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:
25:e22b88bd783a
Parent:
24:e902bc7cdc1e
Child:
26:cb71c4af2912
--- a/config.h	Wed Jun 03 18:52:22 2015 +0000
+++ b/config.h	Tue Sep 01 04:27:15 2015 +0000
@@ -5,6 +5,8 @@
 // button at the top of the window.  That will generate a customized .bin
 // file that you can download onto your KL25Z board.
 
+#ifndef CONFIG_H
+#define CONFIG_H
 
 // --------------------------------------------------------------------------
 //
@@ -32,6 +34,27 @@
 #define ENABLE_JOYSTICK
 
 
+// Accelerometer orientation.  The accelerometer feature lets Visual Pinball 
+// (and other pinball software) sense nudges to the cabinet, and simulate 
+// the effect on the ball's trajectory during play.  We report the direction
+// of the accelerometer readings as well as the strength, so it's important
+// for VP and the KL25Z to agree on the physical orientation of the
+// accelerometer relative to the cabinet.  The accelerometer on the KL25Z
+// is always mounted the same way on the board, but we still have to know
+// which way you mount the board in your cabinet.  We assume as default
+// orientation where the KL25Z is mounted flat on the bottom of your
+// cabinet with the USB ports pointing forward, toward the coin door.  If
+// it's more convenient for you to mount the board in a different direction,
+// you simply need to select the matching direction here.  Comment out the
+// ORIENTATION_PORTS_AT_FRONT line and un-comment the line that matches
+// your board's orientation.
+
+#define ORIENTATION_PORTS_AT_FRONT      // USB ports pointing toward front of cabinet
+// #define ORIENTATION_PORTS_AT_LEFT    // USB ports pointing toward left side of cab
+// #define ORIENTATION_PORTS_AT_RIGHT   // USB ports pointing toward right side of cab
+// #define ORIENTATION_PORTS_AT_REAR    // USB ports pointing toward back of cabinet
+
+
 // --------------------------------------------------------------------------
 // 
 // LedWiz default unit number.
@@ -89,6 +112,50 @@
 
 #define ENABLE_CCD_SENSOR
 
+// Physical pixel count for your sensor.  This software has been tested with
+// TAOS TSL1410R (1280 pixels) and TSL1412R (1536 pixels) sensors.  It might
+// work with other similar sensors as well, but you'll probably have to make
+// some changes to the software interface to the sensor if you're using any
+// sensor outside of the TAOS TSL14xxR series.
+//
+// If you're not using a CCD sensor, you can ignore this.
+const int CCD_NPIXELS = 1280;
+
+// Number of pixels from the CCD to sample on each high-res scan.  We don't
+// sample every pixel from the sensor on each scan, because (a) we don't
+// have to, and (b) we don't want to.  We don't have to sample all of the
+// pixels because these sensors have much finer resolution than we need to
+// get good results.  On a typical pinball cabinet setup with a 1920x1080
+// HD TV display, the on-screen plunger travel distance is about 165 pixels,
+// so that's all the pixels we need to sample for pixel-accurate animation.
+// Even so, we still *could* sample at higher resolution, but we don't *want*
+// to sample more pixels than we have to,  because reading each pixel takes 
+// time.  The limiting factor for read speed is the sampling time for the ADC 
+// (analog to digital  converter); it needs about 20us per sample to get an 
+// accurate voltage reading.  We want to animate the on-screen plunger in 
+// real time, with minimal lag, so it's important that we complete each scan 
+// as quickly as possible.  The fewer pixels we sample, the faster we 
+// complete each scan.
+//
+// Happily, the time needed to read the approximately 165 pixels required
+// for pixel-accurate positioning on the display is short enough that we can
+// complete a scan within the cycle time for USB reports.  USB gives us a
+// whole separate timing factor; we can't go much *faster* with USB than
+// sending a new report about every 10ms.  The sensor timing is such that
+// we can read about 165 pixels in well under 10ms.  So that's really the
+// sweet spot for our scans.
+//
+// Note that we distribute the sampled pixels evenly across the full range
+// of the sensor's pixels.  That is, we read every nth pixel, and skip the
+// ones in between.  That means that the sample count here has to be an even
+// divisor of the physical pixel count.  Empirically, reading every 8th
+// pixel gives us good results on both the TSL1410R and TSL1412R, so you
+// shouldn't need to change this if you're using one of those sensors.  If
+// you're using a different sensor, you should be sure to adjust this so that 
+// it works out to an integer result with no remainder.
+//
+const int CCD_NPIXELS_SAMPLED = CCD_NPIXELS / 8;
+
 // The KL25Z pins that the CCD sensor is physically attached to:
 //
 //  CCD_SI_PIN = the SI (sensor data input) pin
@@ -231,6 +298,8 @@
 // push mode.
 const float LaunchBallPushDistance = .08;
 
+#endif // CONFIG_H
+
 
 #ifdef DECL_EXTERNS
 // --------------------------------------------------------------------------
@@ -409,17 +478,17 @@
     { PTC10, false },    // pin J1-13, LW port 20
     { PTC11, false },    // pin J1-15, LW port 21
     { PTE0, false },     // pin J2-18, LW port 22
-    { NC, false },       // Not used,  LW port 23
-    { NC, false },       // Not used,  LW port 24
-    { NC, false },       // Not used,  LW port 25
-    { NC, false },       // Not used,  LW port 26
-    { NC, false },       // Not used,  LW port 27
-    { NC, false },       // Not used,  LW port 28
-    { NC, false },       // Not used,  LW port 29
-    { NC, false },       // Not used,  LW port 30
-    { NC, false },       // Not used,  LW port 31
-    { NC, false }        // Not used,  LW port 32
+    { NC, false },       // Not connected,  LW port 23
+    { NC, false },       // Not connected,  LW port 24
+    { NC, false },       // Not connected,  LW port 25
+    { NC, false },       // Not connected,  LW port 26
+    { NC, false },       // Not connected,  LW port 27
+    { NC, false },       // Not connected,  LW port 28
+    { NC, false },       // Not connected,  LW port 29
+    { NC, false },       // Not connected,  LW port 30
+    { NC, false },       // Not connected,  LW port 31
+    { NC, false }        // Not connected,  LW port 32
 };
 
 
-#endif // DECL_EXTERNS
\ No newline at end of file
+#endif // DECL_EXTERNS