An I/O controller for virtual pinball machines: accelerometer nudge sensing, analog plunger input, button input encoding, LedWiz compatible output controls, and more.

Dependencies:   mbed FastIO FastPWM USBDevice

Fork of Pinscape_Controller by Mike R

/media/uploads/mjr/pinscape_no_background_small_L7Miwr6.jpg

This is Version 2 of the Pinscape Controller, an I/O controller for virtual pinball machines. (You can find the old version 1 software here.) Pinscape is software for the KL25Z that turns the board into a full-featured I/O controller for virtual pinball, with support for accelerometer-based nudging, a mechanical plunger, button inputs, and feedback device control.

In case you haven't heard of the idea before, a "virtual pinball machine" is basically a video pinball simulator that's built into a real pinball machine body. A TV monitor goes in place of the pinball playfield, and a second TV goes in the backbox to show the backglass artwork. Some cabs also include a third monitor to simulate the DMD (Dot Matrix Display) used for scoring on 1990s machines, or even an original plasma DMD. A computer (usually a Windows PC) is hidden inside the cabinet, running pinball emulation software that displays a life-sized playfield on the main TV. The cabinet has all of the usual buttons, too, so it not only looks like the real thing, but plays like it too. That's a picture of my own machine to the right. On the outside, it's built exactly like a real arcade pinball machine, with the same overall dimensions and all of the standard pinball cabinet trim hardware.

It's possible to buy a pre-built virtual pinball machine, but it also makes a great DIY project. If you have some basic wood-working skills and know your way around PCs, you can build one from scratch. The computer part is just an ordinary Windows PC, and all of the pinball emulation can be built out of free, open-source software. In that spirit, the Pinscape Controller is an open-source software/hardware project that offers a no-compromises, all-in-one control center for all of the unique input/output needs of a virtual pinball cabinet. If you've been thinking about building one of these, but you're not sure how to connect a plunger, flipper buttons, lights, nudge sensor, and whatever else you can think of, this project might be just what you're looking for.

You can find much more information about DIY Pin Cab building in general in the Virtual Cabinet Forum on vpforums.org. Also visit my Pinscape Resources page for more about this project and other virtual pinball projects I'm working on.

Downloads

  • Pinscape Release Builds: This page has download links for all of the Pinscape software. To get started, install and run the Pinscape Config Tool on your Windows computer. It will lead you through the steps for installing the Pinscape firmware on the KL25Z.
  • Config Tool Source Code. The complete C# source code for the config tool. You don't need this to run the tool, but it's available if you want to customize anything or see how it works inside.

Documentation

The new Version 2 Build Guide is now complete! This new version aims to be a complete guide to building a virtual pinball machine, including not only the Pinscape elements but all of the basics, from sourcing parts to building all of the hardware.

You can also refer to the original Hardware Build Guide (PDF), but that's out of date now, since it refers to the old version 1 software, which was rather different (especially when it comes to configuration).

System Requirements

The new Config Tool requires a fairly up-to-date Microsoft .NET installation. If you use Windows Update to keep your system current, you should be fine. A modern version of Internet Explorer (IE) is required, even if you don't use it as your main browser, because the Config Tool uses some system components that Microsoft packages into the IE install set. I test with IE11, so that's known to work. IE8 doesn't work. IE9 and 10 are unknown at this point.

The Windows requirements are only for the config tool. The firmware doesn't care about anything on the Windows side, so if you can make do without the config tool, you can use almost any Windows setup.

Main Features

Plunger: The Pinscape Controller started out as a "mechanical plunger" controller: a device for attaching a real pinball plunger to the video game software so that you could launch the ball the natural way. This is still, of course, a central feature of the project. The software supports several types of sensors: a high-resolution optical sensor (which works by essentially taking pictures of the plunger as it moves); a slide potentiometer (which determines the position via the changing electrical resistance in the pot); a quadrature sensor (which counts bars printed on a special guide rail that it moves along); and an IR distance sensor (which determines the position by sending pulses of light at the plunger and measuring the round-trip travel time). The Build Guide explains how to set up each type of sensor.

Nudging: The KL25Z (the little microcontroller that the software runs on) has a built-in accelerometer. The Pinscape software uses it to sense when you nudge the cabinet, and feeds the acceleration data to the pinball software on the PC. This turns physical nudges into virtual English on the ball. The accelerometer is quite sensitive and accurate, so we can measure the difference between little bumps and hard shoves, and everything in between. The result is natural and immersive.

Buttons: You can wire real pinball buttons to the KL25Z, and the software will translate the buttons into PC input. You have the option to map each button to a keyboard key or joystick button. You can wire up your flipper buttons, Magna Save buttons, Start button, coin slots, operator buttons, and whatever else you need.

Feedback devices: You can also attach "feedback devices" to the KL25Z. Feedback devices are things that create tactile, sound, and lighting effects in sync with the game action. The most popular PC pinball emulators know how to address a wide variety of these devices, and know how to match them to on-screen action in each virtual table. You just need an I/O controller that translates commands from the PC into electrical signals that turn the devices on and off. The Pinscape Controller can do that for you.

Expansion Boards

There are two main ways to run the Pinscape Controller: standalone, or using the "expansion boards".

In the basic standalone setup, you just need the KL25Z, plus whatever buttons, sensors, and feedback devices you want to attach to it. This mode lets you take advantage of everything the software can do, but for some features, you'll have to build some ad hoc external circuitry to interface external devices with the KL25Z. The Build Guide has detailed plans for exactly what you need to build.

The other option is the Pinscape Expansion Boards. The expansion boards are a companion project, which is also totally free and open-source, that provides Printed Circuit Board (PCB) layouts that are designed specifically to work with the Pinscape software. The PCB designs are in the widely used EAGLE format, which many PCB manufacturers can turn directly into physical boards for you. The expansion boards organize all of the external connections more neatly than on the standalone KL25Z, and they add all of the interface circuitry needed for all of the advanced software functions. The big thing they bring to the table is lots of high-power outputs. The boards provide a modular system that lets you add boards to add more outputs. If you opt for the basic core setup, you'll have enough outputs for all of the toys in a really well-equipped cabinet. If your ambitions go beyond merely well-equipped and run to the ridiculously extravagant, just add an extra board or two. The modular design also means that you can add to the system over time.

Expansion Board project page

Update notes

If you have a Pinscape V1 setup already installed, you should be able to switch to the new version pretty seamlessly. There are just a couple of things to be aware of.

First, the "configuration" procedure is completely different in the new version. Way better and way easier, but it's not what you're used to from V1. In V1, you had to edit the project source code and compile your own custom version of the program. No more! With V2, you simply install the standard, pre-compiled .bin file, and select options using the Pinscape Config Tool on Windows.

Second, if you're using the TSL1410R optical sensor for your plunger, there's a chance you'll need to boost your light source's brightness a little bit. The "shutter speed" is faster in this version, which means that it doesn't spend as much time collecting light per frame as before. The software actually does "auto exposure" adaptation on every frame, so the increased shutter speed really shouldn't bother it, but it does require a certain minimum level of contrast, which requires a certain minimal level of lighting. Check the plunger viewer in the setup tool if you have any problems; if the image looks totally dark, try increasing the light level to see if that helps.

New Features

V2 has numerous new features. Here are some of the highlights...

Dynamic configuration: as explained above, configuration is now handled through the Config Tool on Windows. It's no longer necessary to edit the source code or compile your own modified binary.

Improved plunger sensing: the software now reads the TSL1410R optical sensor about 15x faster than it did before. This allows reading the sensor at full resolution (400dpi), about 400 times per second. The faster frame rate makes a big difference in how accurately we can read the plunger position during the fast motion of a release, which allows for more precise position sensing and faster response. The differences aren't dramatic, since the sensing was already pretty good even with the slower V1 scan rate, but you might notice a little better precision in tricky skill shots.

Keyboard keys: button inputs can now be mapped to keyboard keys. The joystick button option is still available as well, of course. Keyboard keys have the advantage of being closer to universal for PC pinball software: some pinball software can be set up to take joystick input, but nearly all PC pinball emulators can take keyboard input, and nearly all of them use the same key mappings.

Local shift button: one physical button can be designed as the local shift button. This works like a Shift button on a keyboard, but with cabinet buttons. It allows each physical button on the cabinet to have two PC keys assigned, one normal and one shifted. Hold down the local shift button, then press another key, and the other key's shifted key mapping is sent to the PC. The shift button can have a regular key mapping of its own as well, so it can do double duty. The shift feature lets you access more functions without cluttering your cabinet with extra buttons. It's especially nice for less frequently used functions like adjusting the volume or activating night mode.

Night mode: the output controller has a new "night mode" option, which lets you turn off all of your noisy devices with a single button, switch, or PC command. You can designate individual ports as noisy or not. Night mode only disables the noisemakers, so you still get the benefit of your flashers, button lights, and other quiet devices. This lets you play late into the night without disturbing your housemates or neighbors.

Gamma correction: you can designate individual output ports for gamma correction. This adjusts the intensity level of an output to make it match the way the human eye perceives brightness, so that fades and color mixes look more natural in lighting devices. You can apply this to individual ports, so that it only affects ports that actually have lights of some kind attached.

IR Remote Control: the controller software can transmit and/or receive IR remote control commands if you attach appropriate parts (an IR LED to send, an IR sensor chip to receive). This can be used to turn on your TV(s) when the system powers on, if they don't turn on automatically, and for any other functions you can think of requiring IR send/receive capabilities. You can assign IR commands to cabinet buttons, so that pressing a button on your cabinet sends a remote control command from the attached IR LED, and you can have the controller generate virtual key presses on your PC in response to received IR commands. If you have the IR sensor attached, the system can use it to learn commands from your existing remotes.

Yet more USB fixes: I've been gradually finding and fixing USB bugs in the mbed library for months now. This version has all of the fixes of the last couple of releases, of course, plus some new ones. It also has a new "last resort" feature, since there always seems to be "just one more" USB bug. The last resort is that you can tell the device to automatically reboot itself if it loses the USB connection and can't restore it within a given time limit.

More Downloads

  • 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 releases, so you don't need my custom builds if you're using 9.9.1 or later and/or VP 10. I don't think there's any reason to use my versions instead of the latest official ones, and in fact I'd encourage you to use the official releases since they're more up to date, but I'm leaving my builds available just in case. In the official versions, look for the checkbox "Enable Nudge Filter" in the Keys preferences dialog. My custom versions don't include that checkbox; they just enable the filter unconditionally.
  • Output circuit shopping list: This is a saved shopping cart at mouser.com with the parts needed to build one copy of the high-power output circuit for the LedWiz emulator feature, for use with the standalone KL25Z (that is, without the expansion boards). The quantities in the cart are for one output channel, so if you want N outputs, simply multiply the quantities by the N, with one exception: you only need one ULN2803 transistor array chip for each eight output circuits. If you're using the expansion boards, you won't need any of this, since the boards provide their own high-power outputs.
  • Cary Owens' optical sensor housing: A 3D-printable design for a housing/mounting bracket for the optical plunger sensor, designed by Cary Owens. This makes it easy to mount the sensor.
  • 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.

Copyright and License

The Pinscape firmware is copyright 2014, 2021 by Michael J Roberts. It's released under an MIT open-source license. See License.

Warning to VirtuaPin Kit Owners

This software isn't designed as a replacement for the VirtuaPin plunger kit's firmware. If you bought the VirtuaPin kit, I recommend that you don't install this software. The KL25Z can only run one firmware program at a time, so if you install the Pinscape firmware on your KL25Z, it will replace and erase your existing VirtuaPin proprietary firmware. If you do this, the only way to restore your VirtuaPin firmware is to physically ship the KL25Z back to VirtuaPin and ask them to re-flash it. They don't allow you to do this at home, and they don't even allow you to back up your firmware, since they want to protect their proprietary software from copying. For all of these reasons, if you want to run the Pinscape software, I strongly recommend that you buy a "blank" retail KL25Z to use with Pinscape. They only cost about $15 and are available at several online retailers, including Amazon, Mouser, and eBay. The blank retail boards don't come with any proprietary firmware pre-installed, so installing Pinscape won't delete anything that you paid extra for.

With those warnings in mind, if you're absolutely sure that you don't mind permanently erasing your VirtuaPin firmware, it is at least possible to use Pinscape as a replacement for the VirtuaPin firmware. Pinscape uses the same button wiring conventions as the VirtuaPin setup, so you can keep your buttons (although you'll have to update the GPIO pin mappings in the Config Tool to match your physical wiring). As of the June, 2021 firmware, the Vishay VCNL4010 plunger sensor that comes with the VirtuaPin v3 plunger kit is supported, so you can also keep your plunger, if you have that chip. (You should check to be sure that's the sensor chip you have before committing to this route, if keeping the plunger sensor is important to you. The older VirtuaPin plunger kits came with different IR sensors that the Pinscape software doesn't handle.)

Committer:
mjr
Date:
Fri May 13 21:28:41 2016 +0000
Revision:
60:f38da020aa13
Parent:
59:94eb9265b6d7
Child:
76:7f5912b6340e
Try to bulletproof the Flash programming procedure by using techniques recommended in ARM forums; enhanced comments in main routine

Who changed what in which revision?

UserRevisionLine numberNew contents of line
mjr 2:c174f9ee414a 1 #include "FreescaleIAP.h"
mjr 2:c174f9ee414a 2
mjr 2:c174f9ee414a 3 //#define IAPDEBUG
mjr 2:c174f9ee414a 4
mjr 2:c174f9ee414a 5 enum FCMD {
mjr 2:c174f9ee414a 6 Read1s = 0x01,
mjr 2:c174f9ee414a 7 ProgramCheck = 0x02,
mjr 2:c174f9ee414a 8 ReadResource = 0x03,
mjr 2:c174f9ee414a 9 ProgramLongword = 0x06,
mjr 2:c174f9ee414a 10 EraseSector = 0x09,
mjr 2:c174f9ee414a 11 Read1sBlock = 0x40,
mjr 2:c174f9ee414a 12 ReadOnce = 0x41,
mjr 2:c174f9ee414a 13 ProgramOnce = 0x43,
mjr 2:c174f9ee414a 14 EraseAll = 0x44,
mjr 2:c174f9ee414a 15 VerifyBackdoor = 0x45
mjr 2:c174f9ee414a 16 };
mjr 2:c174f9ee414a 17
mjr 2:c174f9ee414a 18 static inline void run_command(FTFA_Type *);
mjr 2:c174f9ee414a 19 bool check_boundary(int address, unsigned int length);
mjr 2:c174f9ee414a 20 bool check_align(int address);
mjr 2:c174f9ee414a 21 IAPCode check_error(void);
mjr 2:c174f9ee414a 22
mjr 2:c174f9ee414a 23 FreescaleIAP::FreescaleIAP()
mjr 2:c174f9ee414a 24 {
mjr 2:c174f9ee414a 25 }
mjr 2:c174f9ee414a 26
mjr 2:c174f9ee414a 27 FreescaleIAP::~FreescaleIAP()
mjr 2:c174f9ee414a 28 {
mjr 2:c174f9ee414a 29 }
mjr 2:c174f9ee414a 30
mjr 59:94eb9265b6d7 31 // We use an assembly language implementation of the EXEC function in
mjr 59:94eb9265b6d7 32 // order to satisfy the requirement (mentioned in the hardware reference)
mjr 59:94eb9265b6d7 33 // that code that writes to Flash must reside in RAM. There's a potential
mjr 59:94eb9265b6d7 34 // for a deadlock if the code that triggers a Flash write operation is
mjr 59:94eb9265b6d7 35 // itself stored in Flash, as an instruction fetch to Flash can deadlock
mjr 59:94eb9265b6d7 36 // against the erase/write. In practice this seems to be rare, but I
mjr 59:94eb9265b6d7 37 // seem to be able to trigger it once in a while. (Which is to say that
mjr 59:94eb9265b6d7 38 // I can trigger occasional lock-ups during writes. It's not clear that
mjr 59:94eb9265b6d7 39 // the Flash bus deadlock is the actual cause, but the timing strongly
mjr 59:94eb9265b6d7 40 // suggests this.)
mjr 59:94eb9265b6d7 41 //
mjr 59:94eb9265b6d7 42 // The mbed tools don't have a way to put a C function in RAM. The mbed
mjr 59:94eb9265b6d7 43 // assembler can, though. So to get our invoking code into RAM, we have
mjr 59:94eb9265b6d7 44 // to write it in assembly. Fortunately, the code involved is very simple:
mjr 59:94eb9265b6d7 45 // just a couple of writes to the memory-mapped Flash controller register,
mjr 59:94eb9265b6d7 46 // and a looped read and bit test from the same location to wait until the
mjr 59:94eb9265b6d7 47 // operation finishes.
mjr 59:94eb9265b6d7 48 //
mjr 59:94eb9265b6d7 49 #define USE_ASM_EXEC 1
mjr 59:94eb9265b6d7 50 #if USE_ASM_EXEC
mjr 59:94eb9265b6d7 51 extern "C" void iapExecAsm(volatile uint8_t *);
mjr 59:94eb9265b6d7 52 #endif
mjr 59:94eb9265b6d7 53
mjr 2:c174f9ee414a 54 // execute an FTFA command
mjr 2:c174f9ee414a 55 static inline void run_command(FTFA_Type *ftfa)
mjr 2:c174f9ee414a 56 {
mjr 59:94eb9265b6d7 57 #if USE_ASM_EXEC
mjr 59:94eb9265b6d7 58 // Call our RAM-based assembly routine to do this work. The
mjr 59:94eb9265b6d7 59 // assembler routine implements the same ftfa->FSTAT register
mjr 59:94eb9265b6d7 60 // operations in the C alternative code below.
mjr 59:94eb9265b6d7 61 iapExecAsm(&ftfa->FSTAT);
mjr 59:94eb9265b6d7 62
mjr 59:94eb9265b6d7 63 #else // USE_ASM_EXEC
mjr 2:c174f9ee414a 64 // Clear possible old errors, start command, wait until done
mjr 2:c174f9ee414a 65 ftfa->FSTAT = FTFA_FSTAT_FPVIOL_MASK | FTFA_FSTAT_ACCERR_MASK | FTFA_FSTAT_RDCOLERR_MASK;
mjr 2:c174f9ee414a 66 ftfa->FSTAT = FTFA_FSTAT_CCIF_MASK;
mjr 60:f38da020aa13 67 while (!(ftfa->FSTAT & FTFA_FSTAT_CCIF_MASK)) ;
mjr 59:94eb9265b6d7 68
mjr 59:94eb9265b6d7 69 #endif // USE_ASM_EXEC
mjr 2:c174f9ee414a 70 }
mjr 2:c174f9ee414a 71
mjr 2:c174f9ee414a 72
mjr 2:c174f9ee414a 73 IAPCode FreescaleIAP::erase_sector(int address) {
mjr 2:c174f9ee414a 74 #ifdef IAPDEBUG
mjr 2:c174f9ee414a 75 printf("IAP: Erasing at %x\r\n", address);
mjr 2:c174f9ee414a 76 #endif
mjr 2:c174f9ee414a 77 if (check_align(address))
mjr 2:c174f9ee414a 78 return AlignError;
mjr 60:f38da020aa13 79
mjr 60:f38da020aa13 80 // divide the sector address into the three bytes for the three
mjr 60:f38da020aa13 81 // registers first, to reduce the risk of the operation being
mjr 60:f38da020aa13 82 // corrupted
mjr 60:f38da020aa13 83 uint8_t temp1 = (address >> 16) & 0xFF;
mjr 60:f38da020aa13 84 uint8_t temp2 = (address >> 8) & 0xFF;
mjr 60:f38da020aa13 85 uint8_t temp3 = address & 0xFF;
mjr 2:c174f9ee414a 86
mjr 60:f38da020aa13 87 // clear interrupts while working
mjr 60:f38da020aa13 88 __disable_irq();
mjr 60:f38da020aa13 89
mjr 60:f38da020aa13 90 // wait for any previous commands to clear
mjr 60:f38da020aa13 91 while (!(FTFA->FSTAT & FTFA_FSTAT_CCIF_MASK)) ;
mjr 60:f38da020aa13 92
mjr 60:f38da020aa13 93 // clear previous errors
mjr 60:f38da020aa13 94 FTFA->FSTAT = FTFA_FSTAT_FPVIOL_MASK | FTFA_FSTAT_ACCERR_MASK | FTFA_FSTAT_RDCOLERR_MASK;
mjr 60:f38da020aa13 95
mjr 60:f38da020aa13 96 // set up the command
mjr 2:c174f9ee414a 97 FTFA->FCCOB0 = EraseSector;
mjr 60:f38da020aa13 98 FTFA->FCCOB1 = temp1;
mjr 60:f38da020aa13 99 FTFA->FCCOB2 = temp2;
mjr 60:f38da020aa13 100 FTFA->FCCOB3 = temp3;
mjr 60:f38da020aa13 101
mjr 60:f38da020aa13 102 // execute it
mjr 60:f38da020aa13 103 run_command(FTFA);
mjr 2:c174f9ee414a 104
mjr 60:f38da020aa13 105 // re-enable interrupts
mjr 60:f38da020aa13 106 __enable_irq();
mjr 2:c174f9ee414a 107
mjr 2:c174f9ee414a 108 return check_error();
mjr 2:c174f9ee414a 109 }
mjr 2:c174f9ee414a 110
mjr 2:c174f9ee414a 111 IAPCode FreescaleIAP::program_flash(int address, const void *vp, unsigned int length) {
mjr 2:c174f9ee414a 112
mjr 2:c174f9ee414a 113 const char *data = (const char *)vp;
mjr 2:c174f9ee414a 114
mjr 2:c174f9ee414a 115 #ifdef IAPDEBUG
mjr 2:c174f9ee414a 116 printf("IAP: Programming flash at %x with length %d\r\n", address, length);
mjr 2:c174f9ee414a 117 #endif
mjr 2:c174f9ee414a 118 if (check_align(address))
mjr 2:c174f9ee414a 119 return AlignError;
mjr 2:c174f9ee414a 120
mjr 2:c174f9ee414a 121 IAPCode eraseCheck = verify_erased(address, length);
mjr 2:c174f9ee414a 122 if (eraseCheck != Success)
mjr 2:c174f9ee414a 123 return eraseCheck;
mjr 2:c174f9ee414a 124
mjr 2:c174f9ee414a 125 IAPCode progResult;
mjr 2:c174f9ee414a 126 for (int i = 0; i < length; i+=4) {
mjr 2:c174f9ee414a 127 progResult = program_word(address + i, data + i);
mjr 2:c174f9ee414a 128 if (progResult != Success)
mjr 2:c174f9ee414a 129 return progResult;
mjr 2:c174f9ee414a 130 }
mjr 2:c174f9ee414a 131
mjr 2:c174f9ee414a 132 return Success;
mjr 2:c174f9ee414a 133 }
mjr 2:c174f9ee414a 134
mjr 2:c174f9ee414a 135 uint32_t FreescaleIAP::flash_size(void) {
mjr 2:c174f9ee414a 136 uint32_t retval = (SIM->FCFG2 & 0x7F000000u) >> (24-13);
mjr 2:c174f9ee414a 137 if (SIM->FCFG2 & (1<<23)) //Possible second flash bank
mjr 2:c174f9ee414a 138 retval += (SIM->FCFG2 & 0x007F0000u) >> (16-13);
mjr 2:c174f9ee414a 139 return retval;
mjr 2:c174f9ee414a 140 }
mjr 2:c174f9ee414a 141
mjr 2:c174f9ee414a 142 IAPCode FreescaleIAP::program_word(int address, const char *data) {
mjr 2:c174f9ee414a 143 #ifdef IAPDEBUG
mjr 2:c174f9ee414a 144 printf("IAP: Programming word at %x, %d - %d - %d - %d\r\n", address, data[0], data[1], data[2], data[3]);
mjr 2:c174f9ee414a 145 #endif
mjr 2:c174f9ee414a 146 if (check_align(address))
mjr 2:c174f9ee414a 147 return AlignError;
mjr 60:f38da020aa13 148
mjr 60:f38da020aa13 149
mjr 60:f38da020aa13 150 // figure the three bytes of the address first
mjr 60:f38da020aa13 151 uint8_t temp1 = (address >> 16) & 0xFF;
mjr 60:f38da020aa13 152 uint8_t temp2 = (address >> 8) & 0xFF;
mjr 60:f38da020aa13 153 uint8_t temp3 = address & 0xFF;
mjr 2:c174f9ee414a 154
mjr 60:f38da020aa13 155 // get the data bytes into temps as well
mjr 60:f38da020aa13 156 uint8_t temp4 = data[3];
mjr 60:f38da020aa13 157 uint8_t temp5 = data[2];
mjr 60:f38da020aa13 158 uint8_t temp6 = data[1];
mjr 60:f38da020aa13 159 uint8_t temp7 = data[0];
mjr 60:f38da020aa13 160
mjr 60:f38da020aa13 161 // interrupts off while working
mjr 60:f38da020aa13 162 __disable_irq();
mjr 60:f38da020aa13 163
mjr 60:f38da020aa13 164 // wait for any previous commands to clear
mjr 60:f38da020aa13 165 while (!(FTFA->FSTAT & FTFA_FSTAT_CCIF_MASK)) ;
mjr 60:f38da020aa13 166
mjr 60:f38da020aa13 167 // clear previous errors
mjr 60:f38da020aa13 168 FTFA->FSTAT = FTFA_FSTAT_FPVIOL_MASK | FTFA_FSTAT_ACCERR_MASK | FTFA_FSTAT_RDCOLERR_MASK;
mjr 60:f38da020aa13 169
mjr 60:f38da020aa13 170 // Set up the command
mjr 2:c174f9ee414a 171 FTFA->FCCOB0 = ProgramLongword;
mjr 60:f38da020aa13 172 FTFA->FCCOB1 = temp1;
mjr 60:f38da020aa13 173 FTFA->FCCOB2 = temp2;
mjr 60:f38da020aa13 174 FTFA->FCCOB3 = temp3;
mjr 60:f38da020aa13 175 FTFA->FCCOB4 = temp4;
mjr 60:f38da020aa13 176 FTFA->FCCOB5 = temp5;
mjr 60:f38da020aa13 177 FTFA->FCCOB6 = temp6;
mjr 60:f38da020aa13 178 FTFA->FCCOB7 = temp7;
mjr 60:f38da020aa13 179
mjr 60:f38da020aa13 180 // execute the command
mjr 2:c174f9ee414a 181 run_command(FTFA);
mjr 2:c174f9ee414a 182
mjr 60:f38da020aa13 183 // interrupts on
mjr 60:f38da020aa13 184 __enable_irq();
mjr 60:f38da020aa13 185
mjr 60:f38da020aa13 186 // return error indication
mjr 2:c174f9ee414a 187 return check_error();
mjr 2:c174f9ee414a 188 }
mjr 2:c174f9ee414a 189
mjr 2:c174f9ee414a 190 /* Check if no flash boundary is violated
mjr 2:c174f9ee414a 191 Returns true on violation */
mjr 2:c174f9ee414a 192 bool check_boundary(int address, unsigned int length) {
mjr 2:c174f9ee414a 193 int temp = (address+length - 1) / SECTOR_SIZE;
mjr 2:c174f9ee414a 194 address /= SECTOR_SIZE;
mjr 2:c174f9ee414a 195 bool retval = (address != temp);
mjr 2:c174f9ee414a 196 #ifdef IAPDEBUG
mjr 2:c174f9ee414a 197 if (retval)
mjr 2:c174f9ee414a 198 printf("IAP: Boundary violation\r\n");
mjr 2:c174f9ee414a 199 #endif
mjr 2:c174f9ee414a 200 return retval;
mjr 2:c174f9ee414a 201 }
mjr 2:c174f9ee414a 202
mjr 2:c174f9ee414a 203 /* Check if address is correctly aligned
mjr 2:c174f9ee414a 204 Returns true on violation */
mjr 2:c174f9ee414a 205 bool check_align(int address) {
mjr 2:c174f9ee414a 206 bool retval = address & 0x03;
mjr 2:c174f9ee414a 207 #ifdef IAPDEBUG
mjr 2:c174f9ee414a 208 if (retval)
mjr 2:c174f9ee414a 209 printf("IAP: Alignment violation\r\n");
mjr 2:c174f9ee414a 210 #endif
mjr 2:c174f9ee414a 211 return retval;
mjr 2:c174f9ee414a 212 }
mjr 2:c174f9ee414a 213
mjr 2:c174f9ee414a 214 /* Check if an area of flash memory is erased
mjr 2:c174f9ee414a 215 Returns error code or Success (in case of fully erased) */
mjr 2:c174f9ee414a 216 IAPCode FreescaleIAP::verify_erased(int address, unsigned int length) {
mjr 2:c174f9ee414a 217 #ifdef IAPDEBUG
mjr 2:c174f9ee414a 218 printf("IAP: Verify erased at %x with length %d\r\n", address, length);
mjr 2:c174f9ee414a 219 #endif
mjr 2:c174f9ee414a 220
mjr 2:c174f9ee414a 221 if (check_align(address))
mjr 2:c174f9ee414a 222 return AlignError;
mjr 2:c174f9ee414a 223
mjr 60:f38da020aa13 224 // get the address into temps
mjr 60:f38da020aa13 225 uint8_t temp1 = (address >> 16) & 0xFF;
mjr 60:f38da020aa13 226 uint8_t temp2 = (address >> 8) & 0xFF;
mjr 60:f38da020aa13 227 uint8_t temp3 = address & 0xFF;
mjr 60:f38da020aa13 228
mjr 60:f38da020aa13 229 // get the length into temps as well
mjr 60:f38da020aa13 230 uint8_t temp4 = (length >> 10) & 0xFF;
mjr 60:f38da020aa13 231 uint8_t temp5 = (length >> 2) & 0xFF;
mjr 60:f38da020aa13 232
mjr 60:f38da020aa13 233 // interrupts off while working
mjr 60:f38da020aa13 234 __disable_irq();
mjr 60:f38da020aa13 235
mjr 60:f38da020aa13 236 // wait for any previous commands to clear
mjr 60:f38da020aa13 237 while (!(FTFA->FSTAT & FTFA_FSTAT_CCIF_MASK)) ;
mjr 60:f38da020aa13 238
mjr 60:f38da020aa13 239 // clear previous errors
mjr 60:f38da020aa13 240 FTFA->FSTAT = FTFA_FSTAT_FPVIOL_MASK | FTFA_FSTAT_ACCERR_MASK | FTFA_FSTAT_RDCOLERR_MASK;
mjr 60:f38da020aa13 241
mjr 60:f38da020aa13 242 // Set up the command
mjr 2:c174f9ee414a 243 FTFA->FCCOB0 = Read1s;
mjr 60:f38da020aa13 244 FTFA->FCCOB1 = temp1;
mjr 60:f38da020aa13 245 FTFA->FCCOB2 = temp2;
mjr 60:f38da020aa13 246 FTFA->FCCOB3 = temp3;
mjr 60:f38da020aa13 247 FTFA->FCCOB4 = temp4;
mjr 60:f38da020aa13 248 FTFA->FCCOB5 = temp5;
mjr 2:c174f9ee414a 249 FTFA->FCCOB6 = 0;
mjr 2:c174f9ee414a 250
mjr 60:f38da020aa13 251 // execute
mjr 2:c174f9ee414a 252 run_command(FTFA);
mjr 2:c174f9ee414a 253
mjr 60:f38da020aa13 254 // interrupts on
mjr 60:f38da020aa13 255 __enable_irq();
mjr 60:f38da020aa13 256
mjr 2:c174f9ee414a 257 IAPCode retval = check_error();
mjr 2:c174f9ee414a 258 if (retval == RuntimeError) {
mjr 2:c174f9ee414a 259 #ifdef IAPDEBUG
mjr 2:c174f9ee414a 260 printf("IAP: Flash was not erased\r\n");
mjr 2:c174f9ee414a 261 #endif
mjr 2:c174f9ee414a 262 return EraseError;
mjr 2:c174f9ee414a 263 }
mjr 2:c174f9ee414a 264 return retval;
mjr 2:c174f9ee414a 265
mjr 2:c174f9ee414a 266 }
mjr 2:c174f9ee414a 267
mjr 2:c174f9ee414a 268 /* Check if an error occured
mjr 2:c174f9ee414a 269 Returns error code or Success*/
mjr 2:c174f9ee414a 270 IAPCode check_error(void) {
mjr 2:c174f9ee414a 271 if (FTFA->FSTAT & FTFA_FSTAT_FPVIOL_MASK) {
mjr 2:c174f9ee414a 272 #ifdef IAPDEBUG
mjr 2:c174f9ee414a 273 printf("IAP: Protection violation\r\n");
mjr 2:c174f9ee414a 274 #endif
mjr 2:c174f9ee414a 275 return ProtectionError;
mjr 2:c174f9ee414a 276 }
mjr 2:c174f9ee414a 277 if (FTFA->FSTAT & FTFA_FSTAT_ACCERR_MASK) {
mjr 2:c174f9ee414a 278 #ifdef IAPDEBUG
mjr 2:c174f9ee414a 279 printf("IAP: Flash access error\r\n");
mjr 2:c174f9ee414a 280 #endif
mjr 2:c174f9ee414a 281 return AccessError;
mjr 2:c174f9ee414a 282 }
mjr 2:c174f9ee414a 283 if (FTFA->FSTAT & FTFA_FSTAT_RDCOLERR_MASK) {
mjr 2:c174f9ee414a 284 #ifdef IAPDEBUG
mjr 2:c174f9ee414a 285 printf("IAP: Collision error\r\n");
mjr 2:c174f9ee414a 286 #endif
mjr 2:c174f9ee414a 287 return CollisionError;
mjr 2:c174f9ee414a 288 }
mjr 2:c174f9ee414a 289 if (FTFA->FSTAT & FTFA_FSTAT_MGSTAT0_MASK) {
mjr 2:c174f9ee414a 290 #ifdef IAPDEBUG
mjr 2:c174f9ee414a 291 printf("IAP: Runtime error\r\n");
mjr 2:c174f9ee414a 292 #endif
mjr 2:c174f9ee414a 293 return RuntimeError;
mjr 2:c174f9ee414a 294 }
mjr 2:c174f9ee414a 295 #ifdef IAPDEBUG
mjr 2:c174f9ee414a 296 printf("IAP: No error reported\r\n");
mjr 2:c174f9ee414a 297 #endif
mjr 2:c174f9ee414a 298 return Success;
mjr 2:c174f9ee414a 299 }