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:
Fri Feb 27 04:14:04 2015 +0000
Revision:
17:ab3cec0c8bf4
Child:
18:5e890ebd0023
FastIO and FastAnalogIn; better firing event sensing; potentiometer plunger sensor option; new key debouncing; ZB Launch Ball feature

Who changed what in which revision?

UserRevisionLine numberNew contents of line
mjr 17:ab3cec0c8bf4 1 // CCD plunger sensor
mjr 17:ab3cec0c8bf4 2 //
mjr 17:ab3cec0c8bf4 3 // This file implements our generic plunger sensor interface for the
mjr 17:ab3cec0c8bf4 4 // TAOS TSL1410R CCD array sensor.
mjr 17:ab3cec0c8bf4 5
mjr 17:ab3cec0c8bf4 6
mjr 17:ab3cec0c8bf4 7
mjr 17:ab3cec0c8bf4 8 // Number of pixels we read from the CCD on each frame. This can be
mjr 17:ab3cec0c8bf4 9 // less than the actual sensor size if desired; if so, we'll read every
mjr 17:ab3cec0c8bf4 10 // nth pixel. E.g., with a 1280-pixel physical sensor, if npix is 320,
mjr 17:ab3cec0c8bf4 11 // we'll read every 4th pixel. Reading a pixel is fairly time-consuming,
mjr 17:ab3cec0c8bf4 12 // because it requires waiting for the pixel's electric charge to
mjr 17:ab3cec0c8bf4 13 // stabilize on the CCD output, for the charge to transfer to the KL25Z
mjr 17:ab3cec0c8bf4 14 // input, and then for the KL25Z analog voltage sampler to get a stable
mjr 17:ab3cec0c8bf4 15 // reading. This all takes about 15us per pixel, which adds up to
mjr 17:ab3cec0c8bf4 16 // a relatively long time in such a large array. However, we can skip
mjr 17:ab3cec0c8bf4 17 // a pixel without waiting for all of that charge stabilization time,
mjr 17:ab3cec0c8bf4 18 // so we can get higher frame rates by only sampling a subset of the
mjr 17:ab3cec0c8bf4 19 // pixels. The array is so dense (400dpi) that we can still get
mjr 17:ab3cec0c8bf4 20 // excellent resolution by reading a fraction of the total pixels.
mjr 17:ab3cec0c8bf4 21 //
mjr 17:ab3cec0c8bf4 22 // Empirically, 160 pixels seems to be the point of diminishing returns
mjr 17:ab3cec0c8bf4 23 // for resolution - going higher will only improve the apparent smoothness
mjr 17:ab3cec0c8bf4 24 // slightly, if at all. 160 pixels gives us 50dpi on the sensor, which
mjr 17:ab3cec0c8bf4 25 // is roughly the same as the physical pixel pitch of a typical cabinet
mjr 17:ab3cec0c8bf4 26 // playfield monitor. (1080p HDTV displayed 1920x1080 pixels, and a 40"
mjr 17:ab3cec0c8bf4 27 // TV is about 35" wide, so the dot pitch is about 55dpi across the width
mjr 17:ab3cec0c8bf4 28 // of the TV. If on-screen plunger is displayed at roughly the true
mjr 17:ab3cec0c8bf4 29 // physical size, it's about 3" on the screen, or about 165 pixels. So at
mjr 17:ab3cec0c8bf4 30 // 160 pixels on the sensor, one pixel on the sensor translates to almost
mjr 17:ab3cec0c8bf4 31 // exactly one on-screen pixel on the TV, which makes the animated motion
mjr 17:ab3cec0c8bf4 32 // on-screen about as smooth as it can be. Looked at another way, 50dpi
mjr 17:ab3cec0c8bf4 33 // means that we're measuring the physical shooter rod position in about
mjr 17:ab3cec0c8bf4 34 // half-millimeter increments, which is probably better than I can
mjr 17:ab3cec0c8bf4 35 // discern by feel or sight.
mjr 17:ab3cec0c8bf4 36 const int npix = 160;
mjr 17:ab3cec0c8bf4 37
mjr 17:ab3cec0c8bf4 38
mjr 17:ab3cec0c8bf4 39 class PlungerSensor
mjr 17:ab3cec0c8bf4 40 {
mjr 17:ab3cec0c8bf4 41 public:
mjr 17:ab3cec0c8bf4 42 PlungerSensor() : ccd(CCD_SO_PIN)
mjr 17:ab3cec0c8bf4 43 {
mjr 17:ab3cec0c8bf4 44 }
mjr 17:ab3cec0c8bf4 45
mjr 17:ab3cec0c8bf4 46 // initialize
mjr 17:ab3cec0c8bf4 47 void init()
mjr 17:ab3cec0c8bf4 48 {
mjr 17:ab3cec0c8bf4 49 // flush any random power-on values from the CCD's integration
mjr 17:ab3cec0c8bf4 50 // capacitors, and start the first integration cycle
mjr 17:ab3cec0c8bf4 51 ccd.clear();
mjr 17:ab3cec0c8bf4 52 }
mjr 17:ab3cec0c8bf4 53
mjr 17:ab3cec0c8bf4 54 // Perform a low-res scan of the sensor.
mjr 17:ab3cec0c8bf4 55 int lowResScan()
mjr 17:ab3cec0c8bf4 56 {
mjr 17:ab3cec0c8bf4 57
mjr 17:ab3cec0c8bf4 58 // read the pixels at low resolution
mjr 17:ab3cec0c8bf4 59 const int nlpix = 32;
mjr 17:ab3cec0c8bf4 60 uint16_t pix[nlpix];
mjr 17:ab3cec0c8bf4 61 ccd.read(pix, nlpix);
mjr 17:ab3cec0c8bf4 62
mjr 17:ab3cec0c8bf4 63 // determine which end is brighter
mjr 17:ab3cec0c8bf4 64 uint16_t p1 = pix[0];
mjr 17:ab3cec0c8bf4 65 uint16_t p2 = pix[nlpix-1];
mjr 17:ab3cec0c8bf4 66 int si = 1, di = 1;
mjr 17:ab3cec0c8bf4 67 if (p1 < p2)
mjr 17:ab3cec0c8bf4 68 si = nlpix, di = -1;
mjr 17:ab3cec0c8bf4 69
mjr 17:ab3cec0c8bf4 70 // figure the shadow edge threshold - just use the midpoint
mjr 17:ab3cec0c8bf4 71 // of the levels at the bright and dark ends
mjr 17:ab3cec0c8bf4 72 uint16_t shadow = uint16_t((long(p1) + long(p2))/2);
mjr 17:ab3cec0c8bf4 73
mjr 17:ab3cec0c8bf4 74 // find the current tip position
mjr 17:ab3cec0c8bf4 75 for (int n = 0 ; n < nlpix ; ++n, si += di)
mjr 17:ab3cec0c8bf4 76 {
mjr 17:ab3cec0c8bf4 77 // check to see if we found the shadow
mjr 17:ab3cec0c8bf4 78 if (pix[si] <= shadow)
mjr 17:ab3cec0c8bf4 79 {
mjr 17:ab3cec0c8bf4 80 // got it - normalize it to normal 'npix' resolution and
mjr 17:ab3cec0c8bf4 81 // return the result
mjr 17:ab3cec0c8bf4 82 return n*npix/nlpix;
mjr 17:ab3cec0c8bf4 83 }
mjr 17:ab3cec0c8bf4 84 }
mjr 17:ab3cec0c8bf4 85
mjr 17:ab3cec0c8bf4 86 // didn't find a shadow - assume the whole array is in shadow (so
mjr 17:ab3cec0c8bf4 87 // the edge is at the zero pixel point)
mjr 17:ab3cec0c8bf4 88 return 0;
mjr 17:ab3cec0c8bf4 89 }
mjr 17:ab3cec0c8bf4 90
mjr 17:ab3cec0c8bf4 91 // Perform a high-res scan of the sensor.
mjr 17:ab3cec0c8bf4 92 bool highResScan(int &pos)
mjr 17:ab3cec0c8bf4 93 {
mjr 17:ab3cec0c8bf4 94 // read the array
mjr 17:ab3cec0c8bf4 95 ccd.read(pix, npix, ccdReadCB, 0, 3);
mjr 17:ab3cec0c8bf4 96
mjr 17:ab3cec0c8bf4 97 // get the average brightness at each end of the sensor
mjr 17:ab3cec0c8bf4 98 long avg1 = (long(pix[0]) + long(pix[1]) + long(pix[2]) + long(pix[3]) + long(pix[4]))/5;
mjr 17:ab3cec0c8bf4 99 long avg2 = (long(pix[npix-1]) + long(pix[npix-2]) + long(pix[npix-3]) + long(pix[npix-4]) + long(pix[npix-5]))/5;
mjr 17:ab3cec0c8bf4 100
mjr 17:ab3cec0c8bf4 101 // Work from the bright end to the dark end. VP interprets the
mjr 17:ab3cec0c8bf4 102 // Z axis value as the amount the plunger is pulled: zero is the
mjr 17:ab3cec0c8bf4 103 // rest position, and the axis maximum is fully pulled. So we
mjr 17:ab3cec0c8bf4 104 // essentially want to report how much of the sensor is lit,
mjr 17:ab3cec0c8bf4 105 // since this increases as the plunger is pulled back.
mjr 17:ab3cec0c8bf4 106 int si = 1, di = 1;
mjr 17:ab3cec0c8bf4 107 long avgHi = avg1;
mjr 17:ab3cec0c8bf4 108 if (avg1 < avg2)
mjr 17:ab3cec0c8bf4 109 si = npix - 2, di = -1, avgHi = avg2;
mjr 17:ab3cec0c8bf4 110
mjr 17:ab3cec0c8bf4 111 // Figure the shadow threshold. In practice, the portion of the
mjr 17:ab3cec0c8bf4 112 // sensor that's not in shadow has all pixels consistently near
mjr 17:ab3cec0c8bf4 113 // saturation; the first drop in brightness is pretty reliably the
mjr 17:ab3cec0c8bf4 114 // start of the shadow. So set the threshold level to be closer
mjr 17:ab3cec0c8bf4 115 // to the bright end's brightness level, so that we detect the leading
mjr 17:ab3cec0c8bf4 116 // edge if the shadow isn't perfectly sharp. Use the point 1/3 of
mjr 17:ab3cec0c8bf4 117 // the way down from the high top the low side, so:
mjr 17:ab3cec0c8bf4 118 //
mjr 17:ab3cec0c8bf4 119 // threshold = lo + (hi - lo)*2/3
mjr 17:ab3cec0c8bf4 120 // = lo + hi*2/3 - lo*2/3
mjr 17:ab3cec0c8bf4 121 // = lo - lo*2/3 + hi*2/3
mjr 17:ab3cec0c8bf4 122 // = lo*1/3 + hi*2/3
mjr 17:ab3cec0c8bf4 123 // = (lo + hi*2)/3
mjr 17:ab3cec0c8bf4 124 //
mjr 17:ab3cec0c8bf4 125 // Then multiply the whole thing by 3 to factor out the averaging
mjr 17:ab3cec0c8bf4 126 // of each three adjacent pixels that we do in the loop (to save a
mjr 17:ab3cec0c8bf4 127 // little time on a mulitply on each loop):
mjr 17:ab3cec0c8bf4 128 //
mjr 17:ab3cec0c8bf4 129 // threshold' = lo + 2*hi
mjr 17:ab3cec0c8bf4 130 //
mjr 17:ab3cec0c8bf4 131 // Now, 'lo' is always one of avg1 or avg2, and 'hi' is the other
mjr 17:ab3cec0c8bf4 132 // one, so we can rewrite this as hi + avg1 + avg2. We also already
mjr 17:ab3cec0c8bf4 133 // pulled out 'hi' as avgHi, so we finally come to the final
mjr 17:ab3cec0c8bf4 134 // simplified expression:
mjr 17:ab3cec0c8bf4 135 long midpt = avg1 + avg2 + avgHi;
mjr 17:ab3cec0c8bf4 136
mjr 17:ab3cec0c8bf4 137 // If we have enough contrast, proceed with the scan.
mjr 17:ab3cec0c8bf4 138 //
mjr 17:ab3cec0c8bf4 139 // If the bright end and dark end don't differ by enough, skip this
mjr 17:ab3cec0c8bf4 140 // reading entirely. Either we have an overexposed or underexposed frame,
mjr 17:ab3cec0c8bf4 141 // or the sensor is misaligned and is either fully in or out of shadow
mjr 17:ab3cec0c8bf4 142 // (it's supposed to be mounted such that the edge of the shadow always
mjr 17:ab3cec0c8bf4 143 // falls within the sensor, for any possible plunger position).
mjr 17:ab3cec0c8bf4 144 if (labs(avg1 - avg2) > 0x1000)
mjr 17:ab3cec0c8bf4 145 {
mjr 17:ab3cec0c8bf4 146 uint16_t *pixp = pix + si;
mjr 17:ab3cec0c8bf4 147 for (int n = 1 ; n < npix - 1 ; ++n, pixp += di)
mjr 17:ab3cec0c8bf4 148 {
mjr 17:ab3cec0c8bf4 149 // if we've crossed the midpoint, report this position
mjr 17:ab3cec0c8bf4 150 if (long(pixp[-1]) + long(pixp[0]) + long(pixp[1]) < midpt)
mjr 17:ab3cec0c8bf4 151 {
mjr 17:ab3cec0c8bf4 152 // note the new position
mjr 17:ab3cec0c8bf4 153 pos = n;
mjr 17:ab3cec0c8bf4 154 return true;
mjr 17:ab3cec0c8bf4 155 }
mjr 17:ab3cec0c8bf4 156 }
mjr 17:ab3cec0c8bf4 157 }
mjr 17:ab3cec0c8bf4 158
mjr 17:ab3cec0c8bf4 159 // we didn't find a shadow - return no reading
mjr 17:ab3cec0c8bf4 160 return false;
mjr 17:ab3cec0c8bf4 161 }
mjr 17:ab3cec0c8bf4 162
mjr 17:ab3cec0c8bf4 163 // send an exposure report to the joystick interface
mjr 17:ab3cec0c8bf4 164 void sendExposureReport(USBJoystick &js)
mjr 17:ab3cec0c8bf4 165 {
mjr 17:ab3cec0c8bf4 166 // send reports for all pixels
mjr 17:ab3cec0c8bf4 167 int idx = 0;
mjr 17:ab3cec0c8bf4 168 while (idx < npix)
mjr 17:ab3cec0c8bf4 169 js.updateExposure(idx, npix, pix);
mjr 17:ab3cec0c8bf4 170
mjr 17:ab3cec0c8bf4 171 // The pixel dump requires many USB reports, since each report
mjr 17:ab3cec0c8bf4 172 // can only send a few pixel values. An integration cycle has
mjr 17:ab3cec0c8bf4 173 // been running all this time, since each read starts a new
mjr 17:ab3cec0c8bf4 174 // cycle. Our timing is longer than usual on this round, so
mjr 17:ab3cec0c8bf4 175 // the integration won't be comparable to a normal cycle. Throw
mjr 17:ab3cec0c8bf4 176 // this one away by doing a read now, and throwing it away - that
mjr 17:ab3cec0c8bf4 177 // will get the timing of the *next* cycle roughly back to normal.
mjr 17:ab3cec0c8bf4 178 ccd.read(pix, npix);
mjr 17:ab3cec0c8bf4 179 }
mjr 17:ab3cec0c8bf4 180
mjr 17:ab3cec0c8bf4 181 private:
mjr 17:ab3cec0c8bf4 182 // pixel buffer
mjr 17:ab3cec0c8bf4 183 uint16_t pix[npix];
mjr 17:ab3cec0c8bf4 184
mjr 17:ab3cec0c8bf4 185 // the low-level interface to the CCD hardware
mjr 17:ab3cec0c8bf4 186 TSL1410R<CCD_SI_PIN, CCD_CLOCK_PIN> ccd;
mjr 17:ab3cec0c8bf4 187 };