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:
Wed Sep 23 05:08:26 2015 +0000
Revision:
27:26de4b0917a7
Parent:
26:cb71c4af2912
Child:
28:2097c6f8f2db
Disable TLC5940 by default.

Who changed what in which revision?

UserRevisionLine numberNew contents of line
mjr 17:ab3cec0c8bf4 1 // Pinscape Controller Configuration
mjr 17:ab3cec0c8bf4 2 //
mjr 17:ab3cec0c8bf4 3 // To customize your private configuration, simply open this file in the
mjr 17:ab3cec0c8bf4 4 // mbed on-line IDE, make your changes, save the file, and click the Compile
mjr 17:ab3cec0c8bf4 5 // button at the top of the window. That will generate a customized .bin
mjr 17:ab3cec0c8bf4 6 // file that you can download onto your KL25Z board.
mjr 17:ab3cec0c8bf4 7
mjr 25:e22b88bd783a 8 #ifndef CONFIG_H
mjr 25:e22b88bd783a 9 #define CONFIG_H
mjr 17:ab3cec0c8bf4 10
mjr 17:ab3cec0c8bf4 11 // --------------------------------------------------------------------------
mjr 21:5048e16cc9ef 12 //
mjr 21:5048e16cc9ef 13 // Enable/disable joystick functions.
mjr 21:5048e16cc9ef 14 //
mjr 21:5048e16cc9ef 15 // This controls whether or not we send joystick reports to the PC with the
mjr 21:5048e16cc9ef 16 // plunger and accelerometer readings. By default, this is enabled. If
mjr 21:5048e16cc9ef 17 // you want to use two or more physical KL25Z Pinscape controllers in your
mjr 21:5048e16cc9ef 18 // system (e.g., if you want to increase the number of output ports
mjr 21:5048e16cc9ef 19 // available by using two or more KL25Z's), you should disable the joystick
mjr 21:5048e16cc9ef 20 // features on the second (and third+) controller. It's not useful to have
mjr 21:5048e16cc9ef 21 // more than one board reporting the accelerometer readings to the host -
mjr 21:5048e16cc9ef 22 // doing so will just add USB overhead. This setting lets you turn off the
mjr 21:5048e16cc9ef 23 // reports for the secondary controllers, turning the secondary boards into
mjr 21:5048e16cc9ef 24 // output-only devices.
mjr 21:5048e16cc9ef 25 //
mjr 21:5048e16cc9ef 26 // Note that you can't use button inputs on a controller that has the
mjr 21:5048e16cc9ef 27 // joystick features disabled, because the buttons are handled via the
mjr 21:5048e16cc9ef 28 // joystick reports. Wire all of your buttons to the primary KL25Z that
mjr 21:5048e16cc9ef 29 // has the joystick features enabled.
mjr 21:5048e16cc9ef 30 //
mjr 21:5048e16cc9ef 31 // To disable the joystick features, just comment out the next line (add
mjr 21:5048e16cc9ef 32 // two slashes at the beginning of the line).
mjr 21:5048e16cc9ef 33 //
mjr 21:5048e16cc9ef 34 #define ENABLE_JOYSTICK
mjr 21:5048e16cc9ef 35
mjr 21:5048e16cc9ef 36
mjr 25:e22b88bd783a 37 // Accelerometer orientation. The accelerometer feature lets Visual Pinball
mjr 25:e22b88bd783a 38 // (and other pinball software) sense nudges to the cabinet, and simulate
mjr 25:e22b88bd783a 39 // the effect on the ball's trajectory during play. We report the direction
mjr 25:e22b88bd783a 40 // of the accelerometer readings as well as the strength, so it's important
mjr 25:e22b88bd783a 41 // for VP and the KL25Z to agree on the physical orientation of the
mjr 25:e22b88bd783a 42 // accelerometer relative to the cabinet. The accelerometer on the KL25Z
mjr 25:e22b88bd783a 43 // is always mounted the same way on the board, but we still have to know
mjr 25:e22b88bd783a 44 // which way you mount the board in your cabinet. We assume as default
mjr 25:e22b88bd783a 45 // orientation where the KL25Z is mounted flat on the bottom of your
mjr 25:e22b88bd783a 46 // cabinet with the USB ports pointing forward, toward the coin door. If
mjr 25:e22b88bd783a 47 // it's more convenient for you to mount the board in a different direction,
mjr 25:e22b88bd783a 48 // you simply need to select the matching direction here. Comment out the
mjr 25:e22b88bd783a 49 // ORIENTATION_PORTS_AT_FRONT line and un-comment the line that matches
mjr 25:e22b88bd783a 50 // your board's orientation.
mjr 25:e22b88bd783a 51
mjr 25:e22b88bd783a 52 #define ORIENTATION_PORTS_AT_FRONT // USB ports pointing toward front of cabinet
mjr 25:e22b88bd783a 53 // #define ORIENTATION_PORTS_AT_LEFT // USB ports pointing toward left side of cab
mjr 25:e22b88bd783a 54 // #define ORIENTATION_PORTS_AT_RIGHT // USB ports pointing toward right side of cab
mjr 25:e22b88bd783a 55 // #define ORIENTATION_PORTS_AT_REAR // USB ports pointing toward back of cabinet
mjr 25:e22b88bd783a 56
mjr 25:e22b88bd783a 57
mjr 21:5048e16cc9ef 58 // --------------------------------------------------------------------------
mjr 17:ab3cec0c8bf4 59 //
mjr 17:ab3cec0c8bf4 60 // LedWiz default unit number.
mjr 17:ab3cec0c8bf4 61 //
mjr 21:5048e16cc9ef 62 // Each LedWiz device has a unit number, from 1 to 16. This lets you install
mjr 17:ab3cec0c8bf4 63 // more than one LedWiz in your system: as long as each one has a different
mjr 17:ab3cec0c8bf4 64 // unit number, the software on the PC can tell them apart and route commands
mjr 17:ab3cec0c8bf4 65 // to the right device.
mjr 17:ab3cec0c8bf4 66 //
mjr 21:5048e16cc9ef 67 // A *real* LedWiz has its unit number set at the factory; they set it to
mjr 21:5048e16cc9ef 68 // unit 1 unless you specifically request a different number when you place
mjr 21:5048e16cc9ef 69 // your order.
mjr 21:5048e16cc9ef 70 //
mjr 21:5048e16cc9ef 71 // For our *emulated* LedWiz, we default to unit #8. However, if we're set
mjr 21:5048e16cc9ef 72 // up as a secondary Pinscape controller with the joystick functions turned
mjr 21:5048e16cc9ef 73 // off, we'll use unit #9 instead.
mjr 17:ab3cec0c8bf4 74 //
mjr 21:5048e16cc9ef 75 // The reason we start at unit #8 is that we want to avoid conflicting with
mjr 21:5048e16cc9ef 76 // any real LedWiz devices you have in your system. If you have a real
mjr 21:5048e16cc9ef 77 // LedWiz, it's probably unit #1, since that's the standard factor setting.
mjr 21:5048e16cc9ef 78 // If you have two real LedWiz's, they're probably units #1 and #2. If you
mjr 21:5048e16cc9ef 79 // have three... well, I don't think anyone actually has three, but if you
mjr 21:5048e16cc9ef 80 // did it would probably be unit #3. And so on. That's why we start at #8 -
mjr 21:5048e16cc9ef 81 // it seems really unlikely that this will conflict with anybody's existing
mjr 21:5048e16cc9ef 82 // setup. On the off chance it does, simply change the setting here to a
mjr 21:5048e16cc9ef 83 // different unit number that's not already used in your system.
mjr 17:ab3cec0c8bf4 84 //
mjr 21:5048e16cc9ef 85 // Note 1: the unit number here is the *user visible* unit number that
mjr 21:5048e16cc9ef 86 // you use on the PC side. It's the number you specify in your DOF
mjr 21:5048e16cc9ef 87 // configuration and so forth. Internally, the USB reports subtract
mjr 21:5048e16cc9ef 88 // one from this number - e.g., nominal unit #1 shows up as 0 in the USB
mjr 21:5048e16cc9ef 89 // reports. If you're trying to puzzle out why all of the USB reports
mjr 21:5048e16cc9ef 90 // are all off by one from the unit number you select here, that's why.
mjr 17:ab3cec0c8bf4 91 //
mjr 17:ab3cec0c8bf4 92 // Note 2: the DOF Configtool (google it) knows about the Pinscape
mjr 21:5048e16cc9ef 93 // controller (it's known there as just a "KL25Z" rather than Pinscape).
mjr 21:5048e16cc9ef 94 // And the DOF tool knows that it uses #8 as its default unit number, so
mjr 21:5048e16cc9ef 95 // it names the .ini file for this controller xxx8.ini. If you change the
mjr 21:5048e16cc9ef 96 // unit number here, remember to rename the DOF-generated .ini file to
mjr 21:5048e16cc9ef 97 // match, by changing the "8" at the end of the filename to the new number
mjr 21:5048e16cc9ef 98 // you set here.
mjr 21:5048e16cc9ef 99 const uint8_t DEFAULT_LEDWIZ_UNIT_NUMBER =
mjr 21:5048e16cc9ef 100 #ifdef ENABLE_JOYSTICK
mjr 21:5048e16cc9ef 101 0x08; // joystick enabled - assume we're the primary KL25Z, so use unit #8
mjr 21:5048e16cc9ef 102 #else
mjr 21:5048e16cc9ef 103 0x09; // joystick disabled - assume we're a secondary, output-only KL25Z, so use #9
mjr 21:5048e16cc9ef 104 #endif
mjr 17:ab3cec0c8bf4 105
mjr 17:ab3cec0c8bf4 106 // --------------------------------------------------------------------------
mjr 17:ab3cec0c8bf4 107 //
mjr 26:cb71c4af2912 108 // TLC5940 PWM controller chip setup - Enhanced LedWiz emulation
mjr 26:cb71c4af2912 109 //
mjr 26:cb71c4af2912 110 // By default, the Pinscape Controller software can provide limited LedWiz
mjr 26:cb71c4af2912 111 // emulation through the KL25Z's on-board GPIO ports. This lets you hook
mjr 26:cb71c4af2912 112 // up external devices, such as LED flashers or solenoids, to the KL25Z
mjr 26:cb71c4af2912 113 // outputs (using external circuitry to boost power - KL25Z GPIO ports
mjr 26:cb71c4af2912 114 // are limited to a meager 4mA per port). This capability is limited by
mjr 26:cb71c4af2912 115 // the number of available GPIO ports on the KL25Z, and even smaller limit
mjr 26:cb71c4af2912 116 // of 10 PWM-capable GPIO ports.
mjr 26:cb71c4af2912 117 //
mjr 26:cb71c4af2912 118 // As an alternative, the controller software lets you use external PWM
mjr 26:cb71c4af2912 119 // controller chips to control essentially unlimited channels with full
mjr 26:cb71c4af2912 120 // PWM control on all channels. This requires building external circuitry
mjr 26:cb71c4af2912 121 // using TLC5940 chips. Each TLC5940 chip provides 16 full PWM channels,
mjr 26:cb71c4af2912 122 // and you can daisy-chain multiple TLC5940 chips together to set up 32,
mjr 26:cb71c4af2912 123 // 48, 64, or more channels.
mjr 26:cb71c4af2912 124 //
mjr 26:cb71c4af2912 125 // If you do add TLC5940 circuits to your controller hardware, use this
mjr 26:cb71c4af2912 126 // section to configure the connection to the KL25Z.
mjr 26:cb71c4af2912 127 //
mjr 26:cb71c4af2912 128 // Note that if you're using TLC5940 outputs, ALL of the outputs must go
mjr 26:cb71c4af2912 129 // through the TLC5940s - you can't mix TLC5940s and the default GPIO
mjr 26:cb71c4af2912 130 // device outputs. This lets us take GPIO ports that we'd normally use
mjr 26:cb71c4af2912 131 // for device outputs and reassign them to control the TLC5940 hardware.
mjr 26:cb71c4af2912 132
mjr 26:cb71c4af2912 133 // Uncomment this line if using TLC5940 chips
mjr 27:26de4b0917a7 134 //#define ENABLE_TLC5940
mjr 26:cb71c4af2912 135
mjr 26:cb71c4af2912 136 // Number of TLC5940 chips you're using. For a full LedWiz-compatible
mjr 26:cb71c4af2912 137 // setup, you need two of these chips, for 32 outputs.
mjr 26:cb71c4af2912 138 #define TLC5940_NCHIPS 3
mjr 26:cb71c4af2912 139
mjr 26:cb71c4af2912 140 // If you're using TLC5940s, change any of these as needed to match the
mjr 26:cb71c4af2912 141 // GPIO pins that you connected to the TLC5940 control pins. Note that
mjr 26:cb71c4af2912 142 // SIN and SCLK *must* be connected to the KL25Z SPI0 MOSI and SCLK
mjr 26:cb71c4af2912 143 // outputs, respectively, which effectively limits them to the default
mjr 26:cb71c4af2912 144 // selections, and that the GSCLK pin must be PWM-capable.
mjr 26:cb71c4af2912 145 #define TLC5940_SIN PTC6 // Must connect to SPI0 MOSI -> PTC6 or PTD2
mjr 26:cb71c4af2912 146 #define TLC5940_SCLK PTC5 // Must connect to SPI0 SCLK -> PTC5 or PTD1; however, PTD1 isn't
mjr 26:cb71c4af2912 147 // recommended because it's hard-wired to the on-board blue LED
mjr 26:cb71c4af2912 148 #define TLC5940_XLAT PTC10 // Any GPIO pin can be used
mjr 26:cb71c4af2912 149 #define TLC5940_BLANK PTC0 // Any GPIO pin can be used
mjr 26:cb71c4af2912 150 #define TLC5940_GSCLK PTD4 // Must be a PWM-capable pin
mjr 26:cb71c4af2912 151
mjr 26:cb71c4af2912 152 // --------------------------------------------------------------------------
mjr 26:cb71c4af2912 153 //
mjr 17:ab3cec0c8bf4 154 // Plunger CCD sensor.
mjr 17:ab3cec0c8bf4 155 //
mjr 17:ab3cec0c8bf4 156 // If you're NOT using the CCD sensor, comment out the next line (by adding
mjr 17:ab3cec0c8bf4 157 // two slashes at the start of the line).
mjr 17:ab3cec0c8bf4 158
mjr 24:e902bc7cdc1e 159 #define ENABLE_CCD_SENSOR
mjr 17:ab3cec0c8bf4 160
mjr 25:e22b88bd783a 161 // Physical pixel count for your sensor. This software has been tested with
mjr 25:e22b88bd783a 162 // TAOS TSL1410R (1280 pixels) and TSL1412R (1536 pixels) sensors. It might
mjr 25:e22b88bd783a 163 // work with other similar sensors as well, but you'll probably have to make
mjr 25:e22b88bd783a 164 // some changes to the software interface to the sensor if you're using any
mjr 25:e22b88bd783a 165 // sensor outside of the TAOS TSL14xxR series.
mjr 25:e22b88bd783a 166 //
mjr 25:e22b88bd783a 167 // If you're not using a CCD sensor, you can ignore this.
mjr 25:e22b88bd783a 168 const int CCD_NPIXELS = 1280;
mjr 25:e22b88bd783a 169
mjr 25:e22b88bd783a 170 // Number of pixels from the CCD to sample on each high-res scan. We don't
mjr 25:e22b88bd783a 171 // sample every pixel from the sensor on each scan, because (a) we don't
mjr 25:e22b88bd783a 172 // have to, and (b) we don't want to. We don't have to sample all of the
mjr 25:e22b88bd783a 173 // pixels because these sensors have much finer resolution than we need to
mjr 25:e22b88bd783a 174 // get good results. On a typical pinball cabinet setup with a 1920x1080
mjr 25:e22b88bd783a 175 // HD TV display, the on-screen plunger travel distance is about 165 pixels,
mjr 25:e22b88bd783a 176 // so that's all the pixels we need to sample for pixel-accurate animation.
mjr 25:e22b88bd783a 177 // Even so, we still *could* sample at higher resolution, but we don't *want*
mjr 25:e22b88bd783a 178 // to sample more pixels than we have to, because reading each pixel takes
mjr 25:e22b88bd783a 179 // time. The limiting factor for read speed is the sampling time for the ADC
mjr 25:e22b88bd783a 180 // (analog to digital converter); it needs about 20us per sample to get an
mjr 25:e22b88bd783a 181 // accurate voltage reading. We want to animate the on-screen plunger in
mjr 25:e22b88bd783a 182 // real time, with minimal lag, so it's important that we complete each scan
mjr 25:e22b88bd783a 183 // as quickly as possible. The fewer pixels we sample, the faster we
mjr 25:e22b88bd783a 184 // complete each scan.
mjr 25:e22b88bd783a 185 //
mjr 25:e22b88bd783a 186 // Happily, the time needed to read the approximately 165 pixels required
mjr 25:e22b88bd783a 187 // for pixel-accurate positioning on the display is short enough that we can
mjr 25:e22b88bd783a 188 // complete a scan within the cycle time for USB reports. USB gives us a
mjr 25:e22b88bd783a 189 // whole separate timing factor; we can't go much *faster* with USB than
mjr 25:e22b88bd783a 190 // sending a new report about every 10ms. The sensor timing is such that
mjr 25:e22b88bd783a 191 // we can read about 165 pixels in well under 10ms. So that's really the
mjr 25:e22b88bd783a 192 // sweet spot for our scans.
mjr 25:e22b88bd783a 193 //
mjr 25:e22b88bd783a 194 // Note that we distribute the sampled pixels evenly across the full range
mjr 25:e22b88bd783a 195 // of the sensor's pixels. That is, we read every nth pixel, and skip the
mjr 25:e22b88bd783a 196 // ones in between. That means that the sample count here has to be an even
mjr 25:e22b88bd783a 197 // divisor of the physical pixel count. Empirically, reading every 8th
mjr 25:e22b88bd783a 198 // pixel gives us good results on both the TSL1410R and TSL1412R, so you
mjr 25:e22b88bd783a 199 // shouldn't need to change this if you're using one of those sensors. If
mjr 25:e22b88bd783a 200 // you're using a different sensor, you should be sure to adjust this so that
mjr 25:e22b88bd783a 201 // it works out to an integer result with no remainder.
mjr 25:e22b88bd783a 202 //
mjr 25:e22b88bd783a 203 const int CCD_NPIXELS_SAMPLED = CCD_NPIXELS / 8;
mjr 25:e22b88bd783a 204
mjr 17:ab3cec0c8bf4 205 // The KL25Z pins that the CCD sensor is physically attached to:
mjr 17:ab3cec0c8bf4 206 //
mjr 17:ab3cec0c8bf4 207 // CCD_SI_PIN = the SI (sensor data input) pin
mjr 17:ab3cec0c8bf4 208 // CCD_CLOCK_PIN = the sensor clock pin
mjr 17:ab3cec0c8bf4 209 // CCD_SO_PIN = the SO (sensor data output) pin
mjr 17:ab3cec0c8bf4 210 //
mjr 17:ab3cec0c8bf4 211 // The SI an Clock pins are DigitalOut pins, so these can be set to just
mjr 17:ab3cec0c8bf4 212 // about any gpio pins that aren't used for something else. The SO pin must
mjr 17:ab3cec0c8bf4 213 // be an AnalogIn capable pin - only a few of the KL25Z gpio pins qualify,
mjr 17:ab3cec0c8bf4 214 // so check the pinout diagram to find suitable candidates if you need to
mjr 17:ab3cec0c8bf4 215 // change this. Note that some of the gpio pins shown in the mbed pinout
mjr 17:ab3cec0c8bf4 216 // diagrams are committed to other uses by the mbed software or by the KL25Z
mjr 17:ab3cec0c8bf4 217 // wiring itself, so if you do change these, be sure that the new pins you
mjr 17:ab3cec0c8bf4 218 // select are really available.
mjr 17:ab3cec0c8bf4 219
mjr 17:ab3cec0c8bf4 220 const PinName CCD_SI_PIN = PTE20;
mjr 17:ab3cec0c8bf4 221 const PinName CCD_CLOCK_PIN = PTE21;
mjr 17:ab3cec0c8bf4 222 const PinName CCD_SO_PIN = PTB0;
mjr 17:ab3cec0c8bf4 223
mjr 17:ab3cec0c8bf4 224 // --------------------------------------------------------------------------
mjr 17:ab3cec0c8bf4 225 //
mjr 17:ab3cec0c8bf4 226 // Plunger potentiometer sensor.
mjr 17:ab3cec0c8bf4 227 //
mjr 23:14f8c5004cd0 228 // If you're using a potentiometer as the plunger sensor, un-comment the
mjr 23:14f8c5004cd0 229 // next line (by removing the two slashes at the start of the line), and
mjr 23:14f8c5004cd0 230 // also comment out the ENABLE_CCD_SENSOR line above.
mjr 17:ab3cec0c8bf4 231
mjr 24:e902bc7cdc1e 232 //#define ENABLE_POT_SENSOR
mjr 17:ab3cec0c8bf4 233
mjr 23:14f8c5004cd0 234 // The KL25Z pin that your potentiometer is attached to. The potentiometer
mjr 23:14f8c5004cd0 235 // requires wiring three connectins:
mjr 23:14f8c5004cd0 236 //
mjr 23:14f8c5004cd0 237 // - Wire the fixed resistance end of the potentiometer nearest the KNOB
mjr 23:14f8c5004cd0 238 // end of the plunger to the 3.3V output from the KL25Z
mjr 23:14f8c5004cd0 239 //
mjr 23:14f8c5004cd0 240 // - Wire the other fixed resistance end to KL25Z Ground
mjr 23:14f8c5004cd0 241 //
mjr 23:14f8c5004cd0 242 // - Wire the potentiometer wiper (the variable output terminal) to the
mjr 23:14f8c5004cd0 243 // KL25Z pin identified below.
mjr 23:14f8c5004cd0 244 //
mjr 23:14f8c5004cd0 245 // Note that you can change the pin selection below, but if you do, the new
mjr 23:14f8c5004cd0 246 // pin must be AnalogIn capable. Only a few of the KL25Z pins qualify. Refer
mjr 23:14f8c5004cd0 247 // to the KL25Z pinout diagram to find another AnalogIn pin if you need to
mjr 23:14f8c5004cd0 248 // change this for any reason. Note that the default is to use the same analog
mjr 23:14f8c5004cd0 249 // input that the CCD sensor would use if it were enabled, which is why you
mjr 23:14f8c5004cd0 250 // have to be sure to disable the CCD support in the software if you're using
mjr 23:14f8c5004cd0 251 // a potentiometer as the sensor.
mjr 17:ab3cec0c8bf4 252
mjr 17:ab3cec0c8bf4 253 const PinName POT_PIN = PTB0;
mjr 17:ab3cec0c8bf4 254
mjr 17:ab3cec0c8bf4 255 // --------------------------------------------------------------------------
mjr 17:ab3cec0c8bf4 256 //
mjr 17:ab3cec0c8bf4 257 // Plunger calibration button and indicator light.
mjr 17:ab3cec0c8bf4 258 //
mjr 17:ab3cec0c8bf4 259 // These specify the pin names of the plunger calibration button connections.
mjr 17:ab3cec0c8bf4 260 // If you're not using these, you can set these to NC. (You can even use the
mjr 17:ab3cec0c8bf4 261 // button but not the LED; set the LED to NC if you're only using the button.)
mjr 17:ab3cec0c8bf4 262 //
mjr 17:ab3cec0c8bf4 263 // If you're using the button, wire one terminal of a momentary switch or
mjr 17:ab3cec0c8bf4 264 // pushbutton to the input pin you select, and wire the other terminal to the
mjr 17:ab3cec0c8bf4 265 // KL25Z ground. Push and hold the button for a few seconds to enter plunger
mjr 17:ab3cec0c8bf4 266 // calibration mode.
mjr 17:ab3cec0c8bf4 267 //
mjr 17:ab3cec0c8bf4 268 // If you're using the LED, you'll need to build a little transistor power
mjr 17:ab3cec0c8bf4 269 // booster circuit to power the LED, as described in the build guide. The
mjr 17:ab3cec0c8bf4 270 // LED gives you visual confirmation that the you've triggered calibration
mjr 17:ab3cec0c8bf4 271 // mode and lets you know when the mode times out. Note that the LED on
mjr 17:ab3cec0c8bf4 272 // board the KL25Z also changes color to indicate the same information, so
mjr 17:ab3cec0c8bf4 273 // if the KL25Z is positioned so that you can see it while you're doing the
mjr 17:ab3cec0c8bf4 274 // calibration, you don't really need a separate button LED. But the
mjr 17:ab3cec0c8bf4 275 // separate LED is spiffy, especially if it's embedded in the pushbutton.
mjr 17:ab3cec0c8bf4 276 //
mjr 17:ab3cec0c8bf4 277 // Note that you can skip the pushbutton altogether and trigger calibration
mjr 17:ab3cec0c8bf4 278 // from the Windows control software. But again, the button is spiffier.
mjr 17:ab3cec0c8bf4 279
mjr 17:ab3cec0c8bf4 280 // calibration button input
mjr 17:ab3cec0c8bf4 281 const PinName CAL_BUTTON_PIN = PTE29;
mjr 17:ab3cec0c8bf4 282
mjr 17:ab3cec0c8bf4 283 // calibration button indicator LED
mjr 17:ab3cec0c8bf4 284 const PinName CAL_BUTTON_LED = PTE23;
mjr 17:ab3cec0c8bf4 285
mjr 17:ab3cec0c8bf4 286
mjr 17:ab3cec0c8bf4 287 // --------------------------------------------------------------------------
mjr 17:ab3cec0c8bf4 288 //
mjr 17:ab3cec0c8bf4 289 // Pseudo "Launch Ball" button.
mjr 17:ab3cec0c8bf4 290 //
mjr 17:ab3cec0c8bf4 291 // Zeb of zebsboards.com came up with a clever scheme for his plunger kit
mjr 17:ab3cec0c8bf4 292 // that lets the plunger simulate a Launch Ball button for tables where
mjr 17:ab3cec0c8bf4 293 // the original used a Launch button instead of a plunger (e.g., Medieval
mjr 17:ab3cec0c8bf4 294 // Madness, T2, or Star Trek: The Next Generation). The scheme uses an
mjr 17:ab3cec0c8bf4 295 // LedWiz output to tell us when such a table is loaded. On the DOF
mjr 17:ab3cec0c8bf4 296 // Configtool site, this is called "ZB Launch Ball". When this LedWiz
mjr 17:ab3cec0c8bf4 297 // output is ON, it tells us that the table will ignore the analog plunger
mjr 17:ab3cec0c8bf4 298 // because it doesn't have a plunger object, so the analog plunger should
mjr 17:ab3cec0c8bf4 299 // send a Launch Ball button press signal when the user releases the plunger.
mjr 17:ab3cec0c8bf4 300 //
mjr 17:ab3cec0c8bf4 301 // If you wish to use this feature, you need to do two things:
mjr 17:ab3cec0c8bf4 302 //
mjr 17:ab3cec0c8bf4 303 // First, adjust the two lines below to set the LedWiz output and joystick
mjr 17:ab3cec0c8bf4 304 // button you wish to use for this feature. The defaults below should be
mjr 17:ab3cec0c8bf4 305 // fine for most people, but if you're using the Pinscape controller for
mjr 17:ab3cec0c8bf4 306 // your physical button wiring, you should set the launch button to match
mjr 17:ab3cec0c8bf4 307 // where you physically wired your actual Launch Ball button. Likewise,
mjr 17:ab3cec0c8bf4 308 // change the LedWiz port if you're using the one below for some actual
mjr 17:ab3cec0c8bf4 309 // hardware output. This is a virtual port that won't control any hardware;
mjr 17:ab3cec0c8bf4 310 // it's just for signaling the plunger that we're in "button mode". Note
mjr 17:ab3cec0c8bf4 311 // that the numbering for the both the LedWiz port and joystick button
mjr 17:ab3cec0c8bf4 312 // start at 1 to match the DOF Configtool and VP dialog numbering.
mjr 17:ab3cec0c8bf4 313 //
mjr 17:ab3cec0c8bf4 314 // Second, in the DOF Configtool, make sure you have a Pinscape controller
mjr 17:ab3cec0c8bf4 315 // in your cabinet configuration, then go to your Port Assignments and set
mjr 17:ab3cec0c8bf4 316 // the port defined below to "ZB Launch Ball".
mjr 17:ab3cec0c8bf4 317 //
mjr 17:ab3cec0c8bf4 318 // Third, open the Visual Pinball editor, open the Preferences | Keys
mjr 17:ab3cec0c8bf4 319 // dialog, and find the Plunger item. Open the drop-down list under that
mjr 17:ab3cec0c8bf4 320 // item and select the button number defined below.
mjr 17:ab3cec0c8bf4 321 //
mjr 21:5048e16cc9ef 322 // To disable this feature, just set ZBLaunchBallPort to 0 here.
mjr 17:ab3cec0c8bf4 323
mjr 17:ab3cec0c8bf4 324 const int ZBLaunchBallPort = 32;
mjr 17:ab3cec0c8bf4 325 const int LaunchBallButton = 24;
mjr 17:ab3cec0c8bf4 326
mjr 18:5e890ebd0023 327 // Distance necessary to push the plunger to activate the simulated
mjr 18:5e890ebd0023 328 // launch ball button, in inches. A standard pinball plunger can be
mjr 18:5e890ebd0023 329 // pushed forward about 1/2". However, the barrel spring is very
mjr 18:5e890ebd0023 330 // stiff, and anything more than about 1/8" requires quite a bit
mjr 18:5e890ebd0023 331 // of force. Ideally the force required should be about the same as
mjr 18:5e890ebd0023 332 // for any ordinary pushbutton.
mjr 18:5e890ebd0023 333 //
mjr 18:5e890ebd0023 334 // On my cabinet, empirically, a distance around 2mm (.08") seems
mjr 18:5e890ebd0023 335 // to work pretty well. It's far enough that it doesn't trigger
mjr 18:5e890ebd0023 336 // spuriously, but short enough that it responds to a reasonably
mjr 18:5e890ebd0023 337 // light push.
mjr 18:5e890ebd0023 338 //
mjr 18:5e890ebd0023 339 // You might need to adjust this up or down to get the right feel.
mjr 18:5e890ebd0023 340 // Alternatively, if you don't like the "push" gesture at all and
mjr 18:5e890ebd0023 341 // would prefer to only make the plunger respond to a pull-and-release
mjr 18:5e890ebd0023 342 // motion, simply set this to, say, 2.0 - it's impossible to push a
mjr 18:5e890ebd0023 343 // plunger forward that far, so that will effectively turn off the
mjr 18:5e890ebd0023 344 // push mode.
mjr 18:5e890ebd0023 345 const float LaunchBallPushDistance = .08;
mjr 18:5e890ebd0023 346
mjr 25:e22b88bd783a 347 #endif // CONFIG_H
mjr 25:e22b88bd783a 348
mjr 17:ab3cec0c8bf4 349
mjr 21:5048e16cc9ef 350 #ifdef DECL_EXTERNS
mjr 17:ab3cec0c8bf4 351 // --------------------------------------------------------------------------
mjr 17:ab3cec0c8bf4 352 //
mjr 17:ab3cec0c8bf4 353
mjr 17:ab3cec0c8bf4 354 // Joystick button input pin assignments.
mjr 17:ab3cec0c8bf4 355 //
mjr 17:ab3cec0c8bf4 356 // You can wire up to 32 GPIO ports to buttons (equipped with
mjr 17:ab3cec0c8bf4 357 // momentary switches). Connect each switch between the desired
mjr 17:ab3cec0c8bf4 358 // GPIO port and ground (J9 pin 12 or 14). When the button is pressed,
mjr 17:ab3cec0c8bf4 359 // we'll tell the host PC that the corresponding joystick button is
mjr 17:ab3cec0c8bf4 360 // pressed. We debounce the keystrokes in software, so you can simply
mjr 17:ab3cec0c8bf4 361 // wire directly to pushbuttons with no additional external hardware.
mjr 17:ab3cec0c8bf4 362 //
mjr 17:ab3cec0c8bf4 363 // Note that we assign 24 buttons by default, even though the USB
mjr 17:ab3cec0c8bf4 364 // joystick interface can handle up to 32 buttons. VP itself only
mjr 17:ab3cec0c8bf4 365 // allows mapping of up to 24 buttons in the preferences dialog
mjr 17:ab3cec0c8bf4 366 // (although it can recognize 32 buttons internally). If you want
mjr 17:ab3cec0c8bf4 367 // more buttons, you can reassign pins that are assigned by default
mjr 17:ab3cec0c8bf4 368 // as LedWiz outputs. To reassign a pin, find the pin you wish to
mjr 17:ab3cec0c8bf4 369 // reassign in the LedWizPortMap array below, and change the pin name
mjr 17:ab3cec0c8bf4 370 // there to NC (for Not Connected). You can then change one of the
mjr 17:ab3cec0c8bf4 371 // "NC" entries below to the reallocated pin name. The limit is 32
mjr 17:ab3cec0c8bf4 372 // buttons total.
mjr 17:ab3cec0c8bf4 373 //
mjr 26:cb71c4af2912 374 // (If you're using TLC5940 chips to control outputs, ALL of the
mjr 26:cb71c4af2912 375 // LedWiz mapped ports can be reassigned as keys, except, of course,
mjr 26:cb71c4af2912 376 // those taken over for the 5940 interface.)
mjr 26:cb71c4af2912 377 //
mjr 17:ab3cec0c8bf4 378 // Note: PTD1 (pin J2-12) should NOT be assigned as a button input,
mjr 17:ab3cec0c8bf4 379 // as this pin is physically connected on the KL25Z to the on-board
mjr 17:ab3cec0c8bf4 380 // indicator LED's blue segment. This precludes any other use of
mjr 17:ab3cec0c8bf4 381 // the pin.
mjr 17:ab3cec0c8bf4 382 PinName buttonMap[] = {
mjr 17:ab3cec0c8bf4 383 PTC2, // J10 pin 10, joystick button 1
mjr 17:ab3cec0c8bf4 384 PTB3, // J10 pin 8, joystick button 2
mjr 17:ab3cec0c8bf4 385 PTB2, // J10 pin 6, joystick button 3
mjr 17:ab3cec0c8bf4 386 PTB1, // J10 pin 4, joystick button 4
mjr 17:ab3cec0c8bf4 387
mjr 17:ab3cec0c8bf4 388 PTE30, // J10 pin 11, joystick button 5
mjr 17:ab3cec0c8bf4 389 PTE22, // J10 pin 5, joystick button 6
mjr 17:ab3cec0c8bf4 390
mjr 17:ab3cec0c8bf4 391 PTE5, // J9 pin 15, joystick button 7
mjr 17:ab3cec0c8bf4 392 PTE4, // J9 pin 13, joystick button 8
mjr 17:ab3cec0c8bf4 393 PTE3, // J9 pin 11, joystick button 9
mjr 17:ab3cec0c8bf4 394 PTE2, // J9 pin 9, joystick button 10
mjr 17:ab3cec0c8bf4 395 PTB11, // J9 pin 7, joystick button 11
mjr 17:ab3cec0c8bf4 396 PTB10, // J9 pin 5, joystick button 12
mjr 17:ab3cec0c8bf4 397 PTB9, // J9 pin 3, joystick button 13
mjr 17:ab3cec0c8bf4 398 PTB8, // J9 pin 1, joystick button 14
mjr 17:ab3cec0c8bf4 399
mjr 17:ab3cec0c8bf4 400 PTC12, // J2 pin 1, joystick button 15
mjr 17:ab3cec0c8bf4 401 PTC13, // J2 pin 3, joystick button 16
mjr 17:ab3cec0c8bf4 402 PTC16, // J2 pin 5, joystick button 17
mjr 17:ab3cec0c8bf4 403 PTC17, // J2 pin 7, joystick button 18
mjr 17:ab3cec0c8bf4 404 PTA16, // J2 pin 9, joystick button 19
mjr 17:ab3cec0c8bf4 405 PTA17, // J2 pin 11, joystick button 20
mjr 17:ab3cec0c8bf4 406 PTE31, // J2 pin 13, joystick button 21
mjr 17:ab3cec0c8bf4 407 PTD6, // J2 pin 17, joystick button 22
mjr 17:ab3cec0c8bf4 408 PTD7, // J2 pin 19, joystick button 23
mjr 17:ab3cec0c8bf4 409
mjr 17:ab3cec0c8bf4 410 PTE1, // J2 pin 20, joystick button 24
mjr 17:ab3cec0c8bf4 411
mjr 17:ab3cec0c8bf4 412 NC, // not used, joystick button 25
mjr 17:ab3cec0c8bf4 413 NC, // not used, joystick button 26
mjr 17:ab3cec0c8bf4 414 NC, // not used, joystick button 27
mjr 17:ab3cec0c8bf4 415 NC, // not used, joystick button 28
mjr 17:ab3cec0c8bf4 416 NC, // not used, joystick button 29
mjr 17:ab3cec0c8bf4 417 NC, // not used, joystick button 30
mjr 17:ab3cec0c8bf4 418 NC, // not used, joystick button 31
mjr 17:ab3cec0c8bf4 419 NC // not used, joystick button 32
mjr 17:ab3cec0c8bf4 420 };
mjr 17:ab3cec0c8bf4 421
mjr 17:ab3cec0c8bf4 422 // --------------------------------------------------------------------------
mjr 17:ab3cec0c8bf4 423 //
mjr 17:ab3cec0c8bf4 424 // LED-Wiz emulation output pin assignments.
mjr 17:ab3cec0c8bf4 425 //
mjr 26:cb71c4af2912 426 // NOTE! This section isn't used if you have TLC5940 outputs - ALL
mjr 26:cb71c4af2912 427 // device outputs will be through the 5940s if you're using them.
mjr 26:cb71c4af2912 428 // See the TLC5940 setup section above to configure your interface
mjr 26:cb71c4af2912 429 // pins if you're using those chips.
mjr 26:cb71c4af2912 430 //
mjr 17:ab3cec0c8bf4 431 // The LED-Wiz protocol allows setting individual intensity levels
mjr 17:ab3cec0c8bf4 432 // on all outputs, with 48 levels of intensity. This can be used
mjr 17:ab3cec0c8bf4 433 // to control lamp brightness and motor speeds, among other things.
mjr 17:ab3cec0c8bf4 434 // Unfortunately, the KL25Z only has 10 PWM channels, so while we
mjr 17:ab3cec0c8bf4 435 // can support the full complement of 32 outputs, we can only provide
mjr 17:ab3cec0c8bf4 436 // PWM dimming/speed control on 10 of them. The remaining outputs
mjr 17:ab3cec0c8bf4 437 // can only be switched fully on and fully off - we can't support
mjr 17:ab3cec0c8bf4 438 // dimming on these, so they'll ignore any intensity level setting
mjr 17:ab3cec0c8bf4 439 // requested by the host. Use these for devices that don't have any
mjr 17:ab3cec0c8bf4 440 // use for intensity settings anyway, such as contactors and knockers.
mjr 17:ab3cec0c8bf4 441 //
mjr 17:ab3cec0c8bf4 442 // Ports with pins assigned as "NC" are not connected. That is,
mjr 17:ab3cec0c8bf4 443 // there's no physical pin for that LedWiz port number. You can
mjr 17:ab3cec0c8bf4 444 // send LedWiz commands to turn NC ports on and off, but doing so
mjr 17:ab3cec0c8bf4 445 // will have no effect. The reason we leave some ports unassigned
mjr 17:ab3cec0c8bf4 446 // is that we don't have enough physical GPIO pins to fill out the
mjr 17:ab3cec0c8bf4 447 // full LedWiz complement of 32 ports. Many pins are already taken
mjr 17:ab3cec0c8bf4 448 // for other purposes, such as button inputs or the plunger CCD
mjr 17:ab3cec0c8bf4 449 // interface.
mjr 17:ab3cec0c8bf4 450 //
mjr 17:ab3cec0c8bf4 451 // The mapping between physical output pins on the KL25Z and the
mjr 17:ab3cec0c8bf4 452 // assigned LED-Wiz port numbers is essentially arbitrary - you can
mjr 17:ab3cec0c8bf4 453 // customize this by changing the entries in the array below if you
mjr 17:ab3cec0c8bf4 454 // wish to rearrange the pins for any reason. Be aware that some
mjr 17:ab3cec0c8bf4 455 // of the physical outputs are already used for other purposes
mjr 17:ab3cec0c8bf4 456 // (e.g., some of the GPIO pins on header J10 are used for the
mjr 17:ab3cec0c8bf4 457 // CCD sensor - but you can of course reassign those as well by
mjr 17:ab3cec0c8bf4 458 // changing the corresponding declarations elsewhere in this module).
mjr 17:ab3cec0c8bf4 459 // The assignments we make here have two main objectives: first,
mjr 17:ab3cec0c8bf4 460 // to group the outputs on headers J1 and J2 (to facilitate neater
mjr 17:ab3cec0c8bf4 461 // wiring by keeping the output pins together physically), and
mjr 17:ab3cec0c8bf4 462 // second, to make the physical pin layout match the LED-Wiz port
mjr 17:ab3cec0c8bf4 463 // numbering order to the extent possible. There's one big wrench
mjr 17:ab3cec0c8bf4 464 // in the works, though, which is the limited number and discontiguous
mjr 17:ab3cec0c8bf4 465 // placement of the KL25Z PWM-capable output pins. This prevents
mjr 17:ab3cec0c8bf4 466 // us from doing the most obvious sequential ordering of the pins,
mjr 17:ab3cec0c8bf4 467 // so we end up with the outputs arranged into several blocks.
mjr 17:ab3cec0c8bf4 468 // Hopefully this isn't too confusing; for more detailed rationale,
mjr 17:ab3cec0c8bf4 469 // read on...
mjr 17:ab3cec0c8bf4 470 //
mjr 17:ab3cec0c8bf4 471 // With the LED-Wiz, the host software configuration usually
mjr 17:ab3cec0c8bf4 472 // assumes that each RGB LED is hooked up to three consecutive ports
mjr 17:ab3cec0c8bf4 473 // (for the red, green, and blue components, which need to be
mjr 17:ab3cec0c8bf4 474 // physically wired to separate outputs to allow each color to be
mjr 17:ab3cec0c8bf4 475 // controlled independently). To facilitate this, we arrange the
mjr 17:ab3cec0c8bf4 476 // PWM-enabled outputs so that they're grouped together in the
mjr 17:ab3cec0c8bf4 477 // port numbering scheme. Unfortunately, these outputs aren't
mjr 17:ab3cec0c8bf4 478 // together in a single group in the physical pin layout, so to
mjr 17:ab3cec0c8bf4 479 // group them logically in the LED-Wiz port numbering scheme, we
mjr 17:ab3cec0c8bf4 480 // have to break up the overall numbering scheme into several blocks.
mjr 17:ab3cec0c8bf4 481 // So our port numbering goes sequentially down each column of
mjr 17:ab3cec0c8bf4 482 // header pins, but there are several break points where we have
mjr 17:ab3cec0c8bf4 483 // to interrupt the obvious sequence to keep the PWM pins grouped
mjr 17:ab3cec0c8bf4 484 // logically.
mjr 17:ab3cec0c8bf4 485 //
mjr 17:ab3cec0c8bf4 486 // In the list below, "pin J1-2" refers to pin 2 on header J1 on
mjr 17:ab3cec0c8bf4 487 // the KL25Z, using the standard pin numbering in the KL25Z
mjr 17:ab3cec0c8bf4 488 // documentation - this is the physical pin that the port controls.
mjr 17:ab3cec0c8bf4 489 // "LW port 1" means LED-Wiz port 1 - this is the LED-Wiz port
mjr 17:ab3cec0c8bf4 490 // number that you use on the PC side (in the DirectOutput config
mjr 17:ab3cec0c8bf4 491 // file, for example) to address the port. PWM-capable ports are
mjr 17:ab3cec0c8bf4 492 // marked as such - we group the PWM-capable ports into the first
mjr 17:ab3cec0c8bf4 493 // 10 LED-Wiz port numbers.
mjr 17:ab3cec0c8bf4 494 //
mjr 17:ab3cec0c8bf4 495 // If you wish to reallocate a pin in the array below to some other
mjr 17:ab3cec0c8bf4 496 // use, such as a button input port, simply change the pin name in
mjr 17:ab3cec0c8bf4 497 // the entry to NC (for Not Connected). This will disable the given
mjr 17:ab3cec0c8bf4 498 // logical LedWiz port number and free up the physical pin.
mjr 17:ab3cec0c8bf4 499 //
mjr 17:ab3cec0c8bf4 500 // If you wish to reallocate a pin currently assigned to the button
mjr 17:ab3cec0c8bf4 501 // input array, simply change the entry for the pin in the buttonMap[]
mjr 17:ab3cec0c8bf4 502 // array above to NC (for "not connected"), and plug the pin name into
mjr 17:ab3cec0c8bf4 503 // a slot of your choice in the array below.
mjr 17:ab3cec0c8bf4 504 //
mjr 17:ab3cec0c8bf4 505 // Note: PTD1 (pin J2-12) should NOT be assigned as an LedWiz output,
mjr 17:ab3cec0c8bf4 506 // as this pin is physically connected on the KL25Z to the on-board
mjr 17:ab3cec0c8bf4 507 // indicator LED's blue segment. This precludes any other use of
mjr 17:ab3cec0c8bf4 508 // the pin.
mjr 17:ab3cec0c8bf4 509 //
mjr 17:ab3cec0c8bf4 510 struct {
mjr 17:ab3cec0c8bf4 511 PinName pin;
mjr 17:ab3cec0c8bf4 512 bool isPWM;
mjr 17:ab3cec0c8bf4 513 } ledWizPortMap[32] = {
mjr 17:ab3cec0c8bf4 514 { PTA1, true }, // pin J1-2, LW port 1 (PWM capable - TPM 2.0 = channel 9)
mjr 17:ab3cec0c8bf4 515 { PTA2, true }, // pin J1-4, LW port 2 (PWM capable - TPM 2.1 = channel 10)
mjr 17:ab3cec0c8bf4 516 { PTD4, true }, // pin J1-6, LW port 3 (PWM capable - TPM 0.4 = channel 5)
mjr 17:ab3cec0c8bf4 517 { PTA12, true }, // pin J1-8, LW port 4 (PWM capable - TPM 1.0 = channel 7)
mjr 17:ab3cec0c8bf4 518 { PTA4, true }, // pin J1-10, LW port 5 (PWM capable - TPM 0.1 = channel 2)
mjr 17:ab3cec0c8bf4 519 { PTA5, true }, // pin J1-12, LW port 6 (PWM capable - TPM 0.2 = channel 3)
mjr 17:ab3cec0c8bf4 520 { PTA13, true }, // pin J2-2, LW port 7 (PWM capable - TPM 1.1 = channel 13)
mjr 17:ab3cec0c8bf4 521 { PTD5, true }, // pin J2-4, LW port 8 (PWM capable - TPM 0.5 = channel 6)
mjr 17:ab3cec0c8bf4 522 { PTD0, true }, // pin J2-6, LW port 9 (PWM capable - TPM 0.0 = channel 1)
mjr 17:ab3cec0c8bf4 523 { PTD3, true }, // pin J2-10, LW port 10 (PWM capable - TPM 0.3 = channel 4)
mjr 17:ab3cec0c8bf4 524 { PTD2, false }, // pin J2-8, LW port 11
mjr 17:ab3cec0c8bf4 525 { PTC8, false }, // pin J1-14, LW port 12
mjr 17:ab3cec0c8bf4 526 { PTC9, false }, // pin J1-16, LW port 13
mjr 17:ab3cec0c8bf4 527 { PTC7, false }, // pin J1-1, LW port 14
mjr 17:ab3cec0c8bf4 528 { PTC0, false }, // pin J1-3, LW port 15
mjr 17:ab3cec0c8bf4 529 { PTC3, false }, // pin J1-5, LW port 16
mjr 17:ab3cec0c8bf4 530 { PTC4, false }, // pin J1-7, LW port 17
mjr 17:ab3cec0c8bf4 531 { PTC5, false }, // pin J1-9, LW port 18
mjr 17:ab3cec0c8bf4 532 { PTC6, false }, // pin J1-11, LW port 19
mjr 17:ab3cec0c8bf4 533 { PTC10, false }, // pin J1-13, LW port 20
mjr 17:ab3cec0c8bf4 534 { PTC11, false }, // pin J1-15, LW port 21
mjr 17:ab3cec0c8bf4 535 { PTE0, false }, // pin J2-18, LW port 22
mjr 25:e22b88bd783a 536 { NC, false }, // Not connected, LW port 23
mjr 25:e22b88bd783a 537 { NC, false }, // Not connected, LW port 24
mjr 25:e22b88bd783a 538 { NC, false }, // Not connected, LW port 25
mjr 25:e22b88bd783a 539 { NC, false }, // Not connected, LW port 26
mjr 25:e22b88bd783a 540 { NC, false }, // Not connected, LW port 27
mjr 25:e22b88bd783a 541 { NC, false }, // Not connected, LW port 28
mjr 25:e22b88bd783a 542 { NC, false }, // Not connected, LW port 29
mjr 25:e22b88bd783a 543 { NC, false }, // Not connected, LW port 30
mjr 25:e22b88bd783a 544 { NC, false }, // Not connected, LW port 31
mjr 25:e22b88bd783a 545 { NC, false } // Not connected, LW port 32
mjr 17:ab3cec0c8bf4 546 };
mjr 17:ab3cec0c8bf4 547
mjr 21:5048e16cc9ef 548
mjr 25:e22b88bd783a 549 #endif // DECL_EXTERNS