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.

config.h

Committer:
mjr
Date:
2015-12-19
Revision:
35:e959ffba78fd
Parent:
34:6b981a2afab7
Child:
38:091e511ce8a0

File content as of revision 35:e959ffba78fd:

// Pinscape Controller Configuration
//
// New for 2016:  dynamic configuration!  To configure the controller, connect
// the KL25Z to your PC, install the .bin file, and run the Windows config tool.  
// There's no need (as there was in the past) to edit this file or to compile a 
// custom version of the binary (.bin) to customize setup options.
//
// In earlier versions, configuration was largely handled with compile-time
// constants.  To customize the setup, you had to create a private forked copy
// of the source code, edit the constants defined in config.h, and compile a
// custom binary.  That's no longer necessary!
//
// The new approach is to do everything (or as much as possible, anyway)
// via the Windows config tool.  You shouldn't have to recompile a custom
// version just to make a configurable change.  Of course, you're still free
// to create a custom version if you need to add or change features in ways
// that weren't anticipated in the original design. 
//


#ifndef CONFIG_H
#define CONFIG_H


// Plunger type codes
// NOTE!  These values are part of the external USB interface.  New
// values can be added, but the meaning of an existing assigned number 
// should remain fixed to keep the PC-side config tool compatible across 
// versions.
const int PlungerType_None      = 0;     // no plunger
const int PlungerType_TSL1410RS = 1;     // TSL1410R linear image sensor (1280x1 pixels, 400dpi), serial mode
const int PlungerType_TSL1410RP = 2;     // TSL1410R, parallel mode (reads the two sensor sections concurrently)
const int PlungerType_TSL1412RS = 3;     // TSL1412R linear image sensor (1536x1 pixels, 400dpi), serial mode
const int PlungerType_TSL1412RP = 4;     // TSL1412R, parallel mode
const int PlungerType_Pot       = 5;     // potentionmeter
const int PlungerType_OptQuad   = 6;     // AEDR8300 optical quadrature sensor
const int PlungerType_MagQuad   = 7;     // AS5304 magnetic quadrature sensor

// Accelerometer orientation codes
// These values are part of the external USB interface
const int OrientationFront     = 0;      // USB ports pointed toward front of cabinet
const int OrientationLeft      = 1;      // ports pointed toward left side of cabinet
const int OrientationRight     = 2;      // ports pointed toward right side of cabinet
const int OrientationRear      = 3;      // ports pointed toward back of cabinet

// input button types
const int BtnTypeJoystick      = 1;      // joystick button
const int BtnTypeKey           = 2;      // regular keyboard key
const int BtnTypeModKey        = 3;      // keyboard modifier key (shift, ctrl, etc)
const int BtnTypeMedia         = 4;      // media control key (volume up/down, etc)

// maximum number of input button mappings
const int MAX_BUTTONS = 32;

// LedWiz output port type codes
// These values are part of the external USB interface
const int PortTypeDisabled     = 0;      // port is disabled - not visible to LedWiz/DOF host
const int PortTypeGPIOPWM      = 1;      // GPIO port, PWM enabled
const int PortTypeGPIODig      = 2;      // GPIO port, digital out
const int PortTypeTLC5940      = 3;      // TLC5940 port
const int PortType74HC595      = 4;      // 74HC595 port
const int PortTypeVirtual      = 5;      // Virtual port - visible to host software, but not connected to a physical output

// LedWiz output port flag bits
const uint8_t PortFlagActiveLow = 0x01;  // physical output is active-low

// maximum number of output ports
const int MAX_OUT_PORTS = 203;

struct Config
{
    // set all values to factory defaults
    void setFactoryDefaults()
    {
        // By default, pretend to be LedWiz unit #8.  This can be from 1 to 16.  Real
        // LedWiz units have their unit number set at the factory, and the vast majority
        // are set up as unit #1, since that's the default for anyone who doesn't ask
        // for a different setting.  It seems rare for anyone to use more than one unit
        // in a pin cab, but for the few who do, the others will probably be numbered
        // sequentially as #2, #3, etc.  It seems safe to assume that no one out there
        // has a unit #8, so we'll use that as our default starting number.  This can
        // be changed from the config tool, but for the sake of convenience we want the
        // default to be a value that most people won't have to change.
        usbVendorID = 0xFAFA;      // LedWiz vendor code
        usbProductID = 0x00F7;     // LedWiz product code for unit #8
        psUnitNo = 8;
        
        // enable joystick reports
        joystickEnabled = true;
        
        // assume standard orientation, with USB ports toward front of cabinet
        orientation = OrientationFront;

        // assume no plunger is attached
        plunger.enabled = false;
        plunger.sensorType = PlungerType_None;
        
        // assume that there's no calibration button
        plunger.cal.btn = NC;
        plunger.cal.led = NC;
        
        // clear the plunger calibration
        plunger.cal.reset(4096);
        
        // disable the ZB Launch Ball by default
        plunger.zbLaunchBall.port = 0;
        plunger.zbLaunchBall.btn = 0;
        
        // assume no TV ON switch
        TVON.statusPin = NC;
        TVON.latchPin = NC;
        TVON.relayPin = NC;
        TVON.delayTime = 0;
        
        // assume no TLC5940 chips
        tlc5940.nchips = 0;
        
        // assume no 74HC595 chips
        hc595.nchips = 0;
        
        // initially configure with no LedWiz output ports
        outPort[0].typ = PortTypeDisabled;
        
        // initially configure with no input buttons
        for (int i = 0 ; i < MAX_BUTTONS ; ++i)
            button[i].pin = 0;   // 0 == index of NC in USB-to-PinName mapping
            
        button[0].pin = 6; // PTA13
        button[0].typ = BtnTypeKey;
        button[0].val = 4;  // A
        button[1].pin = 38; // PTD5
        button[1].typ = BtnTypeJoystick;
        button[1].val = 5;  // B
        button[2].pin = 37; // PTD4
        button[2].typ = BtnTypeModKey;
        button[2].val = 0x02;  // left shift
        button[3].pin = 5;  // PTA12
        button[3].typ = BtnTypeMedia;
        button[3].val = 0x01;  // volume up
        button[4].pin = 3;  // PTA4
        button[4].typ = BtnTypeMedia;
        button[4].val = 0x02;  // volume down
    }        
    
    // --- USB DEVICE CONFIGURATION ---
    
    // USB device identification - vendor ID and product ID.  For LedLWiz
    // emulation, use vendor ID 0xFAFA and product ID 0x00EF + unit#, where
    // unit# is the nominal LedWiz unit number from 1 to 16.  Alternatively,
    // if LedWiz emulation isn't desired or causes any driver conflicts on
    // the host, we have a private Pinscape assignment as vendor ID 0x1209 
    // and product ID 0xEAEA (registered with http://pid.codes, a registry
    // for open-source USB projects).
    uint16_t usbVendorID;
    uint16_t usbProductID;
    
    // Pinscape Controller unit number.  This is the nominal unit number,
    // from 1 to 16.  We report this in the status query; DOF uses it to
    // distinguish multiple Pinscape units.  Note that this doesn't affect 
    // the LedWiz unit numbering, which is implied by the USB Product ID.
    uint8_t psUnitNo;
            
    // Are joystick reports enabled?  Joystick reports can be turned off, to
    // use the device as purely an output controller.
    char joystickEnabled;
    
    
    // --- ACCELEROMETER ---
    
    // accelerometer orientation (ORIENTATION_xxx value)
    char orientation;
    
    
    // --- PLUNGER CONFIGURATION ---
    struct
    {
        // plunger enabled/disabled
        char enabled;

        // plunger sensor type
        char sensorType;
    
        // Plunger sensor pins.  To accommodate a wide range of sensor types,
        // we keep a generic list of 4 pin assignments.  The use of each pin
        // varies by sensor.  The lists below are in order of the generic
        // pins; NC means that the pin isn't used by the sensor.  Each pin's
        // GPIO usage is also listed.  Certain usages limit which physical
        // pins can be assigned (e.g., AnalogIn or PwmOut).
        //
        // TSL1410R/1412R, serial:    SI (DigitalOut), CLK (DigitalOut), AO (AnalogIn),  NC
        // TSL1410R/1412R, parallel:  SI (DigitalOut), CLK (DigitalOut), AO1 (AnalogIn), AO2 (AnalogIn)
        // Potentiometer:             AO (AnalogIn),   NC,               NC,             NC
        // AEDR8300:                  A (InterruptIn), B (InterruptIn),  NC,             NC
        // AS5304:                    A (InterruptIn), B (InterruptIn),  NC,             NC
        PinName sensorPin[4];
        
        // Pseudo LAUNCH BALL button.  
        //
        // This configures the "ZB Launch Ball" feature in DOF, based on Zeb's (of 
        // zebsboards.com) scheme for using a mechanical plunger as a Launch button.
        // Set the port to 0 to disable the feature.
        //
        // The port number is an LedWiz port number that we monitor for activation.
        // This port isn't connected to a physical device; rather, the host turns it
        // on to indicate that the pseudo Launch button mode is in effect.  
        //
        // The button number gives the button that we "press" when a launch occurs.
        // This can be connected to the physical Launch button, or can simply be
        // an otherwise unused button.
        //
        // The "push distance" is the distance, in inches, for registering a push
        // on the plunger as a button push.  If the player pushes the plunger forward
        // of the rest position by this amount, we'll treat it as pushing the button,
        // even if the player didn't pull back the plunger first.  This lets the
        // player treat the plunger knob as a button for games where it's meaningful
        // to hold down the Launch button for specific intervals (e.g., "Championship 
        // Pub").
        struct
        {
            int port;
            int btn;
            float pushDistance;
        
        } zbLaunchBall;
           
        // --- PLUNGER CALIBRATION ---
        struct
        {
            // has the plunger been calibrated?
            int calibrated;
        
            // calibration button switch pin
            PinName btn;
        
            // calibration button indicator light pin
            PinName led;
            
            // Plunger calibration min, zero, and max.  The zero point is the 
            // rest position (aka park position), where it's in equilibrium between 
            // the main spring and the barrel spring.  It can travel a small distance
            // forward of the rest position, because the barrel spring can be
            // compressed by the user pushing on the plunger or by the momentum
            // of a release motion.  The minimum is the maximum forward point where
            // the barrel spring can't be compressed any further.
            int min;
            int zero;
            int max;
    
            // reset the plunger calibration
            void reset(int npix)
            {
                calibrated = 0;          // not calibrated
                min = 0;                 // assume we can go all the way forward...
                max = npix;              // ...and all the way back
                zero = npix/6;           // the rest position is usually around 1/2" back = 1/6 of total travel
            }

        } cal;

    } plunger;

    
    // --- TV ON SWITCH ---
    //
    // To use the TV ON switch feature, the special power sensing circuitry
    // implemented on the Expansion Board must be attached (or an equivalent
    // circuit, as described in the Build Guide).  The circuitry lets us
    // detect power state changes on the secondary power supply.
    struct 
    {
        // PSU2 power status sense (DigitalIn pin).  This pin goes LOW when the
        // secondary power supply is turned off, and remains LOW until the LATCH
        // pin is raised high AND the secondary PSU is turned on.  Once HIGH,
        // it remains HIGH as long as the secondary PSU is on.
        PinName statusPin;
    
        // PSU2 power status latch (DigitalOut pin)
        PinName latchPin;
        
        // TV ON relay pin (DigitalOut pin).  This pin controls the TV switch 
        // relay.  Raising the pin HIGH turns the relay ON (energizes the coil).
        PinName relayPin;
        
        // TV ON delay time, in seconds.  This is the interval between sensing
        // that the secondary power supply has turned on and pulsing the TV ON
        // switch relay.  
        float delayTime;
    
    } TVON;
    

    // --- TLC5940NT PWM Controller Chip Setup ---
    struct
    {
        // number of TLC5940NT chips connected in daisy chain
        int nchips;
        
        // pin connections
        PinName sin;        // Serial data - must connect to SPIO MOSI -> PTC6 or PTD2
        PinName sclk;       // Serial clock - must connect to SPIO SCLK -> PTC5 or PTD1
                            // (but don't use PTD1, since it's hard-wired to the on-board blue LED)
        PinName xlat;       // XLAT (latch) signal - connect to any GPIO pin
        PinName blank;      // BLANK signal - connect to any GPIO pin
        PinName gsclk;      // Grayscale clock - must connect to a PWM-out capable pin

    } tlc5940; 
    

    // --- 74HC595 Shift Register Setup ---
    struct
    {
        // number of 74HC595 chips attached in daisy chain
        int nchips;
        
        // pin connections
        PinName sin;        // Serial data - use any GPIO pin
        PinName sclk;       // Serial clock - use any GPIO pin
        PinName latch;      // Latch - use any GPIO pin
        PinName ena;        // Enable signal - use any GPIO pin
    
    } hc595;


    // --- Button Input Setup ---
    struct
    {
        uint8_t pin;        // physical input GPIO pin - a USB-to-PinName mapping index
        uint8_t typ;        // key type reported to PC - a BtnTypeXxx value
        uint8_t val;        // key value reported - meaning depends on 'typ' value
        
    } button[MAX_BUTTONS];
    

    // --- LedWiz Output Port Setup ---
    struct
    {
        uint8_t typ;        // port type:  a PortTypeXxx value
        uint8_t pin;        // physical output pin:  for a GPIO port, this is an index in the 
                            // USB-to-PinName mapping list; for a TLC5940 or 74HC595 port, it's 
                            // the output number, starting from 0 for OUT0 on the first chip in 
                            // the daisy chain.  For inactive and virtual ports, it's unused.
        uint8_t flags;      // flags:  a combination of PortFlagXxx values
    } outPort[MAX_OUT_PORTS];
};

#endif