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.)

Revision:
86:e30a1f60f783
Parent:
82:4f6209cb5c33
Child:
87:8d35c74403af
--- a/Plunger/barCodeSensor.h	Fri Apr 14 17:56:54 2017 +0000
+++ b/Plunger/barCodeSensor.h	Fri Apr 21 18:50:37 2017 +0000
@@ -10,28 +10,24 @@
 // bar, half white and half black.  The bit value is encoded in the order
 // of the colors: Black/White is '0', and White/Black is '1'.
 //
-// Gray codes are ideal for this type of application, because they have the
-// property that any two adjacent code values differ in exactly one bit.
-// This is perfectly suited to an optical sensor scanning a moving target.
-// For one thing, if we're halfway between two positions, the single-bit
-// difference between adjacent codes means that exactly one bit will be
-// ambiguous, so even if we get it wrong because of the ambiguous optical
-// data, we'll still be +/- 1 position from the true position.  The other
-// good feature is that any motion blur in images taken during rapid motion
-// will likewise create ambiguity in the least significant bits, so we'll
-// gracefully lose precision as motion blur increases but still have the
-// correct values for the most significant bits, which is to say that we'll
-// know our true position at reduced precision during motion.
+// Gray codes are ideal for this type of application.  Gray codes are
+// defined such that each code point differs in exactly one bit from each
+// adjacent code point.  This provides natural error correction when used
+// as a position scale, since any single-bit error will yield a code point 
+// reading that's only one spot off from the true position.  So a bit read
+// error acts like a reduction in precision.  Likewise, any time the sensor
+// is halfway between two code points, only one bit will be ambiguous, so
+// the reading will come out as one of points on either side of the true
+// position.  Finally, motion blur will have the same effect, of creating
+// ambiguity in the least significant bits, and thus giving us a reading
+// that's correct to as many bits as we can read with teh blur.
 //
 // We use the Manchester-type optical coding because it has good properties
-// for noisy images.  In particular, we evaluate each bit based only on
-// the light levels of nearby pixels.  This insulates us from non-uniformity
-// in the light level across the image.  We don't have to care if the pixels
-// in a bit are above or below the average or median across the whole image;
-// we only have to compare them to the immediately adjacent few pixels. 
-// This gives us highly stable readings even with poor lighting conditions.
-// That's desirable because it simplifies the requirements for the physical
-// sensor installation.
+// for low-contrast images, and doesn't require uniform lighting.  Each bit's
+// pixel span contains equal numbers of light and dark pixels, so each bit
+// provides its own local level reference.  This means we don't care about
+// lighting uniformity over the whole image, because we don't need a global
+// notion of light and dark, just a local one over a single bit at a time.
 // 
 
 #ifndef _BARCODESENSOR_H_
@@ -41,27 +37,287 @@
 #include "tsl14xxSensor.h"
 
 // Base class for bar-code sensors
+//
+// This is a template class with template parameters for the bar
+// code pixel structure.  The bar code layout is fixed for a given 
+// sensor type.  We can assume fixed pixel sizes because we don't 
+// have to process arbitrary images.  We only have to read scales 
+// specially prepared for this application, so we can count on them
+// being printed at an exact size relative to the sensor pixels.
+//
+// nBits = Number of bits in the code 
+//
+// leftBarWidth = Width in pixels of delimiting left bar.  The code is 
+// delimited by a black bar on the "left" end, nearest pixel 0.  This 
+// gives the pixel width of the bar.
+//
+// leftBarMaxOfs = Maximum offset of the delimiting bar from the left
+// edge of the sensor (pixel 0), in pixels
+//
+// bitWidth = Width of each bit in pixels.  This is the width of the
+// full bit, including both "half bits" - it's the full white/black or 
+// black/white pattern area.
+
+template <int nBits, int leftBarWidth, int leftBarMaxOfs, int bitWidth>
 class PlungerSensorBarCode
 {
 public:
+    // process the image    
     bool process(const uint8_t *pix, int npix, int &pos)
     {
-        // $$$ to be written
+#if 0 // $$$
+
+        // scan from the left edge until we find the fixed '0' start bit
+        for (int i = 0 ; i < leftBarMaxOfs ; ++i, ++pix)
+        {
+            // check for the '0' bit
+            if (readBit8(pix) == 0)
+            {
+                // got it - skip the start bit
+                pix += bitWidth;
+                
+                // read the gray code bits
+                int gray = 0;
+                for (int j = 0 ; j < nBits ; ++j, pix += bitWidth)
+                {
+                    // read the bit; return failure if we can't decode a bit
+                    int bit = readBit8(pix);
+                    if (bit < 0)
+                        return false;
+                        
+                    // shift it into the code
+                    gray = (gray << 1) | bit;
+                }
+            }
+            
+            // convert the gray code to binary
+            int bin = grayToBin(gray);
+            
+            // compute the parity of the binary value
+            int parity = 0;
+            for (int j = 0 ; j < nBits ; ++j)
+                parity ^= bin >> j;
+                
+            // figure the bit required for odd parity
+            int odd = (parity & 0x01) ^ 0x01;
+            
+            // read the check bit
+            int bit = readBit8(pix);
+            if (pix < 0)
+                return false;
+                
+            // check that it matches the expected parity
+            if (bit != odd)
+                return false;
+                
+            // success
+            pos = bin;
+            return true;
+        }
+        
+        // no code found
         return false;
+
+#else
+        int barStart = leftBarMaxOfs/2;
+        if (leftBarWidth != 0) // $$$
+        {
+            // Find the black bar on the left side (nearest pixel 0) that
+            // delimits the start of the bar code.  To find it, first figure
+            // the average brightness over the left margin up to the maximum
+            // allowable offset, then look for the bar by finding the first
+            // bar-width run of pixels that are darker than the average.
+            int lsum = 0;
+            for (int x = 1 ; x <= leftBarMaxOfs ; ++x)
+                lsum += pix[x];
+            int lavg = lsum / leftBarMaxOfs;
+    
+            // now find the first dark edge
+            for (int x = 0 ; x < leftBarMaxOfs ; ++x)
+            {
+                // if this pixel is dark, and one of the next two is dark,
+                // take it as the edge
+                if (pix[x] < lavg && (pix[x+1] < lavg || pix[x+2] < lavg))
+                {
+                    // move past the delimier
+                    barStart = x + leftBarWidth;
+                    break;
+                }
+            }
+        }
+        else
+        {
+            barStart = 4; // $$$ should be configurable via config tool
+        }
+
+        // Scan the bits
+        int barcode = 0;
+        for (int bit = 0, x0 = barStart; bit < nBits ; ++bit, x0 += bitWidth)
+        {
+            // figure the extent of this bit
+            int x1 = x0 + bitWidth / 2;
+            int x2 = x0 + bitWidth;
+            if (x1 > npix) x1 = npix;
+            if (x2 > npix) x2 = npix;
+
+            // get the average of the pixels over the bit
+            int sum = 0;
+            for (int x = x0 ; x < x2 ; ++x)
+                sum += pix[x];
+            int avg = sum / bitWidth;
+
+            // Scan the left and right sections.  Classify each
+            // section according to whether the majority of its
+            // pixels are above or below the local average.
+            int lsum = 0, rsum = 0;
+            for (int x = x0 + 1 ; x < x1 - 1 ; ++x)
+                lsum += (pix[x] < avg ? 0 : 1);
+            for (int x = x1 + 1 ; x < x2 - 1 ; ++x)
+                rsum += (pix[x] < avg ? 0 : 1);
+                
+            // if we don't have a winner, fail
+            if (lsum == rsum)
+                return false;
+
+            // black/white = 0, white/black = 1
+            barcode = (barcode << 1) | (lsum < rsum ? 0 : 1);
+        }
+
+        // decode the Gray code value to binary
+        pos = grayToBin(barcode);
+        
+        // success
+        return true;
+#endif
+    }
+    
+    // read a bar starting at the given pixel
+    int readBit8(const uint8_t *pix)
+    {
+        // pull out the pixels for the bar
+        uint8_t s[8];
+        memcpy(s, pix, 8);
+        
+        // sort them in brightness order (using an 8-element network sort)
+#define SWAP(a, b) if (s[a] > s[b]) { uint8_t tmp = s[a]; s[a] = s[b]; s[b] = tmp; }
+        SWAP(0, 1);
+        SWAP(2, 3);
+        SWAP(0, 2);
+        SWAP(1, 3);
+        SWAP(1, 2);
+        SWAP(4, 5);
+        SWAP(6, 7);
+        SWAP(4, 6);
+        SWAP(5, 7);
+        SWAP(5, 6);
+        SWAP(0, 4);
+        SWAP(1, 5);
+        SWAP(1, 4);
+        SWAP(2, 6);
+        SWAP(3, 7);
+        SWAP(3, 6);
+        SWAP(2, 4);
+        SWAP(3, 5);
+        SWAP(3, 4);
+#undef SWAP
+        
+        // figure the median brightness
+        int median = (int(s[3]) + s[4] + 1) / 2;
+        
+        // count pixels below the median on each side
+        int ldark = 0, rdark = 0;
+        for (int i = 0 ; i < 3 ; ++i)
+        {
+            if (pix[i] < median)
+                ldark++;
+        }
+        for (int i = 4 ; i < 8 ; ++i)
+        {
+            if (pix[i] < median)
+                rdark++;
+        }
+        
+        // we need >=3 dark + >=3 light or vice versa
+        if (ldark >= 3 && rdark <= 1)
+        {
+            // dark + light = '0' bit
+            return 0;
+        }
+        if (ldark <= 1 && rdark >= 3)
+        {
+            // light + dark = '1' bit
+            return 1;
+        }
+        else
+        {
+            // ambiguous bit
+            return -1;
+        }
+    }
+
+    // convert a reflected Gray code value (up to 16 bits) to binary
+    int grayToBin(int grayval)
+    {
+        int temp = grayval ^ (grayval >> 8);
+        temp ^= (temp >> 4);
+        temp ^= (temp >> 2);
+        temp ^= (temp >> 1);
+        return temp;
     }
 };
 
-// PlungerSensor interface implementation for edge detection setups
-class PlungerSensorBarCodeTSL14xx: public PlungerSensorTSL14xx, public PlungerSensorBarCode
+// Auto-exposure counter
+class BarCodeExposureCounter
+{
+public:
+    BarCodeExposureCounter()
+    {
+        nDark = 0;
+        nBright = 0;
+        nZero = 0;
+        nSat = 0;
+    }
+    
+    inline void count(int pix)
+    {
+        if (pix <= 2)
+            ++nZero;
+        else if (pix < 12)
+            ++nDark;
+        else if (pix >= 253)
+            ++nSat;
+        else if (pix > 200)
+            ++nBright;
+    }
+    
+    int nDark;      // dark pixels
+    int nBright;    // bright pixels
+    int nZero;      // pixels at zero brightness
+    int nSat;       // pixels at full saturation
+};
+
+// PlungerSensor interface implementation for bar code readers.
+//
+// Bar code readers are image sensors, so we have a pixel size for
+// the sensor.  However, this isn't the scale for the readings.  The
+// scale for the readings is determined by the number of bits in the
+// bar code, since an n-bit bar code can encode 2^n distinct positions.
+//
+template <int nBits, int leftBarWidth, int leftBarMaxOfs, int bitWidth>
+class PlungerSensorBarCodeTSL14xx: public PlungerSensorTSL14xxSmall,
+    PlungerSensorBarCode<nBits, leftBarWidth, leftBarMaxOfs, bitWidth>
 {
 public:
     PlungerSensorBarCodeTSL14xx(int nativePix, PinName si, PinName clock, PinName ao)
-        : PlungerSensorTSL14xx(nativePix, si, clock, ao),
-        PlungerSensorBarCode()
+        : PlungerSensorTSL14xxSmall(nativePix, (1 << nBits) - 1, si, clock, ao)
     {
+        // the native scale is the number of positions we can
+        // encode in the bar code
+        nativeScale = 1023;
     }
     
 protected:
+    
     // process the image through the bar code reader
     virtual bool process(const uint8_t *pix, int npix, int &pos)
     {
@@ -69,30 +325,121 @@
         adjustExposure(pix, npix);
         
         // do the standard bar code processing
-        return PlungerSensorBarCode::process(pix, npix, pos);
+        return PlungerSensorBarCode<nBits, leftBarWidth, leftBarMaxOfs, bitWidth>
+            ::process(pix, npix, pos);
     }
     
+    // bar code sensor orientation is fixed
+    virtual int getOrientation() const { return 1; }
+    
     // adjust the exposure
     void adjustExposure(const uint8_t *pix, int npix)
     {
+#if 1
+        // The Manchester code has a nice property for auto exposure
+        // control: each bit area has equal numbers of white and black
+        // pixels.  So we know exactly how the overall population of
+        // pixels has to look: the bit area will be 50% black and 50%
+        // white, and the margins will be all white.  For maximum
+        // contrast, target an exposure level where the black pixels
+        // are all below the middle brightness level and the white
+        // pixels are all above.  Start by figuring the number of
+        // pixels above and below.
+        int nDark = 0;
+        for (int i = 0 ; i < npix ; ++i)
+        {
+            if (pix[i] < 200)
+                ++nDark;
+        }
+        
+        // Figure the percentage of black pixels: the left bar is
+        // all black pixels, and 50% of each bit is black pixels.
+        int targetDark = leftBarWidth + (nBits * bitWidth)/2;
+        
+        // Increase exposure time if too many pixels are below the
+        // halfway point; decrease it if too many pixels are above.
+        int d = nDark - targetDark;
+        if (d > 5 || d < -5)
+        {
+            axcTime += d;
+        }
+        
+        
+#elif 0 //$$$
+        // Count exposure levels of pixels in the left and right margins
+        BarCodeExposureCounter counter;
+        for (int i = 0 ; i < leftBarMaxOfs/2 ; ++i)
+        {
+            // count the pixels at the left and right margins
+            counter.count(pix[i]);
+            counter.count(pix[npix - i - 1]);
+        }
+        
+        // The margin is all white, so try to get all of these pixels
+        // in the bright range, but not saturated.  That should give us
+        // the best overall contrast throughout the image.
+        if (counter.nSat > 0)
+        {
+            // overexposed - reduce exposure time
+            if (axcTime > 5)
+                axcTime -= 5;
+            else
+                axcTime = 0;
+        }
+        else if (counter.nBright < leftBarMaxOfs)
+        {
+            // they're not all in the bright range - increase exposure time
+            axcTime += 5;
+        }
+
+#else // $$$
         // Count the number of pixels near total darkness and
         // total saturation
-        int nDark = 0, nSat = 0;
+        int nZero = 0, nDark = 0, nBri = 0, nSat = 0;
         for (int i = 0 ; i < npix ; ++i)
         {
             int pi = pix[i];
-            if (pi < 10)
+            if (pi <= 2)
+                ++nZero;
+            else if (pi < 12)
                 ++nDark;
-            else if (pi > 244)
+            else if (pi >= 254)
                 ++nSat;
+            else if (pi > 242)
+                ++nBri;
         }
         
         // If more than 30% of pixels are near total darkness, increase
         // the exposure time.  If more than 30% are near total saturation,
         // decrease the exposure time.
+        int pct5 = uint32_t(npix * 3277) >> 16;
         int pct30 = uint32_t(npix * 19661) >> 16;
         int pct50 = uint32_t(npix) >> 1;
-        if (nDark > pct50 && nSat < pct30)
+        if (nSat == 0)
+        {
+            // no saturated pixels - increase exposure time
+            axcTime += 5;
+        }
+        else if (nSat > pct5)
+        {
+            if (axcTime > 5)
+                axcTime -= 5;
+            else
+                axcTime = 0;
+        }
+        else if (nZero == 0)
+        {
+            // no totally dark pixels - decrease exposure time
+            if (axcTime > 5)
+                axcTime -= 5;
+            else
+                axcTime = 0;
+        }
+        else if (nZero > pct5)
+        {
+            axcTime += 5;
+        }
+        else if (nZero > pct30 || (nDark > pct50 && nSat < pct30))
         {
             // very dark - increase exposure time a lot
             if (axcTime < 450)
@@ -104,7 +451,7 @@
             if (axcTime < 490)
                 axcTime += 10;
         }
-        else if (nSat > pct50 && nDark < pct30)
+        else if (nSat > pct30 || (nBri > pct50 && nDark < pct30))
         {
             // very overexposed - decrease exposure time a lot
             if (axcTime > 50)
@@ -112,7 +459,7 @@
             else
                 axcTime = 0;
         }
-        else if (nSat > pct30 && nDark < pct30)
+        else if (nBri > pct30 && nDark < pct30)
         {
             // overexposed - decrease exposure time a little
             if (axcTime > 10)
@@ -120,12 +467,22 @@
             else
                 axcTime = 0;
         }
+#endif
+        
+        // don't allow the exposure time to go over 2.5ms
+        if (int(axcTime) < 0)
+            axcTime = 0;
+        if (axcTime > 2500)
+            axcTime = 2500;
     }
 };
 
-
-// TSL1401CL
-class PlungerSensorTSL1401CL: public PlungerSensorBarCodeTSL14xx
+// TSL1401CL - 128-bit image sensor, used as a bar code reader
+class PlungerSensorTSL1401CL: public PlungerSensorBarCodeTSL14xx<
+    10,  // number of bits in code
+    0,   // left delimiter bar width in pixels (0 for none)
+    24,  // maximum left margin width in pixels
+    12>  // pixel width of each bit
 {
 public:
     PlungerSensorTSL1401CL(PinName si, PinName clock, PinName a0)