An I/O controller for virtual pinball machines: accelerometer nudge sensing, analog plunger input, button input encoding, LedWiz compatible output controls, and more.
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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 real plunger, button inputs, and feedback device control.
In case you haven't heard of the concept 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 serve as the "backglass" display. A third smaller monitor can serve as the "DMD" (the Dot Matrix Display used for scoring on newer machines), or you can even install a real pinball plasma DMD. A computer 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 hardware.
A few small companies build and sell complete, finished virtual pinball machines, but I think it's more fun as a 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.
- 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.
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).
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.
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 potentionmeter (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.
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.
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.
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.
- 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 VirtuaPin kit uses the same KL25Z microcontroller that Pinscape uses, but the rest of its hardware is different and incompatible. In particular, the Pinscape firmware doesn't include support for the IR proximity sensor used in the VirtuaPin plunger kit, so you won't be able to use your plunger device with the Pinscape firmware. In addition, the VirtuaPin setup uses a different set of GPIO pins for the button inputs from the Pinscape defaults, so if you do install the Pinscape firmware, you'll have to go into the Config Tool and reassign all of the buttons to match the VirtuaPin wiring.
--- a/USBProtocol.h Fri Feb 03 20:50:02 2017 +0000 +++ b/USBProtocol.h Fri Mar 17 22:02:08 2017 +0000 @@ -59,6 +59,8 @@ // 3 -> latch off, SET pin low, ready to check status // 4 -> TV timer countdown in progress // 5 -> TV relay is on +// 6 -> sending IR signals designated as TV ON signals +// 0x20 -> IR learning mode in progress // 00 2nd byte of status (reserved) // 00 3rd byte of status (reserved) // 00 always zero for joystick reports @@ -241,7 +243,8 @@ // In response, the device sends one report using this format: // // bytes 0:1 = 0xA000. This has bit pattern 10100 in the high 5 bits -// to distinguish it from other report types. +// (and 10100000 in the high 8 bits) to distinguish it from +// other report types. // bytes 2:5 = Build date. This is returned as a 32-bit integer, // little-endian as usual, encoding a decimal value // in the format YYYYMMDD giving the date of the build. @@ -254,8 +257,9 @@ // This is requested by sending custom protocol message 65 13 (see below). // In response, the device sends one report using this format: // -// bytes 0:1 = 0xA1. This has bit pattern 10101 in the high 5 bits -// to distinguish it from other report types. +// bytes 0:1 = 0xA1. This has bit pattern 10100 in the high 5 bits (and +// 10100001 in the high 8 bits) to distinguish it from other +// report types. // byte 2 = number of button reports // byte 3 = Physical status of buttons 1-8, 1 bit each. The low-order // bit (0x01) is button 1. Each bit is 0 if the button is off, @@ -270,8 +274,62 @@ // byte 7 = buttons 33-40 // byte 8 = buttons 41-48 // +// 2G. IR sensor data report. +// This is requested by sending custom protocol message 65 12 (see below). +// That command puts controller in IR learning mode for a short time, during +// which it monitors the IR sensor and send these special reports to relay the +// readings. The reports contain the raw data, plus the decoded command code +// and protocol information if the controller is able to recognize and decode +// the command. // -// WHY WE USE THIS HACKY APPROACH TO DIFFERENT REPORT TYPES +// bytes 0:1 = 0xA2. This has bit pattern 10100 in the high 5 bits (and +// 10100010 in the high 8 bits to distinguish it from other +// report types. +// byte 2 = number of raw reports that follow +// bytes 3:4 = first raw report, as a little-endian 16-bit int. The +// value represents the time of an IR "space" or "mark" in +// 2us units. The low bit is 0 for a space and 1 for a mark. +// To recover the time in microseconds, mask our the low bit +// and multiply the result by 2. Received codes always +// alternate between spaces and marks. A space is an interval +// where the IR is off, and a mark is an interval with IR on. +// If the value is 0xFFFE (after masking out the low bit), it +// represents a timeout, that is, a time greater than or equal +// to the maximum that can be represented in this format, +// which is 131068us. None of the IR codes we can parse have +// any internal signal component this long, so a timeout value +// is generally seen only during a gap between codes where +// nothing is being transmitted. +// bytes 4:5 = second raw report +// (etc for remaining reports) +// +// If byte 2 is 0x00, it indicates that learning mode has expired without +// a code being received, so it's the last report sent for the learning +// session. +// +// If byte 2 is 0xFF, it indicates that a code has been successfully +// learned. The rest of the report contains the learned code instead +// of the raw data: +// +// byte 3 = protocol ID, which is an integer giving an internal code +// identifying the IR protocol that was recognized for the +// received data. See IRProtocolID.h for a list of the IDs. +// byte 4 = bit flags: +// 0x02 -> the protocol uses "dittos" +// bytes 5:6:7:8:9:10:11:12 = a little-endian 64-bit int containing +// the code received. The code is essentially the data payload +// of the IR packet, after removing bits that are purely +// structural, such as toggle bits and error correction bits. +// The mapping between the IR bit stream and our 64-bit is +// essentially arbitrary and varies by protocol, but it always +// has round-trip fidelity: using the 64-bit code value + +// protocol ID + flags to send an IR command will result in +// the same IR bit sequence being sent, modulo structural bits +// that need to be updates in the reconstruction (such as toggle +// bits or sequencing codes). +// +// +// WHY WE USE A HACKY APPROACH TO DIFFERENT REPORT TYPES // // The HID report system was specifically designed to provide a clean, // structured way for devices to describe the data they send to the host. @@ -279,30 +337,26 @@ // make about the contents of our report via the HID Report Descriptor // and stuffs our own different data format into the same structure. // -// We use this hacky approach only because we can't use the official -// mechanism, due to the constraint that we want to emulate the LedWiz. -// The right way to send different report types is to declare different -// report types via extra HID Report Descriptors, then send each report -// using one of the types we declared. If it weren't for the LedWiz -// constraint, we'd simply define the pixel dump and config query reports -// as their own separate HID Report types, each consisting of opaque -// blocks of bytes. But we can't do this. The snag is that some versions -// of the LedWiz Windows host software parse the USB HID descriptors as part -// of identifying a device as a valid LedWiz unit, and will only recognize -// the device if it matches certain particulars about the descriptor -// structure of a real LedWiz. One of the features that's important to -// some versions of the software is the descriptor link structure, which -// is affected by the layout of HID Report Descriptor entries. In order -// to match the expected layout, we can only define a single kind of output -// report. Since we have to use Joystick reports for the sake of VP and -// other pinball software, and we're only allowed the one report type, we -// have to make that one report type the Joystick type. That's why we -// overload the joystick reports with other meanings. It's a hack, but -// at least it's a fairly reliable and isolated hack, iun that our special -// reports are only generated when clients specifically ask for them. -// Plus, even if a client who doesn't ask for a special report somehow -// gets one, the worst that happens is that they get a momentary spurious -// reading from the accelerometer and plunger. +// We use this hacky approach only because we can't use the standard USB +// HID mechanism for varying report types, which is to provide multiple +// report descriptors and tag each report with a type byte that indicates +// which descriptor applies. We can't use that standard approach because +// we want to be 100% LedWiz compatible. The snag is that some Windows +// LedWiz clients parse the USB HID descriptors as part of identifying a +// USB HID device as a valid LedWiz unit, and will only recognize the device +// if certain properties of the HID descriptors match those of a real LedWiz. +// One of the features that's important to some clients is the descriptor +// link structure, which is affected by the layout of HID Report Descriptor +// entries. In order to match the expected layout, we can only define a +// single kind of output report. Since we have to use Joystick reports for +// the sake of VP and other pinball software, and we're only allowed the +// one report type, we have to make that one report type the Joystick type. +// That's why we overload the joystick reports with other meanings. It's a +// hack, but at least it's a fairly reliable and isolated hack, in that our +// special reports are only generated when clients specifically ask for +// them. Plus, even if a client who doesn't ask for a special report +// somehow gets one, the worst that happens is that they get a momentary +// spurious reading from the accelerometer and plunger. @@ -473,8 +527,24 @@ // 1 = turn relay on // 2 = pulse the relay as though the power-on delay timer fired // -// 12 -> Unused -// +// 12 -> Learn IR code. The device enters "IR learning mode". While in +// learning mode, the device reports the raw signals read through +// the IR sensor to the PC through the special IR learning report +// (see "2G" above). If a signal can be decoded through a known +// protocol, the device sends a final "2G" report with the decoded +// command, then terminates learning mode. If no signal can be +// decoded within a timeout period, the mode automatically ends, +// and the device sends a final IR learning report with zero raw +// signals to indicate termination. After initiating IR learning +// mode, the user should point the remote control with the key to +// be learned at the IR sensor on the KL25Z, and press and hold the +// key on the remote for a few seconds. Holding the key for a few +// moments is important because it lets the decoder sense the type +// of auto-repeat coding the remote uses. The learned code can be +// written to an IR config variable slot to program the controller +// to send the learned command on events like TV ON or a button +// press. +// // 13 -> Get button status report. The device sends one button status report // in response (see section "2F" above). // @@ -600,6 +670,8 @@ // Any bytes at the end of the message not otherwise specified are reserved // for future use and should always be set to 0 in the message data. // +// Variable IDs: +// // 0 -> QUERY ONLY: Describe the configuration variables. The device // sends a config variable query report with the following fields: // @@ -659,13 +731,18 @@ // (including virtual buttons, such as the ZB Launch Ball feature) are assigned // to generate keyboard key input. // -// 4 -> Accelerometer orientation. +// 4 -> Accelerometer settings // // byte 3 -> orientation: // 0 = ports at front (USB ports pointing towards front of cabinet) // 1 = ports at left // 2 = ports at right // 3 = ports at rear +// byte 4 -> dynamic range +// 0 = +/- 1G (2G hardware mode, but rescales joystick reports to 1G range) +// 1 = +/- 2G (2G hardware mode) +// 2 = +/- 4G (4G hardware mode) +// 3 = +/- 8G (8G hardware mode) // // 5 -> Plunger sensor type. // @@ -738,6 +815,11 @@ // Set the delay time to 0 to disable the feature. The pin assignments will // be ignored if the feature is disabled. // +// If an IR remote control transmitter is installed (see variable 17), we'll +// also transmit any IR codes designated as TV ON codes when the startup timer +// finishes. This allows TVs to be turned on via IR remotes codes rather than +// hard-wiring them through the relay. The relay can be omitted in this case. +// // 10 -> TLC5940NT setup. This chip is an external PWM controller, with 32 outputs // per chip and a serial data interface that allows the chips to be daisy- // chained. We can use these chips to add an arbitrary number of PWM output @@ -874,6 +956,19 @@ // // byte 3 = button number - 1..MAX_BUTTONS, or 0 for none. // +// 17 -> IR Remote Control physical device setup. We support IR remotes for +// both sending and receiving. On the receive side, we can read from a +// sensor such as a TSOP384xx. The sensor requires one GPIO pin with +// interrupt support, so any PTAxx or PTDxx pin will work. On the send +// side, we can transmit through any IR LED. This requires one PWM +// output pin. To enable send and/or receive, specify a valid pin; to +// disable, set the pin NC (not connected). Send and receive can be +// enabled and disabled independently; it's not necessary to enable +// the transmit function to use the receive function, or vice versa. +// +// byte 3 = receiver input GPIO pin ID. Must be interrupt-capable. +// byte 4 = transmitter pin. Must be PWM-capable. +// // // SPECIAL DIAGNOSTICS VARIABLES: These work like the array variables below, // the only difference being that we don't report these in the number of array @@ -924,15 +1019,75 @@ // variable with index 0, with the first (and only) byte after that indicating // the maximum array index. // +// 250 -> IR remote control commands - code part 2. This stores the high-order +// 32 bits of the remote control for each slot. These are combined with +// the low-order 32 bits from variable 251 below to form a 64-bit code. +// +// byte 3 = Command slot number (1..MAX_IR_CODES) +// byte 4 = bits 32..39 of remote control command code +// byte 5 = bits 40..47 +// byte 6 = bits 48..55 +// byte 7 = bits 56..63 +// +// 251 -> IR remote control commands - code part 1. This stores the protocol +// identifier and low-order 32 bits of the remote control code for each +// remote control command slot. The code represents a key press on a +// remote, and is usually determined by reading it from the device's +// actual remote via the IR sensor input feature. These codes combine +// with variable 250 above to form a 64-bit code for each slot. +// See IRRemote/IRProtocolID.h for the protocol ID codes. +// +// byte 3 = Command slot number (1..MAX_IR_CODES) +// byte 4 = protocol ID +// byte 5 = bits 0..7 of remote control command code +// byte 6 = bits 8..15 +// byte 7 = bits 16..23 +// byte 8 = bits 24..31 +// +// 252 -> IR remote control commands - control information. This stores +// descriptive information for each remote control command slot. +// The IR code for each slot is stored in the corresponding array +// entry in variables 251 & 250 above; the information is split over +// several variables like this because of the 8-byte command message +// size in our USB protocol (which we use for LedWiz compatibility). +// +// byte 3 = Command slot number (1..MAX_IR_CODES) +// byte 4 = bit flags: +// 0x01 -> send this code as a TV ON signal at system start +// 0x02 -> use "ditto" codes when sending the command +// byte 5 = key type; same as the key type in an input button variable +// byte 6 = key code; same as the key code in an input button variable +// +// Each IR command slot can serve three purposes: +// +// - First, it can be used as part of the TV ON sequence when the +// system powers up, to turn on cabinet TVs that don't power up by +// themselves. To use this feature, set the TV ON bit in the flags. +// +// - Second, when the IR sensor receives a command in a given slot, we +// can translate it into a keyboard key or joystick button press sent +// to the PC. This lets you use any IR remote to send commands to the +// PC, allowing access to additional control inputs without any extra +// buttons on the cabinet. To use this feature, assign the key to +// send in the key type and key code bytes. +// +// - Third, we can send a given IR command when a physical cabinet +// button is pressed. This lets you use cabinet buttons to send IR +// commands to other devices in your system. For example, you could +// assign cabinet buttons to control the volume on a cab TV. To use +// this feature, assign an IR slot as a button function in the button +// setup. +// // 253 -> Extended input button setup. This adds on to the information set by // variable 254 below, accessing additional fields. The "shifted" key // type and code fields assign a secondary meaning to the button that's // used when the local Shift button is being held down. See variable 16 // above for more details on the Shift button. // -// byte 3 = Button number 91..MAX_BUTTONS +// byte 3 = Button number (1..MAX_BUTTONS) // byte 4 = shifted key type (same codes as "key type" in var 254) -// byte 5 = shifted key code (same meaning as "key code" in var 254) +// byte 5 = shifted key code (same codes as "key code" in var 254) +// byte 6 = shifted IR command (see "IR command" in var 254) // // 254 -> Input button setup. This sets up one button; it can be repeated for each // button to be configured. There are MAX_EXT_BUTTONS button slots (see @@ -955,6 +1110,9 @@ // state. This is useful for the VPinMAME Coin Door button, // which requires the End key to be pressed each time the // door changes state. +// byte 8 = IR command to transmit when unshifted button is pressed. This +// contains an IR slot number (1..MAX_IR_CODES), or 0 if no code +// is associated with the button. // // 255 -> LedWiz output port setup. This sets up one output port; it can be repeated // for each port to be configured. There are 128 possible slots for output ports,