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

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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:
Mon Feb 15 23:19:56 2016 +0000
Revision:
46:d60fc88eb7fd
Parent:
2:c174f9ee414a
Fix USB compatibility problems introduced in USBHAL_KL25Z overhaul

Who changed what in which revision?

UserRevisionLine numberNew contents of line
mjr 2:c174f9ee414a 1 /*
mjr 2:c174f9ee414a 2 * Freescale FTFA Flash Memory programmer
mjr 2:c174f9ee414a 3 *
mjr 2:c174f9ee414a 4 * Sample usage:
mjr 2:c174f9ee414a 5
mjr 2:c174f9ee414a 6 #include "mbed.h"
mjr 2:c174f9ee414a 7 #include "FreescaleIAP.h"
mjr 2:c174f9ee414a 8
mjr 2:c174f9ee414a 9 int main() {
mjr 2:c174f9ee414a 10 int address = flash_size() - SECTOR_SIZE; //Write in last sector
mjr 2:c174f9ee414a 11
mjr 2:c174f9ee414a 12 int *data = (int*)address;
mjr 2:c174f9ee414a 13 printf("Starting\r\n");
mjr 2:c174f9ee414a 14 erase_sector(address);
mjr 2:c174f9ee414a 15 int numbers[10] = {0, 1, 10, 100, 1000, 10000, 1000000, 10000000, 100000000, 1000000000};
mjr 2:c174f9ee414a 16 program_flash(address, (char*)&numbers, 40); //10 integers of 4 bytes each: 40 bytes length
mjr 2:c174f9ee414a 17 printf("Resulting flash: \r\n");
mjr 2:c174f9ee414a 18 for (int i = 0; i<10; i++)
mjr 2:c174f9ee414a 19 printf("%d\r\n", data[i]);
mjr 2:c174f9ee414a 20
mjr 2:c174f9ee414a 21 printf("Done\r\n\n");
mjr 2:c174f9ee414a 22
mjr 2:c174f9ee414a 23
mjr 2:c174f9ee414a 24 while (true) {
mjr 2:c174f9ee414a 25 }
mjr 2:c174f9ee414a 26 }
mjr 2:c174f9ee414a 27
mjr 2:c174f9ee414a 28 */
mjr 2:c174f9ee414a 29
mjr 2:c174f9ee414a 30 #ifndef FREESCALEIAP_H
mjr 2:c174f9ee414a 31 #define FREESCALEIAP_H
mjr 2:c174f9ee414a 32
mjr 2:c174f9ee414a 33 #include "mbed.h"
mjr 2:c174f9ee414a 34
mjr 2:c174f9ee414a 35 #ifdef TARGET_KLXX
mjr 2:c174f9ee414a 36 #define SECTOR_SIZE 1024
mjr 2:c174f9ee414a 37 #elif TARGET_K20D5M
mjr 2:c174f9ee414a 38 #define SECTOR_SIZE 2048
mjr 2:c174f9ee414a 39 #elif TARGET_K64F
mjr 2:c174f9ee414a 40 #define SECTOR_SIZE 4096
mjr 2:c174f9ee414a 41 #else
mjr 2:c174f9ee414a 42 #define SECTOR_SIZE 1024
mjr 2:c174f9ee414a 43 #endif
mjr 2:c174f9ee414a 44
mjr 2:c174f9ee414a 45 enum IAPCode {
mjr 2:c174f9ee414a 46 BoundaryError = -99, //Commands may not span several sectors
mjr 2:c174f9ee414a 47 AlignError, //Data must be aligned on longword (two LSBs zero)
mjr 2:c174f9ee414a 48 ProtectionError, //Flash sector is protected
mjr 2:c174f9ee414a 49 AccessError, //Something went wrong
mjr 2:c174f9ee414a 50 CollisionError, //During writing something tried to flash which was written to
mjr 2:c174f9ee414a 51 LengthError, //The length must be multiples of 4
mjr 2:c174f9ee414a 52 RuntimeError,
mjr 2:c174f9ee414a 53 EraseError, //The flash was not erased before writing to it
mjr 2:c174f9ee414a 54 Success = 0
mjr 2:c174f9ee414a 55 };
mjr 2:c174f9ee414a 56
mjr 2:c174f9ee414a 57
mjr 2:c174f9ee414a 58 class FreescaleIAP
mjr 2:c174f9ee414a 59 {
mjr 2:c174f9ee414a 60 public:
mjr 2:c174f9ee414a 61 FreescaleIAP();
mjr 2:c174f9ee414a 62 ~FreescaleIAP();
mjr 2:c174f9ee414a 63
mjr 2:c174f9ee414a 64 /** Erase a flash sector
mjr 2:c174f9ee414a 65 *
mjr 2:c174f9ee414a 66 * The size erased depends on the used device
mjr 2:c174f9ee414a 67 *
mjr 2:c174f9ee414a 68 * @param address address in the sector which needs to be erased
mjr 2:c174f9ee414a 69 * @param return Success if no errors were encountered, otherwise one of the error states
mjr 2:c174f9ee414a 70 */
mjr 2:c174f9ee414a 71 IAPCode erase_sector(int address);
mjr 2:c174f9ee414a 72
mjr 2:c174f9ee414a 73 /** Program flash
mjr 2:c174f9ee414a 74 *
mjr 2:c174f9ee414a 75 * Before programming the used area needs to be erased. The erase state is checked
mjr 2:c174f9ee414a 76 * before programming, and will return an error if not erased.
mjr 2:c174f9ee414a 77 *
mjr 2:c174f9ee414a 78 * @param address starting address where the data needs to be programmed (must be longword alligned: two LSBs must be zero)
mjr 2:c174f9ee414a 79 * @param data pointer to array with the data to program
mjr 2:c174f9ee414a 80 * @param length number of bytes to program (must be a multiple of 4)
mjr 2:c174f9ee414a 81 * @param return Success if no errors were encountered, otherwise one of the error states
mjr 2:c174f9ee414a 82 */
mjr 2:c174f9ee414a 83 IAPCode program_flash(int address, const void *data, unsigned int length);
mjr 2:c174f9ee414a 84
mjr 2:c174f9ee414a 85 /**
mjr 2:c174f9ee414a 86 * Returns size of flash memory
mjr 2:c174f9ee414a 87 *
mjr 2:c174f9ee414a 88 * This is the first address which is not flash
mjr 2:c174f9ee414a 89 *
mjr 2:c174f9ee414a 90 * @param return length of flash memory in bytes
mjr 2:c174f9ee414a 91 */
mjr 2:c174f9ee414a 92 uint32_t flash_size(void);
mjr 2:c174f9ee414a 93
mjr 2:c174f9ee414a 94 private:
mjr 2:c174f9ee414a 95 // program a word of flash
mjr 2:c174f9ee414a 96 IAPCode program_word(int address, const char *data);
mjr 2:c174f9ee414a 97
mjr 2:c174f9ee414a 98 // verify that a flash area has been erased
mjr 2:c174f9ee414a 99 IAPCode verify_erased(int address, unsigned int length);
mjr 2:c174f9ee414a 100 };
mjr 2:c174f9ee414a 101
mjr 2:c174f9ee414a 102 #endif