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:
25:e22b88bd783a
Child:
35:e959ffba78fd
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 * TSL1410R interface class.
mjr 2:c174f9ee414a 3 *
mjr 2:c174f9ee414a 4 * This provides a high-level interface for the Taos TSL1410R linear CCD array sensor.
mjr 2:c174f9ee414a 5 */
mjr 2:c174f9ee414a 6
mjr 2:c174f9ee414a 7 #include "mbed.h"
mjr 25:e22b88bd783a 8 #include "config.h"
mjr 17:ab3cec0c8bf4 9 #include "FastIO.h"
mjr 17:ab3cec0c8bf4 10 #include "FastAnalogIn.h"
mjr 2:c174f9ee414a 11
mjr 2:c174f9ee414a 12 #ifndef TSL1410R_H
mjr 2:c174f9ee414a 13 #define TSL1410R_H
mjr 2:c174f9ee414a 14
mjr 17:ab3cec0c8bf4 15 template <PinName siPin, PinName clockPin> class TSL1410R
mjr 2:c174f9ee414a 16 {
mjr 2:c174f9ee414a 17 public:
mjr 17:ab3cec0c8bf4 18 // set up the analog in port for reading the currently selected
mjr 17:ab3cec0c8bf4 19 // pixel value
mjr 17:ab3cec0c8bf4 20 TSL1410R(PinName aoPin) : ao(aoPin)
mjr 17:ab3cec0c8bf4 21 {
mjr 17:ab3cec0c8bf4 22 // disable continuous conversion mode in FastAnalogIn - since we're
mjr 17:ab3cec0c8bf4 23 // reading discrete pixel values, we want to control when the samples
mjr 17:ab3cec0c8bf4 24 // are taken rather than continuously averaging over time
mjr 17:ab3cec0c8bf4 25 ao.disable();
mjr 17:ab3cec0c8bf4 26
mjr 17:ab3cec0c8bf4 27 // clear out power-on noise by clocking through all pixels twice
mjr 17:ab3cec0c8bf4 28 clear();
mjr 17:ab3cec0c8bf4 29 clear();
mjr 17:ab3cec0c8bf4 30 }
mjr 2:c174f9ee414a 31
mjr 17:ab3cec0c8bf4 32 // Read the pixels.
mjr 17:ab3cec0c8bf4 33 //
mjr 17:ab3cec0c8bf4 34 // 'n' specifies the number of pixels to sample, and is the size of
mjr 17:ab3cec0c8bf4 35 // the output array 'pix'. This can be less than the full number
mjr 17:ab3cec0c8bf4 36 // of pixels on the physical device; if it is, we'll spread the
mjr 17:ab3cec0c8bf4 37 // sample evenly across the full length of the device by skipping
mjr 17:ab3cec0c8bf4 38 // one or more pixels between each sampled pixel to pad out the
mjr 17:ab3cec0c8bf4 39 // difference between the sample size and the physical CCD size.
mjr 17:ab3cec0c8bf4 40 // For example, if the physical sensor has 1280 pixels, and 'n' is
mjr 17:ab3cec0c8bf4 41 // 640, we'll read every other pixel and skip every other pixel.
mjr 17:ab3cec0c8bf4 42 // If 'n' is 160, we'll read every 8th pixel and skip 7 between
mjr 17:ab3cec0c8bf4 43 // each sample.
mjr 17:ab3cec0c8bf4 44 //
mjr 17:ab3cec0c8bf4 45 // The reason that we provide this subset mode (where 'n' is less
mjr 17:ab3cec0c8bf4 46 // than the physical pixel count) is that reading a pixel is the most
mjr 17:ab3cec0c8bf4 47 // time-consuming part of the scan. For each pixel we read, we have
mjr 17:ab3cec0c8bf4 48 // to wait for the pixel's charge to transfer from its internal smapling
mjr 17:ab3cec0c8bf4 49 // capacitor to the CCD's output pin, for that charge to transfer to
mjr 17:ab3cec0c8bf4 50 // the KL25Z input pin, and for the KL25Z ADC to get a stable reading.
mjr 17:ab3cec0c8bf4 51 // This all takes on the order of 20us per pixel. Skipping a pixel
mjr 17:ab3cec0c8bf4 52 // only requires a clock pulse, which takes about 350ns. So we can
mjr 17:ab3cec0c8bf4 53 // skip 60 pixels in the time it takes to sample 1 pixel.
mjr 2:c174f9ee414a 54 //
mjr 2:c174f9ee414a 55 // We clock an SI pulse at the beginning of the read. This starts the
mjr 2:c174f9ee414a 56 // next integration cycle: the pixel array will reset on the SI, and
mjr 17:ab3cec0c8bf4 57 // the integration starts 18 clocks later. So by the time this method
mjr 17:ab3cec0c8bf4 58 // returns, the next sample will have been integrating for npix-18 clocks.
mjr 17:ab3cec0c8bf4 59 // That's usually enough time to allow immediately reading the next
mjr 17:ab3cec0c8bf4 60 // sample. If more integration time is required, the caller can simply
mjr 2:c174f9ee414a 61 // sleep/spin for the desired additional time, or can do other work that
mjr 17:ab3cec0c8bf4 62 // takes the desired additional time.
mjr 2:c174f9ee414a 63 //
mjr 2:c174f9ee414a 64 // If the caller has other work to tend to that takes longer than the
mjr 2:c174f9ee414a 65 // desired maximum integration time, it can call clear() to clock out
mjr 2:c174f9ee414a 66 // the current pixels and start a fresh integration cycle.
mjr 18:5e890ebd0023 67 void read(uint16_t *pix, int n)
mjr 17:ab3cec0c8bf4 68 {
mjr 17:ab3cec0c8bf4 69 // start the next integration cycle by pulsing SI and one clock
mjr 17:ab3cec0c8bf4 70 si = 1;
mjr 17:ab3cec0c8bf4 71 clock = 1;
mjr 17:ab3cec0c8bf4 72 si = 0;
mjr 17:ab3cec0c8bf4 73 clock = 0;
mjr 17:ab3cec0c8bf4 74
mjr 17:ab3cec0c8bf4 75 // figure how many pixels to skip on each read
mjr 17:ab3cec0c8bf4 76 int skip = nPix/n - 1;
mjr 17:ab3cec0c8bf4 77
mjr 17:ab3cec0c8bf4 78 // read all of the pixels
mjr 18:5e890ebd0023 79 for (int src = 0, dst = 0 ; src < nPix ; ++src)
mjr 17:ab3cec0c8bf4 80 {
mjr 18:5e890ebd0023 81 // clock in and read the next pixel
mjr 18:5e890ebd0023 82 clock = 1;
mjr 18:5e890ebd0023 83 ao.enable();
mjr 18:5e890ebd0023 84 wait_us(1);
mjr 18:5e890ebd0023 85 clock = 0;
mjr 18:5e890ebd0023 86 wait_us(11);
mjr 18:5e890ebd0023 87 pix[dst++] = ao.read_u16();
mjr 18:5e890ebd0023 88 ao.disable();
mjr 18:5e890ebd0023 89
mjr 18:5e890ebd0023 90 // clock skipped pixels
mjr 18:5e890ebd0023 91 for (int i = 0 ; i < skip ; ++i, ++src)
mjr 17:ab3cec0c8bf4 92 {
mjr 17:ab3cec0c8bf4 93 clock = 1;
mjr 17:ab3cec0c8bf4 94 clock = 0;
mjr 17:ab3cec0c8bf4 95 }
mjr 17:ab3cec0c8bf4 96 }
mjr 17:ab3cec0c8bf4 97
mjr 17:ab3cec0c8bf4 98 // clock out one extra pixel to leave A1 in the high-Z state
mjr 17:ab3cec0c8bf4 99 clock = 1;
mjr 17:ab3cec0c8bf4 100 clock = 0;
mjr 17:ab3cec0c8bf4 101 }
mjr 2:c174f9ee414a 102
mjr 2:c174f9ee414a 103 // Clock through all pixels to clear the array. Pulses SI at the
mjr 2:c174f9ee414a 104 // beginning of the operation, which starts a new integration cycle.
mjr 2:c174f9ee414a 105 // The caller can thus immediately call read() to read the pixels
mjr 2:c174f9ee414a 106 // integrated while the clear() was taking place.
mjr 17:ab3cec0c8bf4 107 void clear()
mjr 17:ab3cec0c8bf4 108 {
mjr 17:ab3cec0c8bf4 109 // clock in an SI pulse
mjr 17:ab3cec0c8bf4 110 si = 1;
mjr 17:ab3cec0c8bf4 111 clock = 1;
mjr 17:ab3cec0c8bf4 112 clock = 0;
mjr 17:ab3cec0c8bf4 113 si = 0;
mjr 17:ab3cec0c8bf4 114
mjr 17:ab3cec0c8bf4 115 // clock out all pixels
mjr 17:ab3cec0c8bf4 116 for (int i = 0 ; i < nPix + 1 ; ++i) {
mjr 17:ab3cec0c8bf4 117 clock = 1;
mjr 17:ab3cec0c8bf4 118 clock = 0;
mjr 17:ab3cec0c8bf4 119 }
mjr 17:ab3cec0c8bf4 120 }
mjr 2:c174f9ee414a 121
mjr 2:c174f9ee414a 122 // number of pixels in the array
mjr 25:e22b88bd783a 123 static const int nPix = CCD_NPIXELS;
mjr 2:c174f9ee414a 124
mjr 2:c174f9ee414a 125
mjr 2:c174f9ee414a 126 private:
mjr 17:ab3cec0c8bf4 127 FastOut<siPin> si;
mjr 17:ab3cec0c8bf4 128 FastOut<clockPin> clock;
mjr 17:ab3cec0c8bf4 129 FastAnalogIn ao;
mjr 2:c174f9ee414a 130 };
mjr 2:c174f9ee414a 131
mjr 2:c174f9ee414a 132 #endif /* TSL1410R_H */