOT
+//    the maximum forward position when the outer barrel spring is compressed.
+//    After about 15 seconds, the device will save the new calibration settings
+//    to its flash memory, and the LED will return to the regular "heartbeat" 
+//    flashes.  If this is the first time you calibrated, you should observe the
+//    color of the flashes change from yellow/green to blue/green to indicate
+//    that the plunger has been calibrated.
+//
+//    Note that while Visual Pinball itself has good native support for analog 
+//    plungers, most of the VP tables in circulation don't implement the necessary
+//    scripting features to make this work properly.  Therefore, you'll have to do
+//    a little scripting work for each table you download to add the required code
+//    to that individual table.  The work has to be customized for each table, so
+//    I haven't been able to automate this process, but I have tried to reduce it
+//    to a relatively simple recipe that I've documented separately.
 //
 //  - In addition to the CCD sensor, a button should be attached (also described in 
 //    the project documentation) to activate calibration mode for the plunger.  When 
@@ -102,9 +137,44 @@
 //    any use for the LedWiz features.  I built them mostly as a learning exercise,
 //    but with a slight practical need for a handful of extra ports (I'm using the
 //    cutting-edge 10-contactor setup, so my real LedWiz is full!).
-
+//
+// The on-board LED on the KL25Z flashes to indicate the current device status:
+//
+//    two short red flashes = the device is powered but hasn't successfully
+//        connected to the host via USB (either it's not physically connected
+//        to the USB port, or there was a problem with the software handshake
+//        with the USB device driver on the computer)
+//
+//    short red flash = the host computer is in sleep/suspend mode
+//
+//    long red/green = the LedWiz unti number has been changed, so a reset
+//        is needed.  You can simply unplug the device and plug it back in,
+//        or presss and hold the reset button on the device for a few seconds.
+//
+//    long yellow/green = everything's working, but the plunger hasn't
+//        been calibrated; follow the calibration procedure described above.
+//        This flash mode won't appear if the CCD has been disabled.  Note
+//        that the device can't tell whether a CCD is physically attached,
+//        so you should use the config command to disable the CCD software 
+//        features if you won't be attaching a CCD.
+//
+//    alternating blue/green = everything's working
+//
+// Software configuration: you can change option settings by sending special
+// USB commands from the PC.  I've provided a Windows program for this purpose;
+// refer to the documentation for details.  For reference, here's the format
+// of the USB command for option changes:
+//
+//    length of report = 8 bytes
+//    byte 0 = 65 (0x41)
+//    byte 1 = 1 (0x01)
+//    byte 2 = new LedWiz unit number, 0x01 to 0x0f
+//    byte 3 = feature enable bit mask:
+//             0x01 = enable CCD (default = on)
 
+ 
 #include "mbed.h"
+#include "math.h"
 #include "USBJoystick.h"
 #include "MMA8451Q.h"
 #include "tsl1410r.h"
@@ -137,9 +207,18 @@
 // Marking this unit as #7 should work for almost everybody out of the box;
 // the most common case seems to be to have a single LedWiz installed, and
 // it's probably extremely rare to more than two.
+//
+// Note that the USB_PRODUCT_ID value set here omits the unit number.  We
+// take the unit number from the saved configuration.  We provide a
+// configuration command that can be sent via the USB connection to change
+// the unit number, so that users can select the unit number without having
+// to install a different version of the software.  We'll combine the base
+// product ID here with the unit number to get the actual product ID that
+// we send to the USB controller.
 const uint16_t USB_VENDOR_ID = 0xFAFA;
-const uint16_t USB_PRODUCT_ID = 0x00F7;
-const uint16_t USB_VERSION_NO = 0x0004;
+const uint16_t USB_PRODUCT_ID = 0x00F0;
+const uint16_t USB_VERSION_NO = 0x0006;
+const uint8_t DEFAULT_LEDWIZ_UNIT_NUMBER = 0x07;
 
 // On-board RGB LED elements - we use these for diagnostic displays.
 DigitalOut ledR(LED1), ledG(LED2), ledB(LED3);
@@ -148,6 +227,105 @@
 DigitalIn calBtn(PTE29);
 DigitalOut calBtnLed(PTE23);
 
+// LED-Wiz emulation output pin assignments.  The LED-Wiz protocol
+// can support up to 32 outputs.  The KL25Z can physically provide
+// about 48 (in addition to the ports we're already using for the
+// CCD sensor and the calibration button), but to stay compatible
+// with the LED-Wiz protocol we'll stop at 32.  
+//
+// The LED-Wiz protocol allows setting individual intensity levels
+// on all outputs, with 48 levels of intensity.  This can be used
+// to control lamp brightness and motor speeds, among other things.
+// Unfortunately, the KL25Z only has 10 PWM channels, so while we 
+// can support the full complement of 32 outputs, we can only provide 
+// PWM dimming/speed control on 10 of them.  The remaining outputs 
+// can only be switched fully on and fully off - we can't support
+// dimming on these, so they'll ignore any intensity level setting 
+// requested by the host.  Use these for devices that don't have any
+// use for intensity settings anyway, such as contactors and knockers.
+//
+// The mapping between physical output pins on the KL25Z and the
+// assigned LED-Wiz port numbers is essentially arbitrary - you can
+// customize this by changing the entries in the array below if you
+// wish to rearrange the pins for any reason.  Be aware that some
+// of the physical outputs are already used for other purposes
+// (e.g., some of the GPIO pins on header J10 are used for the
+// CCD sensor - but you can of course reassign those as well by
+// changing the corresponding declarations elsewhere in this module).
+// The assignments we make here have two main objectives: first,
+// to group the outputs on headers J1 and J2 (to facilitate neater
+// wiring by keeping the output pins together physically), and
+// second, to make the physical pin layout match the LED-Wiz port
+// numbering order to the extent possible.  There's one big wrench
+// in the works, though, which is the limited number and discontiguous
+// placement of the KL25Z PWM-capable output pins.  This prevents
+// us from doing the most obvious sequential ordering of the pins,
+// so we end up with the outputs arranged into several blocks.
+// Hopefully this isn't too confusing; for more detailed rationale,
+// read on...
+// 
+// With the LED-Wiz, the host software configuration usually 
+// assumes that each RGB LED is hooked up to three consecutive ports
+// (for the red, green, and blue components, which need to be 
+// physically wired to separate outputs to allow each color to be 
+// controlled independently).  To facilitate this, we arrange the 
+// PWM-enabled outputs so that they're grouped together in the 
+// port numbering scheme.  Unfortunately, these outputs aren't
+// together in a single group in the physical pin layout, so to
+// group them logically in the LED-Wiz port numbering scheme, we
+// have to break up the overall numbering scheme into several blocks.
+// So our port numbering goes sequentially down each column of
+// header pins, but there are several break points where we have
+// to interrupt the obvious sequence to keep the PWM pins grouped
+// logically.
+//
+// In the list below, "pin J1-2" refers to pin 2 on header J1 on
+// the KL25Z, using the standard pin numbering in the KL25Z 
+// documentation - this is the physical pin that the port controls.
+// "LW port 1" means LED-Wiz port 1 - this is the LED-Wiz port
+// number that you use on the PC side (in the DirectOutput config
+// file, for example) to address the port.  PWM-capable ports are
+// marked as such - we group the PWM-capable ports into the first
+// 10 LED-Wiz port numbers.
+// 
+struct {
+    PinName pin;
+    bool isPWM;
+} ledWizPortMap[32] = {
+    { PTA1, true },      // pin J1-2,  LW port 1  (PWM capable - TPM 2.0 = channel 9)
+    { PTA2, true },      // pin J1-4,  LW port 2  (PWM capable - TPM 2.1 = channel 10)
+    { PTD4, true },      // pin J1-6,  LW port 3  (PWM capable - TPM 0.4 = channel 5)
+    { PTA12, true },     // pin J1-8,  LW port 4  (PWM capable - TPM 1.0 = channel 7)
+    { PTA4, true },      // pin J1-10, LW port 5  (PWM capable - TPM 0.1 = channel 2)
+    { PTA5, true },      // pin J1-12, LW port 6  (PWM capable - TPM 0.2 = channel 3)
+    { PTA13, true },     // pin J2-2,  LW port 7  (PWM capable - TPM 1.1 = channel 13)
+    { PTD5, true },      // pin J2-4,  LW port 8  (PWM capable - TPM 0.5 = channel 6)
+    { PTD0, true },      // pin J2-6,  LW port 9  (PWM capable - TPM 0.0 = channel 1)
+    { PTD3, true },      // pin J2-10, LW port 10 (PWM capable - TPM 0.3 = channel 4)
+    { PTC8, false },     // pin J1-14, LW port 11
+    { PTC9, false },     // pin J1-16, LW port 12
+    { PTC7, false },     // pin J1-1,  LW port 13
+    { PTC0, false },     // pin J1-3,  LW port 14
+    { PTC3, false },     // pin J1-5,  LW port 15
+    { PTC4, false },     // pin J1-7,  LW port 16
+    { PTC5, false },     // pin J1-9,  LW port 17
+    { PTC6, false },     // pin J1-11, LW port 18
+    { PTC10, false },    // pin J1-13, LW port 19
+    { PTC11, false },    // pin J1-15, LW port 20
+    { PTC12, false },    // pin J2-1,  LW port 21
+    { PTC13, false },    // pin J2-3,  LW port 22
+    { PTC16, false },    // pin J2-5,  LW port 23
+    { PTC17, false },    // pin J2-7,  LW port 24
+    { PTA16, false },    // pin J2-9,  LW port 25
+    { PTA17, false },    // pin J2-11, LW port 26
+    { PTE31, false },    // pin J2-13, LW port 27
+    { PTD6, false },     // pin J2-17, LW port 29
+    { PTD7, false },     // pin J2-19, LW port 30
+    { PTE0, false },     // pin J2-18, LW port 31
+    { PTE1, false }      // pin J2-20, LW port 32
+};
+
+
 // I2C address of the accelerometer (this is a constant of the KL25Z)
 const int MMA8451_I2C_ADDRESS = (0x1d<<1);
 
@@ -160,6 +338,9 @@
 // wired on this board to the MMA8451 interrupt controller.
 #define MMA8451_INT_PIN   PTA15
 
+// Joystick axis report range - we report from -JOYMAX to +JOYMAX
+#define JOYMAX 4096
+
 
 // ---------------------------------------------------------------------------
 //
@@ -168,6 +349,47 @@
 
 static int pbaIdx = 0;
 
+// LedWiz output pin interface.  We create a cover class to virtualize
+// digital vs PWM outputs and give them a common interface.  The KL25Z
+// unfortunately doesn't have enough hardware PWM channels to support 
+// PWM on all 32 LedWiz outputs, so we provide as many PWM channels as
+// we can (10), and fill out the rest of the outputs with plain digital
+// outs.
+class LwOut
+{
+public:
+    virtual void set(float val) = 0;
+};
+class LwPwmOut: public LwOut
+{
+public:
+    LwPwmOut(PinName pin) : p(pin) { }
+    virtual void set(float val) { p = val; }
+    PwmOut p;
+};
+class LwDigOut: public LwOut
+{
+public:
+    LwDigOut(PinName pin) : p(pin) { }
+    virtual void set(float val) { p = val; }
+    DigitalOut p;
+};
+
+// output pin array
+static LwOut *lwPin[32];
+
+// initialize the output pin array
+void initLwOut()
+{
+    for (int i = 0 ; i < sizeof(lwPin) / sizeof(lwPin[0]) ; ++i)
+    {
+        PinName p = ledWizPortMap[i].pin;
+        lwPin[i] = (ledWizPortMap[i].isPWM
+                    ? (LwOut *)new LwPwmOut(p) 
+                    : (LwOut *)new LwDigOut(p));
+    }
+}
+
 // on/off state for each LedWiz output
 static uint8_t wizOn[32];
 
@@ -199,9 +421,8 @@
 
 static void updateWizOuts()
 {
-    ledR = wizState(0);
-    ledG = wizState(1);
-    ledB = wizState(2);
+    for (int i = 0 ; i < 32 ; ++i)
+        lwPin[i]->set(wizState(i));
 }
 
 // ---------------------------------------------------------------------------
@@ -215,27 +436,64 @@
 struct NVM
 {
     // checksum - we use this to determine if the flash record
-    // has been initialized
+    // has been properly initialized
     uint32_t checksum;
 
     // signature value
     static const uint32_t SIGNATURE = 0x4D4A522A;
-    static const uint16_t VERSION = 0x0002;
+    static const uint16_t VERSION = 0x0003;
+    
+    // Is the data structure valid?  We test the signature and 
+    // checksum to determine if we've been properly stored.
+    int valid() const
+    {
+        return (d.sig == SIGNATURE 
+                && d.vsn == VERSION
+                && d.sz == sizeof(NVM)
+                && checksum == CRC32(&d, sizeof(d)));
+    }
+    
+    // save to non-volatile memory
+    void save(FreescaleIAP &iap, int addr)
+    {
+        // update the checksum and structure size
+        checksum = CRC32(&d, sizeof(d));
+        d.sz = sizeof(NVM);
+        
+        // erase the sector
+        iap.erase_sector(addr);
+
+        // save the data
+        iap.program_flash(addr, this, sizeof(*this));
+    }
     
     // stored data (excluding the checksum)
     struct
     {
-        // signature and version - further verification that we have valid 
-        // initialized data
+        // Signature, structure version, and structure size - further verification 
+        // that we have valid initialized data.  The size is a simple proxy for a
+        // structure version, as the most common type of change to the structure as
+        // the software evolves will be the addition of new elements.  We also
+        // provide an explicit version number that we can update manually if we
+        // make any changes that don't affect the structure size but would affect
+        // compatibility with a saved record (e.g., swapping two existing elements).
         uint32_t sig;
         uint16_t vsn;
+        int sz;
         
-        // direction - 0 means unknown, 1 means bright end is pixel 0, 2 means reversed
-        uint8_t dir;
-
+        // has the plunger been manually calibrated?
+        int plungerCal;
+        
         // plunger calibration min and max
         int plungerMin;
+        int plungerZero;
         int plungerMax;
+        
+        // is the CCD enabled?
+        int ccdEnabled;
+        
+        // LedWiz unit number
+        uint8_t ledWizUnitNo;
     } d;
 };
 
@@ -269,6 +527,14 @@
 };
 
 // ---------------------------------------------------------------------------
+//
+// Some simple math service routines
+//
+
+inline float square(float x) { return x*x; }
+inline float round(float x) { return x > 0 ? floor(x + 0.5) : ceil(x - 0.5); }
+
+// ---------------------------------------------------------------------------
 // 
 // Accelerometer (MMA8451Q)
 //
@@ -276,129 +542,63 @@
 // The MMA8451Q is the KL25Z's on-board 3-axis accelerometer.
 //
 // This is a custom wrapper for the library code to interface to the
-// MMA8451Q.  This class encapsulates an interrupt handler and some
-// special data processing to produce more realistic results in
-// Visual Pinball.
+// MMA8451Q.  This class encapsulates an interrupt handler and 
+// automatic calibration.
 //
 // We install an interrupt handler on the accelerometer "data ready" 
-// interrupt in order to ensure that we fetch each sample immediately
-// when it becomes available.  Since our main program loop is busy
-// reading the CCD virtually all of the time, it wouldn't be practical
-// to keep up with the accelerometer data stream by polling.
-//
-// Visual Pinball is nominally designed to accept raw accelerometer
-// data as nudge input, but in practice, this doesn't produce
-// very realistic results.  VP simply applies accelerations from a
-// physical accelerometer directly to its modeled ball(s), but the
-// data stream coming from a real accelerometer isn't as clean as
-// an idealized physics simulation.  The problem seems to be that the
-// accelerometer samples capture instantaneous accelerations, not
-// integrated acceleration over time.  In other words, adding samples 
-// over time doesn't accurately reflect the actual net acceleration
-// experienced.  The longer the sampling period, the greater the
-// divergence between the sum of a series of samples and the actual
-// net acceleration.  The effect in VP is to leave the ball with
-// an unrealistically high residual velocity over the course of a
-// nudge event.
-//
-// This is where our custom data processing comes into play.  Rather
-// than sending raw accelerometer samples, we apply the samples to
-// our own virtual model ball.  What we send VP is the accelerations
-// experienced by the ball in our model, not the actual accelerations
-// we read from the MMA8451Q.  Now, that might seem like an unnecessary
-// middleman, because VP is just going to apply the accelerations to
-// its own model ball.  But it's a useful middleman: what we can do
-// in our model that VP can't do in its model is take into account
-// our special knowledge of the physical cabinet configuration.  VP
-// has to work generically with any sort of nudge input device, but
-// we can make assumptions about what kind of physical environment
-// we're operating in.
-//
-// The key assumption we make about our physical environment is that
-// accelerations from nudges should net out to zero over intervals on
-// the order of a couple of seconds.  Nudging a pinball cabinet makes
-// the cabinet accelerate briefly in the nudge direction, then rebound,
-// then re-rebound, and so on until the swaying motion damps out and
-// the table returns roughly to rest.  The table doesn't actually go
-// anywhere in these transactions, so the net acceleration experienced
-// is zero by the time the motion has damped out.  The damping time
-// depends on the degree of force of the nudge, but is a second or
-// two in most cases.
+// interrupt to ensure that we fetch each sample immediately when it
+// becomes available.  The accelerometer data rate is fiarly high
+// (800 Hz), so it's not practical to keep up with it by polling.
+// Using an interrupt handler lets us respond quickly and read
+// every sample.
 //
-// We can't just assume that all motion and/or acceleration must stop 
-// in a second or two, though.  For one thing, the player can nudge
-// the table repeatedly for long periods.  (Doing this too aggressivly
-// will trigger a tilt, so there are limits, but a skillful player
-// can keep nudging a table almost continuously without tilting it.)
-// For another, a player could actually pick up one end of the table
-// for an extended period, applying a continuous acceleration the
-// whole time.
-//
-// The strategy we use to cope with these possibilities is to model a
-// ball, rather like VP does, but with damping that scales with the
-// current speed.  We'll choose a damping function that will bring
-// the ball to rest from any reasonable speed within a second or two
-// if there are no ongoing accelerations.  The damping function must
-// also be weak enough that new accelerations dominate - that is,
-// the damping function must not be so strong that it cancels out
-// ongoing physical acceleration input, such as when the player
-// lifts one end of the table and holds it up for a while.
-//
-// What we report to VP is the acceleration experienced by our model
-// ball between samples.  Our model ball starts at rest, and our damping
-// function ensures that when it's in motion, it will return to rest in
-// a short time in the absence of further physical accelerations.  The
-// sum or our reports to VP from a rest state to a subsequent rest state
-// will thus necessarily equal exactly zero.  This will ensure that we 
-// don't leave VP's model ball with any residual velocity after an 
-// isolated nudge.
-//
-// We do one more bit of data processing: automatic calibration.  When
-// we observe the accelerometer input staying constant (within a noise
-// window) for a few seconds continously, we'll assume that the cabinet
-// is at rest.  It's safe to assume that the accelerometer isn't
-// installed in such a way that it's perfectly level, so at the
-// cabinet's neutral rest position, we can expect to read non-zero
-// accelerations on the x and y axes from the component along that
-// axis of the Earth's gravity.  By watching for constant acceleration
-// values over time, we can infer the reseting position of the device
-// and take that as our zero point.  By doing this continuously, we
-// don't have to assume that the machine is perfectly motionless when
-// initially powered on - we'll organically find the zero point as soon
-// as the machine is undisturbed for a few moments.  We'll also deal
-// gracefully with situations where the machine is jolted so much in
-// the course of play that its position is changed slightly.  The result
-// should be to make the zeroing process reliable and completely 
-// transparent to the user.
+// We automatically calibrate the accelerometer so that it's not
+// necessary to get it exactly level when installing it, and so
+// that it's also not necessary to calibrate it manually.  There's
+// lots of experience that tells us that manual calibration is a
+// terrible solution, mostly because cabinets tend to shift slightly
+// during use, requiring frequent recalibration.  Instead, we
+// calibrate automatically.  We continuously monitor the acceleration
+// data, watching for periods of constant (or nearly constant) values.
+// Any time it appears that the machine has been at rest for a while
+// (about 5 seconds), we'll average the readings during that rest
+// period and use the result as the level rest position.  This is
+// is ongoing, so we'll quickly find the center point again if the 
+// machine is moved during play (by an especially aggressive bout
+// of nudging, say).
 //
 
-// point structure
-struct FPoint
+// accelerometer input history item, for gathering calibration data
+struct AccHist
 {
+    AccHist() { x = y = d = 0.0; xtot = ytot = 0.0; cnt = 0; }
+    void set(float x, float y, AccHist *prv)
+    {
+        // save the raw position
+        this->x = x;
+        this->y = y;
+        this->d = distance(prv);
+    }
+    
+    // reading for this entry
     float x, y;
     
-    FPoint() { }
-    FPoint(float x, float y) { this->x = x; this->y = y; }
-    
-    void set(float x, float y) { this->x = x; this->y = y; }
-    void zero() { this->x = this->y = 0; }
+    // distance from previous entry
+    float d;
     
-    FPoint &operator=(FPoint &pt) { this->x = pt.x; this->y = pt.y; return *this; }
-    FPoint &operator-=(FPoint &pt) { this->x -= pt.x; this->y -= pt.y; return *this; }
-    FPoint &operator+=(FPoint &pt) { this->x += pt.x; this->y += pt.y; return *this; }
-    FPoint &operator*=(float f) { this->x *= f; this->y *= f; return *this; }
-    FPoint &operator/=(float f) { this->x /= f; this->y /= f; return *this; }
-    float magnitude() const { return sqrt(x*x + y*y); }
+    // total and count of samples averaged over this period
+    float xtot, ytot;
+    int cnt;
+
+    void clearAvg() { xtot = ytot = 0.0; cnt = 0; }    
+    void addAvg(float x, float y) { xtot += x; ytot += y; ++cnt; }
+    float xAvg() const { return xtot/cnt; }
+    float yAvg() const { return ytot/cnt; }
     
-    float distance(FPoint &b)
-    {
-        float dx = x - b.x;
-        float dy = y - b.y;
-        return sqrt(dx*dx + dy*dy);
-    }
+    float distance(AccHist *p)
+        { return sqrt(square(p->x - x) + square(p->y - y)); }
 };
 
-
 // accelerometer wrapper class
 class Accel
 {
@@ -415,47 +615,42 @@
     
     void reset()
     {
-        // assume initially that the device is perfectly level
-        center_.zero();
+        // clear the center point
+        cx_ = cy_ = 0.0;
+        
+        // start the calibration timer
         tCenter_.start();
         iAccPrv_ = nAccPrv_ = 0;
-
+        
         // reset and initialize the MMA8451Q
         mma_.init();
-        
-        // set the initial ball velocity to zero
-        v_.zero();
+                
+        // set the initial integrated velocity reading to zero
+        vx_ = vy_ = 0;
         
-        // set the initial raw acceleration reading to zero
-        araw_.zero();
-        vsum_.zero();
-
-        // enable the interrupt
+        // set up our accelerometer interrupt handling
+        intIn_.rise(this, &Accel::isr);
         mma_.setInterruptMode(irqPin_ == PTA14 ? 1 : 2);
         
-        // set up the interrupt handler
-        intIn_.rise(this, &Accel::isr);
-        
         // read the current registers to clear the data ready flag
-        float z;
-        mma_.getAccXYZ(araw_.x, araw_.y, z);
+        mma_.getAccXYZ(ax_, ay_, az_);
 
         // start our timers
         tGet_.start();
         tInt_.start();
-        tRest_.start();
     }
     
-    void get(float &x, float &y, float &rx, float &ry) 
+    void get(int &x, int &y, int &rx, int &ry) 
     {
          // disable interrupts while manipulating the shared data
          __disable_irq();
          
          // read the shared data and store locally for calculations
-         FPoint vsum = vsum_, araw = araw_;
+         float ax = ax_, ay = ay_;
+         float vx = vx_, vy = vy_;
          
-         // reset the velocity sum
-         vsum_.zero();
+         // reset the velocity sum for the next run
+         vx_ = vy_ = 0;
 
          // get the time since the last get() sample
          float dt = tGet_.read_us()/1.0e6;
@@ -464,29 +659,39 @@
          // done manipulating the shared data
          __enable_irq();
          
+         // adjust the readings for the integration time
+         vx /= dt;
+         vy /= dt;
+         
+         // add this sample to the current calibration interval's running total
+         AccHist *p = accPrv_ + iAccPrv_;
+         p->addAvg(ax, ay);
+
          // check for auto-centering every so often
          if (tCenter_.read_ms() > 1000)
          {
              // add the latest raw sample to the history list
-             accPrv_[iAccPrv_] = araw_;
-             
-             // commit the history entry
+             AccHist *prv = p;
              iAccPrv_ = (iAccPrv_ + 1) % maxAccPrv;
+             p = accPrv_ + iAccPrv_;
+             p->set(ax, ay, prv);
 
              // if we have a full complement, check for stability
              if (nAccPrv_ >= maxAccPrv)
              {
                  // check if we've been stable for all recent samples
-                 static const float accTol = .005;
-                 if (accPrv_[0].distance(accPrv_[1]) < accTol
-                     && accPrv_[0].distance(accPrv_[2]) < accTol
-                     && accPrv_[0].distance(accPrv_[3]) < accTol
-                     && accPrv_[0].distance(accPrv_[4]) < accTol)
+                 static const float accTol = .01;
+                 AccHist *p0 = accPrv_;
+                 if (p0[0].d < accTol
+                     && p0[1].d < accTol
+                     && p0[2].d < accTol
+                     && p0[3].d < accTol
+                     && p0[4].d < accTol)
                  {
-                     // figure the new center as the average of these samples
-                     center_.set(
-                        (accPrv_[0].x + accPrv_[1].x + accPrv_[2].x + accPrv_[3].x + accPrv_[4].x)/5.0,
-                        (accPrv_[0].y + accPrv_[1].y + accPrv_[2].y + accPrv_[3].y + accPrv_[4].y)/5.0);
+                     // Figure the new calibration point as the average of
+                     // the samples over the rest period
+                     cx_ = (p0[0].xAvg() + p0[1].xAvg() + p0[2].xAvg() + p0[3].xAvg() + p0[4].xAvg())/5.0;
+                     cy_ = (p0[0].yAvg() + p0[1].yAvg() + p0[2].yAvg() + p0[3].yAvg() + p0[4].yAvg())/5.0;
                  }
              }
              else
@@ -494,146 +699,47 @@
                 // not enough samples yet; just up the count
                 ++nAccPrv_;
              }
+             
+             // clear the new item's running totals
+             p->clearAvg();
             
              // reset the timer
              tCenter_.reset();
          }
-
-         // Calculate the velocity vector for the model ball.  Start
-         // with the accumulated velocity from the accelerations since
-         // the last reading.
-         FPoint dv = vsum;
-
-         // remember the previous velocity of the model ball
-         FPoint vprv = v_;
-         
-         // If we have residual motion, check for damping.
-         //
-         // The dmaping we model here isn't friction - we leave that sort of
-         // detail to the pinball simulator on the PC.  Instead, our form of
-         // damping is just an attempt to compensate for measurement errors
-         // from the accelerometer.  During a nudge event, we should see a
-         // series of accelerations back and forth, as the table sways in
-         // response to the push, rebounds from the sway, rebounds from the
-         // rebound, etc.  We know that in reality, the table itself doesn't
-         // actually go anywhere - it just sways, and when the swaying stops,
-         // it ends up where it started.  If we use the accelerometer input
-         // to do dead reckoning on the location of the table, we know that
-         // it has to end up where it started.  This means that the series of
-         // position changes over the course of the event should cancel out -
-         // the displacements should add up to zero.  
-         
-          to model friction and other forces
-         // on the ball.  Instead, the damping we apply is to compensate for
-         // measurement errors in the accelerometer.  During a nudge event,
-         // a real pinball cabinet typically ends up at the same place it
-         // started - it sways in response to the nudge, but the swaying
-         // quickly damps out and leaves the table unmoved.  You don't
-         // typically apply enough force to actually pick up the cabinet
-         // and move it, or slide it across the floor - and doing so would
-         // trigger a tilt, in which case the ball goes out of play and we
-         // don't really have to worry about how realistically it behaves
-         // in response to the acceleration.
-         if (vprv.magnitude() != 0)
-         {
-             // The model ball is moving.  If the current motion has been
-             // going on for long enough, apply damping.  We wait a short
-             // time before we apply damping to allow small continuous
-             // accelerations (from tiling the table) to get the ball
-             // rolling.
-             if (tRest_.read_ms() > 100)
-             {
-             }
-         }
-         else
-         {
-             // the model ball is at rest; if the instantaneous acceleration
-             // is also near zero, reset the rest timer
-             if (dv.magnitude() < 0.025)
-                 tRest_.reset();
-         }
          
-         // If the current velocity change is near zero, damp the ball's
-         // velocity.  The idea is that the total series of accelerations 
-         // from a nudge should net to zero, since a nudge doesn't
-         // actually move the table anywhere.  
-         // 
-         // Ideally, this wouldn't be necessary, because the raw
-         // accelerometer readings should organically add up to zero over
-         // the course of a nudge.  In practice, the accelerometer isn't
-         // perfect; it can only sample so fast, so it can't capture every
-         // instantaneous change; and each reading has some small measurement
-         // error, which becomes significant when many readings are added
-         // together.  The damping is an attempt to reconcile the imperfect
-         // measurements with what how expect the real physical system to
-         // behave - we know what the outcome of an event should be, so we
-         // adjust our measurements to get the expected outcome.
-         //
-         // If the ball's velocity is large at this point, assume that this
-         // wasn't a nudge event at all, but a sustained inclination - as
-         // though the player picked up one end of the table and held it
-         // up for a while, to accelerate the ball down the sloped table.
-         // In this case just reset the velocity to zero without doing
-         // any damping, so that we don't pass through any deceleration
-         // to the pinball simulation.  In this case we want to leave it
-         // to the pinball simulation to do its own modeling of friction
-         // or bouncing to decelerate the ball.  Our correction is only
-         // realistic for brief events that naturally net out to neutral
-         // accelerations.
-         if (dv.magnitude() < .025)
-         {
-            // check the ball's speed
-            if (v_.magnitude() < .25)
-            {
-                // apply the damping
-                FPoint damp(damping(v_.x), damping(v_.y));
-                dv -= damp;
-                ledB = 0;
-            }
-            else
-            {
-                // the ball is going too fast - simply reset it
-                v_ = dv;
-                vprv = dv;
-                ledB = 1;
-            }
-         }
-         else
-             ledB = 1;
+         // report our integrated velocity reading in x,y
+         x = rawToReport(vx);
+         y = rawToReport(vy);
          
-         // apply the velocity change for this interval
-         v_ += dv;
-         
-         // return the acceleration since the last update (change in velocity
-         // over time) in x,y
-         dv /= dt;
-         x = (v_.x - vprv.x) / dt;
-         y = (v_.y - vprv.y) / dt;
+         // apply a small dead zone near the center
+         // if (abs(x) < 6) x = 0;
+         // if (abs(y) < 6) y = 0;
          
          // report the calibrated instantaneous acceleration in rx,ry
-         rx = araw.x - center_.x;
-         ry = araw.y - center_.y;
+         rx = int(round((ax - cx_)*JOYMAX));
+         ry = int(round((ay - cy_)*JOYMAX));
+         
+#ifdef DEBUG_PRINTF
+         if (x != 0 || y != 0)        
+             printf("%f %f %d %d %f\r\n", vx, vy, x, y, dt);
+#endif
      }    
     
 private:
-    // velocity damping function
-    float damping(float v)
+    // adjust a raw acceleration figure to a usb report value
+    int rawToReport(float v)
     {
-        // scale to -2048..2048 range, and get the absolute value
-        float a = fabs(v*2048.0);
+        // scale to the joystick report range and round to integer
+        int i = int(round(v*JOYMAX));
         
-        // damp out small velocities immediately
-        if (a < 20)
-            return v;
-        
-        // calculate the cube root of the scaled value
-        float r = exp(log(a)/3.0);
-        
-        // rescale
-        r /= 2048.0;
-        
-        // apply the sign and return the result
-        return (v < 0 ? -r : r);
+        // if it's near the center, scale it roughly as 20*(i/20)^2,
+        // to suppress noise near the rest position
+        static const int filter[] = { 
+            -18, -16, -14, -13, -11, -10, -8, -7, -6, -5, -4, -3, -2, -2, -1, -1, 0, 0, 0, 0,
+            0,
+            0, 0, 0, 0, 1, 1, 2, 2, 3, 4, 5, 6, 7, 8, 10, 11, 13, 14, 16, 18
+        };
+        return (i > 20 || i < -20 ? i : filter[i+20]);
     }
 
     // interrupt handler
@@ -646,58 +752,60 @@
         // off to on, so we have to make sure it's off.
         float x, y, z;
         mma_.getAccXYZ(x, y, z);
-
-        // store the raw results
-        araw_.set(x, y);
-        zraw_ = z;
         
         // calculate the time since the last interrupt
         float dt = tInt_.read_us()/1.0e6;
         tInt_.reset();
+
+        // integrate the time slice from the previous reading to this reading
+        vx_ += (x + ax_ - 2*cx_)*dt/2;
+        vy_ += (y + ay_ - 2*cy_)*dt/2;
         
-        // Add the velocity to the running total.  First, calibrate the
-        // raw acceleration to our centerpoint, then multiply by the time
-        // since the last sample to get the velocity resulting from
-        // applying this acceleration for the sample time.
-        FPoint rdt((x - center_.x)*dt, (y - center_.y)*dt);
-        vsum_ += rdt;
+        // store the updates
+        ax_ = x;
+        ay_ = y;
+        az_ = z;
     }
     
     // underlying accelerometer object
     MMA8451Q mma_;
     
     // last raw acceleration readings
-    FPoint araw_;
-    float zraw_;
+    float ax_, ay_, az_;
     
-    // total velocity change since the last get() sample
-    FPoint vsum_;
-    
-    // current modeled ball velocity
-    FPoint v_;
-    
+    // integrated velocity reading since last get()
+    float vx_, vy_;
+        
     // timer for measuring time between get() samples
     Timer tGet_;
     
     // timer for measuring time between interrupts
     Timer tInt_;
-    
-    // time since last rest
-    Timer tRest_;
 
-    // calibrated center point - this is the position where we observe
-    // constant input for a few seconds, telling us the orientation of
-    // the accelerometer device when at rest
-    FPoint center_;
+    // Calibration reference point for accelerometer.  This is the
+    // average reading on the accelerometer when in the neutral position
+    // at rest.
+    float cx_, cy_;
 
     // timer for atuo-centering
     Timer tCenter_;
-    
-    // recent accelerometer readings, for auto centering
+
+    // Auto-centering history.  This is a separate history list that
+    // records results spaced out sparesely over time, so that we can
+    // watch for long-lasting periods of rest.  When we observe nearly
+    // no motion for an extended period (on the order of 5 seconds), we
+    // take this to mean that the cabinet is at rest in its neutral 
+    // position, so we take this as the calibration zero point for the
+    // accelerometer.  We update this history continuously, which allows
+    // us to continuously re-calibrate the accelerometer.  This ensures
+    // that we'll automatically adjust to any actual changes in the
+    // cabinet's orientation (e.g., if it gets moved slightly by an
+    // especially strong nudge) as well as any systematic drift in the
+    // accelerometer measurement bias (e.g., from temperature changes).
     int iAccPrv_, nAccPrv_;
     static const int maxAccPrv = 5;
-    FPoint accPrv_[maxAccPrv];
-
+    AccHist accPrv_[maxAccPrv];
+    
     // interurupt pin name
     PinName irqPin_;
     
@@ -746,12 +854,15 @@
     ledG = 1;
     ledB = 1;
     
+    // initialize the LedWiz ports
+    initLwOut();
+    
+    // we don't need a reset yet
+    bool needReset = false;
+    
     // clear the I2C bus for the accelerometer
     clear_i2c();
     
-    // Create the joystick USB client
-    MyUSBJoystick js(USB_VENDOR_ID, USB_PRODUCT_ID, USB_VERSION_NO);
-
     // set up a flash memory controller
     FreescaleIAP iap;
     
@@ -761,9 +872,7 @@
     NVM cfg;
     
     // check for valid flash
-    bool flash_valid = (flash->d.sig == flash->SIGNATURE 
-                        && flash->d.vsn == flash->VERSION
-                        && flash->checksum == CRC32(&flash->d, sizeof(flash->d)));
+    bool flash_valid = flash->valid();
                       
     // Number of pixels we read from the sensor on each frame.  This can be
     // less than the physical pixel count if desired; we'll read every nth
@@ -784,17 +893,28 @@
     // if the flash is valid, load it; otherwise initialize to defaults
     if (flash_valid) {
         memcpy(&cfg, flash, sizeof(cfg));
-        printf("Flash restored: plunger min=%d, max=%d\r\n", 
-            cfg.d.plungerMin, cfg.d.plungerMax);
+        printf("Flash restored: plunger cal=%d, min=%d, zero=%d, max=%d\r\n", 
+            cfg.d.plungerCal, cfg.d.plungerMin, cfg.d.plungerZero, cfg.d.plungerMax);
     }
     else {
         printf("Factory reset\r\n");
         cfg.d.sig = cfg.SIGNATURE;
         cfg.d.vsn = cfg.VERSION;
+        cfg.d.plungerCal = 0;
+        cfg.d.plungerZero = 0;
         cfg.d.plungerMin = 0;
         cfg.d.plungerMax = npix;
+        cfg.d.ledWizUnitNo = DEFAULT_LEDWIZ_UNIT_NUMBER;
+        cfg.d.ccdEnabled = true;
     }
     
+    // Create the joystick USB client.  Note that we use the LedWiz unit
+    // number from the saved configuration.
+    MyUSBJoystick js(
+        USB_VENDOR_ID, 
+        USB_PRODUCT_ID | cfg.d.ledWizUnitNo,
+        USB_VERSION_NO);
+
     // plunger calibration button debounce timer
     Timer calBtnTimer;
     calBtnTimer.start();
@@ -825,7 +945,19 @@
     TSL1410R ccd(PTE20, PTE21, PTB0);
     
     // last accelerometer report, in mouse coordinates
-    int x = 127, y = 127, z = 0;
+    int x = 0, y = 0, z = 0;
+    
+    // previous two plunger readings, for "debouncing" the results (z0 is
+    // the most recent, z1 is the one before that)
+    int z0 = 0, z1 = 0, z2 = 0;
+    
+    // Firing in progress: we set this when we detect the start of rapid 
+    // plunger movement from a retracted position towards the rest position.
+    // The actual plunger spring return speed seems to be too slow for VP, 
+    // so when we detect the start of this motion, we immediately tell VP
+    // to return the plunger to rest, then we monitor the real plunger 
+    // until it atcually stops.
+    bool firing = false;
 
     // start the first CCD integration cycle
     ccd.clear();
@@ -839,50 +971,80 @@
         // handle input in as timely a fashion as possible by deferring
         // output tasks as long as there's input to process.
         HID_REPORT report;
-        while (js.readNB(&report) && report.length == 8)
+        while (js.readNB(&report))
         {
-            uint8_t *data = report.data;
-            if (data[0] == 64) 
+            // all Led-Wiz reports are 8 bytes exactly
+            if (report.length == 8)
             {
-                // LWZ-SBA - first four bytes are bit-packed on/off flags
-                // for the outputs; 5th byte is the pulse speed (0-7)
-                //printf("LWZ-SBA %02x %02x %02x %02x ; %02x\r\n",
-                //       data[1], data[2], data[3], data[4], data[5]);
-
-                // update all on/off states
-                for (int i = 0, bit = 1, ri = 1 ; i < 32 ; ++i, bit <<= 1)
+                uint8_t *data = report.data;
+                if (data[0] == 64) 
                 {
-                    if (bit == 0x100) {
-                        bit = 1;
-                        ++ri;
-                    }
-                    wizOn[i] = ((data[ri] & bit) != 0);
-                }
+                    // LWZ-SBA - first four bytes are bit-packed on/off flags
+                    // for the outputs; 5th byte is the pulse speed (0-7)
+                    //printf("LWZ-SBA %02x %02x %02x %02x ; %02x\r\n",
+                    //       data[1], data[2], data[3], data[4], data[5]);
     
-                // update the physical outputs
-                updateWizOuts();
-                
-                // reset the PBA counter
-                pbaIdx = 0;
-            }
-            else 
-            {
-                // LWZ-PBA - full state dump; each byte is one output
-                // in the current bank.  pbaIdx keeps track of the bank;
-                // this is incremented implicitly by each PBA message.
-                //printf("LWZ-PBA[%d] %02x %02x %02x %02x %02x %02x %02x %02x\r\n",
-                //       pbaIdx, data[0], data[1], data[2], data[3], data[4], data[5], data[6], data[7]);
-
-                // update all output profile settings
-                for (int i = 0 ; i < 8 ; ++i)
-                    wizVal[pbaIdx + i] = data[i];
-
-                // update the physical LED state if this is the last bank                    
-                if (pbaIdx == 24)
+                    // update all on/off states
+                    for (int i = 0, bit = 1, ri = 1 ; i < 32 ; ++i, bit <<= 1)
+                    {
+                        if (bit == 0x100) {
+                            bit = 1;
+                            ++ri;
+                        }
+                        wizOn[i] = ((data[ri] & bit) != 0);
+                    }
+        
+                    // update the physical outputs
                     updateWizOuts();
-
-                // advance to the next bank
-                pbaIdx = (pbaIdx + 8) & 31;
+                    
+                    // reset the PBA counter
+                    pbaIdx = 0;
+                }
+                else if (data[0] == 65)
+                {
+                    // Private control message.  This isn't an LedWiz message - it's
+                    // an extension for this device.  65 is an invalid PBA setting,
+                    // and isn't used for any other LedWiz message, so we appropriate
+                    // it for our own private use.  The first byte specifies the 
+                    // message type.
+                    if (data[1] == 1)
+                    {
+                        // Set Configuration:
+                        //     data[2] = LedWiz unit number (0x00 to 0x0f)
+                        //     data[3] = feature enable bit mask:
+                        //               0x01 = enable CCD
+                        
+                        // we'll need a reset if the LedWiz unit number is changing
+                        uint8_t newUnitNo = data[2] & 0x0f;
+                        needReset |= (newUnitNo != cfg.d.ledWizUnitNo);
+                        
+                        // set the configuration parameters from the message
+                        cfg.d.ledWizUnitNo = newUnitNo;
+                        cfg.d.ccdEnabled = data[3] & 0x01;
+                        
+                        // save the configuration
+                        cfg.save(iap, flash_addr);
+                    }
+                }
+                else 
+                {
+                    // LWZ-PBA - full state dump; each byte is one output
+                    // in the current bank.  pbaIdx keeps track of the bank;
+                    // this is incremented implicitly by each PBA message.
+                    //printf("LWZ-PBA[%d] %02x %02x %02x %02x %02x %02x %02x %02x\r\n",
+                    //       pbaIdx, data[0], data[1], data[2], data[3], data[4], data[5], data[6], data[7]);
+    
+                    // update all output profile settings
+                    for (int i = 0 ; i < 8 ; ++i)
+                        wizVal[pbaIdx + i] = data[i];
+    
+                    // update the physical LED state if this is the last bank                    
+                    if (pbaIdx == 24)
+                        updateWizOuts();
+    
+                    // advance to the next bank
+                    pbaIdx = (pbaIdx + 8) & 31;
+                }
             }
         }
        
@@ -914,8 +1076,10 @@
                     // enter calibration mode
                     calBtnState = 3;
                     
-                    // reset the calibration limits
+                    // set extremes for the calibration data, so that the actual
+                    // values we read will set new high/low water marks on the fly
                     cfg.d.plungerMax = 0;
+                    cfg.d.plungerZero = npix;
                     cfg.d.plungerMin = npix;
                 }
                 break;
@@ -943,12 +1107,9 @@
                 // exit calibration mode
                 calBtnState = 0;
                 
-                // Save the current configuration state to flash, so that it
-                // will be preserved through power off.  Update the checksum
-                // first so that we recognize the flash record as valid.
-                cfg.checksum = CRC32(&cfg.d, sizeof(cfg.d));
-                iap.erase_sector(flash_addr);
-                iap.program_flash(flash_addr, &cfg, sizeof(cfg));
+                // save the updated configuration
+                cfg.d.plungerCal = 1;
+                cfg.save(iap, flash_addr);
                 
                 // the flash state is now valid
                 flash_valid = true;
@@ -999,105 +1160,297 @@
             }
         }
         
-        // read the plunger sensor
-        int znew = z;
-        uint16_t pix[npix];
-        ccd.read(pix, npix);
+        // read the plunger sensor, if it's enabled
+        if (cfg.d.ccdEnabled)
+        {
+            // start with the previous reading, in case we don't have a
+            // clear result on this frame
+            int znew = z;
 
-        // get the average brightness at each end of the sensor
-        long avg1 = (long(pix[0]) + long(pix[1]) + long(pix[2]) + long(pix[3]) + long(pix[4]))/5;
-        long avg2 = (long(pix[npix-1]) + long(pix[npix-2]) + long(pix[npix-3]) + long(pix[npix-4]) + long(pix[npix-5]))/5;
-        
-        // figure the midpoint in the brightness; multiply by 3 so that we can
-        // compare sums of three pixels at a time to smooth out noise
-        long midpt = (avg1 + avg2)/2 * 3;
+            // read the array
+            uint16_t pix[npix];
+            ccd.read(pix, npix);
+    
+            // get the average brightness at each end of the sensor
+            long avg1 = (long(pix[0]) + long(pix[1]) + long(pix[2]) + long(pix[3]) + long(pix[4]))/5;
+            long avg2 = (long(pix[npix-1]) + long(pix[npix-2]) + long(pix[npix-3]) + long(pix[npix-4]) + long(pix[npix-5]))/5;
+            
+            // figure the midpoint in the brightness; multiply by 3 so that we can
+            // compare sums of three pixels at a time to smooth out noise
+            long midpt = (avg1 + avg2)/2 * 3;
+            
+            // Work from the bright end to the dark end.  VP interprets the
+            // Z axis value as the amount the plunger is pulled: zero is the
+            // rest position, and the axis maximum is fully pulled.  So we 
+            // essentially want to report how much of the sensor is lit,
+            // since this increases as the plunger is pulled back.
+            int si = 1, di = 1;
+            if (avg1 < avg2)
+                si = npix - 2, di = -1;
+    
+            // If the bright end and dark end don't differ by enough, skip this
+            // reading entirely - we must have an overexposed or underexposed frame.
+            // Otherwise proceed with the scan.
+            if (labs(avg1 - avg2) > 0x1000)
+            {
+                uint16_t *pixp = pix + si;           
+                for (int n = 1 ; n < npix - 1 ; ++n, pixp += di)
+                {
+                    // if we've crossed the midpoint, report this position
+                    if (long(pixp[-1]) + long(pixp[0]) + long(pixp[1]) < midpt)
+                    {
+                        // note the new position
+                        int pos = n;
+                        
+                        // Calibrate, or apply calibration, depending on the mode.
+                        // In either case, normalize to our range.  VP appears to
+                        // ignore negative Z axis values.
+                        if (calBtnState == 3)
+                        {
+                            // calibrating - note if we're expanding the calibration envelope
+                            if (pos < cfg.d.plungerMin)
+                                cfg.d.plungerMin = pos;
+                            if (pos < cfg.d.plungerZero)
+                                cfg.d.plungerZero = pos;
+                            if (pos > cfg.d.plungerMax)
+                                cfg.d.plungerMax = pos;
+                                
+                            // normalize to the full physical range while calibrating
+                            znew = int(round(float(pos)/npix * JOYMAX));
+                        }
+                        else
+                        {
+                            // Running normally - normalize to the calibration range.  Note
+                            // that values below the zero point are allowed - the zero point
+                            // represents the park position, where the plunger sits when at
+                            // rest, but a mechanical plunger has a smmall amount of travel
+                            // in the "push" direction.  We represent forward travel with
+                            // negative z values.
+                            if (pos > cfg.d.plungerMax)
+                                pos = cfg.d.plungerMax;
+                            znew = int(round(float(pos - cfg.d.plungerZero)
+                                / (cfg.d.plungerMax - cfg.d.plungerZero + 1) * JOYMAX));
+                        }
+                        
+                        // done
+                        break;
+                    }
+                }
+            }
         
-        // Work from the bright end to the dark end.  VP interprets the
-        // Z axis value as the amount the plunger is pulled: the minimum
-        // is the rest position, the maximum is fully pulled.  So we 
-        // essentially want to report how much of the sensor is lit,
-        // since this increases as the plunger is pulled back.
-        int si = 1, di = 1;
-        if (avg1 < avg2)
-            si = npix - 2, di = -1;
+            // "Debounce" the plunger reading.  
+            //
+            // It takes us about 25ms to read the CCD and calculate the new
+            // plunger position.  That's not quite fast enough to keep up with
+            // very fast plunger motions.  And the single most important motion 
+            // the plunger makes - releasing from a retracted position it to 
+            // launch the ball - is just such a fast motion.  Our scan rate is
+            // fast enough to capture one or two intermediate frames in a release
+            // motion, but it's not nearly fast enough to get a clean reading on 
+            // the instantaneous speed, let alone accelerations.
+            //
+            // Fortunately, we don't need to take speed readings at all.  VP has
+            // its own internal simulated plunger model, which it uses to calculate
+            // the speed and force of the plunger movement.  Our readings tell VP
+            // where the plunger should be at any given moment, and VP makes its
+            // model move in that direction, using the model parameters for speed
+            // and acceleration.  So whatever speed we see physically is irrelevant;
+            // the VP model plunger can only move at the speed set in its model.
+            //
+            // This works out great for our relatively slow scan rate.  We don't
+            // have to take readings quickly enough to get instantaneous velocities;
+            // we just need to know where the plunger is once in a while so that
+            // VP can move its model plunger in the right direction for the right
+            // distance, and VP figures out the appropriate speed for the required
+            // travel.  
+            //
+            // But there is one complication.  We do scan fast enough to see *some* 
+            // intermediate positions during a fast motion.  Suppose that on one
+            // scan, the plunger is fully retracted.  Now suppose that the player
+            // releases the plunger just after that scan, such that our next scan
+            // catches the plunger *almost* back to the rest position, but not
+            // quite - just a hair short.  If we send these two consecutive reports
+            // to VP, VP will set its model plunger in motion with the *almost*
+            // reading as the destination.  VP will step its physics model with
+            // this new plunger destination until we send another reading.
+            // Ddpending on how the timing of our next scan works out, it's
+            // possible that the model plunger will have reached or almost reached
+            // the destination by the time we send our next report - so VP might
+            // be decelerating or stopping the model plunger as it approaches
+            // this position.  Our next scan will probably find the plunger back
+            // at the rest position, so we'll tell VP to continue moving the
+            // plunger to the zero spot.  The problem that just happened is that
+            // our intermediate *almost there* report might have robbed the
+            // motion in the model of some energy that should have been there,
+            // by causing it to decelerate briefly near the intermediate position.
+            //
+            // This is relatively easy to fix.  Because VP does all of the fast
+            // motion modeling on its own anyway, there's no advantage to sending
+            // VP intermediate positions during rapid motions - and there's the
+            // disadvantage we just described.  So all we need to do is skip
+            // reports while the plunger is moving rapidly - we just need to wait
+            // for it to settle at a new position before sending an update.
+            //
+            // So: only report the latest reading if it's relatively close to the
+            // previous reading, indicating we're moving slowly or at rest.  One
+            // exception: if we see a reversal of direction, report the previous
+            // reading, which is the peak in the previous direction.  This will
+            // catch cases where the player is moving the plunger very rapidly
+            // back and forth, as well as release motions where the plunger
+            // briefly overshoots the rest position.
+#if 1
+            // Check to see if plunger firing is in progress.  If not, check
+            // to see if it looks like we just started firing.
+            const int restTol = JOYMAX/npix * 4;
+            const int fireTol = JOYMAX/npix * 12;
+            if (firing)
+            {
+                // Firing in progress - we've already told VP to send its
+                // model plunger all the way back to the rest position, so
+                // send no further reports until the mechanical plunger
+                // actually comes to rest somewhere.
+                if (abs(z0 - z2) < restTol && abs(znew - z2) < restTol)
+                {
+                    // the plunger is back at rest - firing is done
+                    firing = false;
+                    
+                    // resume normal reporting
+                    z = z2;
+                }
+            }
+            else if (z0 < z2 && z1 < z2 && znew < z2
+                     && (z0 < z2 - fireTol 
+                         || z1 < z2 - fireTol
+                         || znew < z2 - fireTol))
+            {
+                // Big jumps toward rest position in last two readings - 
+                // firing has begun.  Report an immediate return to the
+                // rest position, and send no further reports until the
+                // physical plunger has come to rest.  This effectively
+                // detaches VP's model plunger from the real world for
+                // the duration of the spring return, letting VP evolve
+                // its model without trying to synchronize with the
+                // mechanical version.  The release motion is too fast
+                // for that to work well; we can't take samples quickly
+                // enough to get prcise velocity or acceleration
+                // readings.  It's better to let VP figure the speed
+                // and acceleration through modeling.  Plus, that lets
+                // each virtual table set the desired parameters for its
+                // virtual plunger, rather than imposing the actual
+                // mechanical charateristics of the physical plunger on
+                // every table.
+                firing = true;
+                z = 0;
+            }
+            else
+            {
+                // everything normal; report the 3rd recent position on
+                // tape delay
+                z = z2;
+            }
+        
+            // shift in the new reading
+            z2 = z1;
+            z1 = z0;
+            z0 = znew;
+#endif
 
-        // scan for the midpoint     
-        uint16_t *pixp = pix + si;           
-        for (int n = 1 ; n < npix - 1 ; ++n, pixp += di)
-        {
-            // if we've crossed the midpoint, report this position
-            if (long(pixp[-1]) + long(pixp[0]) + long(pixp[1]) < midpt)
+
+#if 0
+            // check for the anomalous fast return case, where we get two
+            // descending readings out of order
+            if (znew < z1 
+                && z0 < z1 
+                && znew > z0
+                && abs(znew - z1) > JOYMAX/npix*3 
+                && abs(z0 - z1) > JOYMAX/npix*3)
             {
-                // note the new position
-                int pos = n;
+                // drop the middle reading - report nothing this round
+                z0 = znew;
+            }
+            else
+            {   
+                // report the previous reading
+                z = z0;
                 
-                // if the bright end and dark end don't differ by enough, skip this
-                // reading entirely - we must have an overexposed or underexposed frame
-                if (labs(avg1 - avg2) < 0x3333)
-                    break; 
+                // shift in the new reading
+                z1 = z0;
+                z0 = znew;
+            }
+#endif
+#if 0
+            static int insertion = -1;
+            static int insertionList[] = { 0, 400, 800, 1200, 1600, 2000, 2400, 2800, 3200 };
+            static int overcnt = 0;
+            if (insertion >= 0)
+                z = insertionList[insertion--];
+            else if (znew > 3500 && z == 0)
+                z = 3500, overcnt = 1;
+            else if (znew > 3500)
+                ++overcnt;
+            else if (znew < 3500 && overcnt > 3)
+                insertion = sizeof(insertionList)/sizeof(insertionList[0]) - 1, z = 3500, overcnt = 0;
+            else
+                overcnt = 0, z = 0;
+#endif
+#if 0
+            if (znew != z) printf("%d\r\n", znew);
+            z = znew;
+#endif
+#if 0
+            // average the last three readings
+            z = int(round(0.0f + znew + z0 + z1)/3.0f);
+            
+            // shift in the new reading
+            z1 = z0;
+            z0 = znew;
+#endif
+#if 0
+            const int zTol = JOYMAX/npix*5;
+            if (abs(znew - z0) < zTol && abs(z0 - z1) < zTol)
+            {
+                // slow or at rest - report the current reading
+                z = znew;
+            }
+            else if ((z0 < z1 && znew > z0) || (z0 > z1 && znew < z0))
+            {
+                // direction reveersal - report the peak reading
+                z = z0;
+            }
                 
-                // Calibrate, or apply calibration, depending on the mode.
-                // In either case, normalize to a 0-127 range.  VP appears to
-                // ignore negative Z axis values.
-                if (calBtnState == 3)
-                {
-                    // calibrating - note if we're expanding the calibration envelope
-                    if (pos < cfg.d.plungerMin)
-                        cfg.d.plungerMin = pos;   
-                    if (pos > cfg.d.plungerMax)
-                        cfg.d.plungerMax = pos;
-                        
-                    // normalize to the full physical range while calibrating
-                    znew = int(float(pos)/npix * 127);
-                }
-                else
-                {
-                    // running normally - normalize to the calibration range
-                    if (pos < cfg.d.plungerMin)
-                        pos = cfg.d.plungerMin;
-                    if (pos > cfg.d.plungerMax)
-                        pos = cfg.d.plungerMax;
-                    znew = int(float(pos - cfg.d.plungerMin)
-                        / (cfg.d.plungerMax - cfg.d.plungerMin + 1) * 127);
-                }
-                
-                // done
-                break;
-            }
+            // in any case, remember this new reading, whether reporting it or not
+            z1 = z0;
+            z0 = znew;
+#endif
         }
-        
+
         // read the accelerometer
-        float xa, ya, rxa, rya;
+        int xa, ya, rxa, rya;
         accel.get(xa, ya, rxa, rya);
         
-        // confine the accelerometer results to the unit interval
-        if (xa < -1.0) xa = -1.0;
-        if (xa > 1.0) xa = 1.0;
-        if (ya < -1.0) ya = -1.0;
-        if (ya > 1.0) ya = 1.0;
-
-        // scale to our -127..127 reporting range
-        int xnew = int(127 * xa);
-        int ynew = int(127 * ya);
-
-        // store the updated joystick coordinates
-        x = xnew;
-        y = ynew;
-        z = znew;
+        // confine the results to our joystick axis range
+        if (xa < -JOYMAX) xa = -JOYMAX;
+        if (xa > JOYMAX) xa = JOYMAX;
+        if (ya < -JOYMAX) ya = -JOYMAX;
+        if (ya > JOYMAX) ya = JOYMAX;
         
-        // Send the status report.  It doesn't really matter what
-        // coordinate system we use, since Visual Pinball has config
-        // options for rotations and axis reversals, but reversing y
-        // at the device level seems to produce the most intuitive 
-        // results for the Windows joystick control panel view, which
-        // is an easy way to check that the device is working.
+        // store the updated accelerometer coordinates
+        x = xa;
+        y = ya;
+        
+        // Send the status report.
         //
         // $$$ button updates are for diagnostics, so we can see that the
         // device is sending data properly if the accelerometer gets stuck
-        js.update(x, -y, z, int(rxa*127), int(rya*127), hb ? 0x5500 : 0xAA00);
+        uint16_t btns = hb ? 0x5500 : 0xAA00;
+        js.update(x, y, z, rxa, rya, btns);
         
-        // show a heartbeat flash in blue every so often if not in 
-        // calibration mode
+#ifdef DEBUG_PRINTF
+        if (x != 0 || y != 0)
+            printf("%d,%d\r\n", x, y);
+#endif
+
+        // provide a visual status indication on the on-board LED
         if (calBtnState < 2 && hbTimer.read_ms() > 1000) 
         {
             if (js.isSuspended() || !js.isConnected())
@@ -1110,7 +1463,7 @@
                 // show a status flash every so often                
                 if (hbcnt % 3 == 0)
                 {
-                    // disconnected = red flash; suspended = red-red
+                    // disconnected = red/red flash; suspended = red
                     for (int n = js.isConnected() ? 1 : 2 ; n > 0 ; --n)
                     {
                         ledR = 0;
@@ -1120,22 +1473,31 @@
                     }
                 }
             }
-            else if (flash_valid)
+            else if (needReset)
             {
-                // connected, NVM valid - flash blue/green
+                // connected, need to reset due to changes in config parameters -
+                // flash red/green
+                hb = !hb;
+                ledR = (hb ? 0 : 1);
+                ledG = (hb ? 1 : 0);
+                ledB = 0;
+            }
+            else if (cfg.d.ccdEnabled && !cfg.d.plungerCal)
+            {
+                // connected, plunger calibration needed - flash yellow/green
+                hb = !hb;
+                ledR = (hb ? 0 : 1);
+                ledG = 0;
+                ledB = 1;
+            }
+            else
+            {
+                // connected - flash blue/green
                 hb = !hb;
                 ledR = 1;
                 ledG = (hb ? 0 : 1);
                 ledB = (hb ? 1 : 0);
             }
-            else
-            {
-                // connected, factory reset - flash yellow/green
-                hb = !hb;
-                //ledR = (hb ? 0 : 1);
-                //ledG = 0;
-                ledB = 1;
-            }
             
             // reset the heartbeat timer
             hbTimer.reset();