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


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 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).

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 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.

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 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 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/TLC5940/TLC5940.h	Fri Apr 22 17:58:35 2016 +0000
+++ b/TLC5940/TLC5940.h	Sat Apr 30 17:43:38 2016 +0000
@@ -1,25 +1,17 @@
 // Pinscape Controller TLC5940 interface
 // Based on Spencer Davis's mbed TLC5940 library.  Adapted for the
-// KL25Z, and simplified to just the functions needed for this
-// application.  In particular, this version doesn't include support 
-// for dot correction programming or status input.  This version also
-// uses a different approach for sending the grayscale data updates,
-// sending updates during the blanking interval rather than overlapping
-// them with the PWM cycle.  This results in very slightly longer 
-// blanking intervals when updates are pending, effectively reducing 
-// the PWM "on" duty cycle (and thus the output brightness) by about 
-// 0.3%.  This shouldn't be perceptible to users, so it's a small
-// trade-off for the advantage gained, which is much better signal 
-// stability when using multiple TLC5940s daisy-chained together.
-// I saw a lot of instability when using the overlapped approach,
-// which seems to be eliminated entirely when sending updates during
-// the blanking interval.
+// KL25Z and modified to use SPI with DMA to transmit data.  The DMA
+// scheme results in greatly reduced CPU load.  This version is also
+// simplified to remove dot correction and status input support, which
+// the Pinscape Controller app doesn't use.
 #ifndef TLC5940_H
 #define TLC5940_H
+#include "FastPWM.h"
 // Data Transmission Mode.
 // NOTE!  This section contains a possible workaround to try if you're 
@@ -65,10 +57,10 @@
 #include "mbed.h"
-#include "FastPWM.h"
 #include "SimpleDMA.h"
 #include "DMAChannels.h"
   * SPI speed used by the mbed to communicate with the TLC5940
   * The TLC5940 supports up to 30Mhz.  It's best to keep this as
@@ -120,33 +112,15 @@
 #define GSCLK_SPEED    350000
-  *  This class controls a TLC5940 PWM driver IC.
-  *
-  *  Using the TLC5940 class to control an LED:
-  *  @code
-  *  #include "mbed.h"
-  *  #include "TLC5940.h"
-  *  
-  *  // Create the TLC5940 instance
-  *  TLC5940 tlc(p7, p5, p21, p9, p10, p11, p12, 1);
-  *  
-  *  int main()
-  *  {   
-  *      // Enable the first LED
-  *      tlc.set(0, 0xfff);
-  *      
-  *      while(1)
-  *      {
-  *      }
-  *  }
-  *  @endcode
-  */
 class TLC5940
+    uint64_t spi_total_time;//$$$
+    uint32_t spi_runs;//$$$
       *  Set up the TLC5940
+      *
       *  @param SCLK - The SCK pin of the SPI bus
       *  @param MOSI - The MOSI pin of the SPI bus
       *  @param GSCLK - The GSCLK pin of the TLC5940(s)
@@ -162,6 +136,8 @@
+        spi_total_time = 0; spi_runs = 0; // $$$
         // start up initially disabled
         enabled = false;
@@ -188,12 +164,12 @@
         // startup data from the registers.  Include some extra bits - there
         // are some cases (such as after sending dot correct commands) where
         // an extra bit per chip is required, and the initial state is 
-        // somewhat unpredictable, so send extra just to make sure we cover
-        // all bases.  This does no harm; extra bits just fall off the end of
-        // the daisy chain, and since we want all registers set to 0, we can
+        // unpredictable, so send extra bits to make sure we cover all bases.  
+        // This does no harm; extra bits just fall off the end of the daisy 
+        // chain, and since we want all registers initially set to 0, we can 
         // send arbitrarily many extra 0's.
         for (int i = 0 ; i < nchips*25 ; ++i)
-            spi.write(0);
+            spi.write(0x00);
         // do an initial XLAT to latch all of these "0" values into the
         // grayscale registers
@@ -206,7 +182,7 @@
         // copy that we can asynchronously update.
         dmalen = nchips*24;
         livebuf = new uint8_t[dmalen*2];
-        memset(livebuf, 0, dmalen*2);
+        memset(livebuf, 0x00, dmalen*2);
         // start with buffer 0 live, with no new data pending
         workbuf = livebuf + dmalen;
@@ -218,16 +194,16 @@
         // allows our blanking interrupt handler return almost immediately.
         // The DMA transfer is from our internal DMA buffer to SPI0, which is
         // the SPI controller physically connected to the TLC5940s.
-        sdma.source(livebuf, true, 8);
+        SPI0->C2 &= ~SPI_C2_TXDMAE_MASK;
+        sdma.attach(this, &TLC5940::dmaDone);
         sdma.destination(&SPI0->D, false, 8);
-        sdma.attach(this, &TLC5940::dmaDone);
         // Configure the GSCLK output's frequency
         // mark that we need an initial update
-        dirty = true;
+        forceUpdate = true;
         needXlat = false;
@@ -255,7 +231,7 @@
         // do a full update with the new setting
-        dirty = true;
+        forceUpdate = true;
     // Start the clock running
@@ -270,12 +246,17 @@
         // GS clocks.  Running reset on a timer therefore causes the calls to
         // slip out of phase with the actual full cycles, which causes 
         // premature blanking that shows up as visible flicker.  To get the
-        // reset cycle to line up exactly with a full PWM cycle, it works
-        // better to set up a new timer on each cycle, *after* we've finished
-        // with the somewhat unpredictable overhead of the interrupt handler.
-        // This seems to get us close enough to exact alignment with the cycle 
-        // phase to eliminate visible artifacts.
-        resetTimer.attach(this, &TLC5940::reset, (1.0/GSCLK_SPEED)*4096.0);
+        // reset cycle to line up more precisely with a full PWM cycle, it
+        // works better to set up a new timer at the end of each cycle.  That
+        // organically accounts for the time spent in the interrupt handler.
+        // This doesn't result in perfectly uniform timing, since interrupt
+        // latency varies slightly on each interrupt, but it does guarantee
+        // that the blanking will never be premature - all variation will go
+        // into the tail end of the cycle after the 4096 GS clocks.  That
+        // might cause some brightness variation, but it won't cause flicker,
+        // and in practice any brightness variation from this seems to be too 
+        // small to be visible.
+        armReset();
@@ -286,23 +267,32 @@
         // validate the index
         if (idx >= 0 && idx < nchips*16)
-            // this is a critical section, since we're updating a static buffer and
-            // can call this routine from application context or interrupt context
-            __disable_irq();
             // If the buffer isn't dirty, it means that the previous working buffer
             // was swapped into the live buffer on the last blanking interval.  This
             // means that the working buffer hasn't been updated to the live data yet,
             // so we need to copy it now.
+            //
+            // If 'dirty' is false, it can't change to true asynchronously - it can
+            // only transition from false to true in application (non-ISR) context.
+            // If it's true, though, the interrupt handler can change it to false
+            // asynchronously, and can also swap the 'live' and 'work' buffer pointers.
+            // This means we must do the whole update atomically if 'dirty' is true.
+            __disable_irq();
             if (!dirty) 
+                // Buffer is clean, so the interrupt handler won't touch 'dirty'
+                // or the live/work buffer pointers.  This means we can do the
+                // rest of our work with interrupts on.
+                __enable_irq();
+                // get the current live data into our work buffer
                 memcpy(workbuf, livebuf, dmalen);
-                dirty = true;
-            // Figure the DMA buffer location of the data.  The DMA buffer has the
-            // packed bit format that we send across the wire, with 12 bits per output,
-            // arranged from last output to first output (N = number of outputs = nchips*16):
+            // Figure the DMA buffer location of the output we're changing.  The DMA 
+            // buffer has the packed bit format that we send across the wire, with 12 
+            // bits per output, arranged from last output to first output (N = number 
+            // of outputs = nchips*16):
             //       byte 0  =  high 8 bits of output N-1
             //            1  =  low 4 bits of output N-1 | high 4 bits of output N-2
@@ -333,8 +323,18 @@
                 workbuf[di+2]  = uint8_t(data & 0xff);
-            // end the critical section
-            __enable_irq();
+            // if we weren't dirty before, we are now
+            if (!dirty)
+            {
+                // we need an update
+                dirty = true;
+            }
+            else
+            {            
+                // The buffer was already dirty, so we had to write the buffer with
+                // interrupts off.  We're done, so we can re-enable interrupts now.
+                __enable_irq();
+            }
@@ -345,7 +345,7 @@
     void update(bool force = false)
         if (force)
-            dirty = true;
+            forceUpdate = true;
@@ -372,7 +372,11 @@
     // Dirty: true means that the non-live buffer has new pending data.  False means
     // that the non-live buffer is empty.
-    bool dirty;
+    volatile bool dirty;
+    // Force an update: true means that we'll send our GS data to the chips even if
+    // the buffer isn't dirty.
+    volatile bool forceUpdate;
     // Enabled: this enables or disables all outputs.  When this is true, we assert the
     // BLANK signal continuously.
@@ -383,7 +387,7 @@
     // use a PWM out for the grayscale clock - this provides a stable
     // square wave signal without consuming CPU
-    PwmOut gsclk;
+    FastPWM gsclk;
     // Digital out pins used for the TLC5940
     DigitalOut blank;
@@ -398,50 +402,14 @@
     // Do we need an XLAT signal on the next blanking interval?
     volatile bool needXlat;
-    volatile bool newGSData;//$$$
     // Reset the grayscale cycle and send the next data update
     void reset()
         // start the blanking cycle
-        // if we have pending grayscale data, update the DMA data
-        /*$$$bool*/ newGSData = false;
-        uint8_t *dmasrc;
-        if (dirty) 
-        {
-            // swap live and working buffers
-            uint8_t *tmp = livebuf;
-            livebuf = workbuf;
-            workbuf = tmp;
-            // Set the new DMA source.  Set the starting address in the
-            // DMA controller to the *second* byte, since we have to send
-            // the first byte via the CPU instead of DMA - this is required
-            // because of a problematic interaction that occurs if the DMA
-            // controller initiates the transfer; the problem is outlined 
-            // in the KL25Z hardware reference manual.
-            dmasrc = livebuf;
-            sdma.source(livebuf + 1, true, 8);            
-            // no longer dirty
-            dirty = false;
-            // note the new data
-            newGSData = true;
-        }
-        else //$$$
-        { 
-            // send all 1 bits for diagnostics - in case of XLAT
-            // glitches, this turns all outputs on, which makes the
-            // glitch immediately apparent
-            static uint8_t dummy = 0xff;
-            dmasrc = &dummy;
-            sdma.source(&dummy, false, 8); 
-        } //$$$
         // We're configured to send new GS data during the GS cycle,
         // not during the blanking interval, so end the blanking
         // interval now, before we start sending the new data.  Ending
@@ -454,34 +422,111 @@
-        // send out the DMA contents if we have new data
-        //$$$if (newGSData)
+        // if we have pending grayscale data, update the DMA data
+        bool sendGS = true; // $$$
+        if (dirty)
+        {
+            // The working buffer has changes since our last update.  Swap
+            // the live and working buffers so that we send the latest updates.
+            uint8_t *tmp = livebuf;
+            livebuf = workbuf;
+            workbuf = tmp;
+            // the working buffer is no longer dirty
+            dirty = false;
+            sendGS = true;
+        }
+        else if (forceUpdate)
+        {
+            // send the GS data and consume the forced update flag
+            sendGS = true;
+            forceUpdate = false;
+        }
+        // Set the new DMA source to the live buffer.  Note that we start
+        // the DMA transfer with the *second* byte - the first byte must
+        // be sent by the CPU rather than the DMA module, as outlined in
+        // the KL25Z hardware reference manual.
+        // Start the new DMA transfer.
+        // 
+        // The hardware reference manual says that the CPU has to send
+        // the first byte of a DMA transfer explicitly.  This is required
+        // to avoid a hardware deadlock condition that happens due to
+        // a timing interaction between the SPI and DMA controllers.
+        // The correct sequence per the manual is:
+        //
+        //  - reset the SPI controller 
+        //  - set up the DMA registers, starting at the 2nd byte to send
+        //  - read the SPI status register (SPI0->S), wait for SPTEF to be set
+        //  - write the first byte to the SPI data register (SPI0->D)
+        //  - enable TXDMAE in the SPI control register (SPI0->C2)
+        //
+        if (sendGS)
-            // The hardware reference manual says that the CPU has to send
-            // the first byte of a DMA transfer explicitly.  This is required
-            // to avoid a hardware deadlock condition that happens due to
-            // a timing interaction between the SPI and DMA controllers.
-            // The correct sequence per the manual is:
-            //
-            //  - set up the DMA registers, starting at the 2nd byte to send
-            //  - write the first byte directly to the SPI data register
-            //  - enable TXDMAE in the SPI controller
-            sdma.start(dmalen - 1);
-            spi.write(dmasrc[0]);
+#if 1 // $$$
+            Timer t; t.start(); //$$$
+            uint8_t *p = livebuf;
+            for (int i = dmalen ; i != 0 ; --i) {
+                while (!(SPI0->S & SPI_S_SPTEF_MASK)) ;
+                SPI0->D = *p++;
+            }
+            needXlat = true;
+            spi_total_time += t.read_us();
+            spi_runs += 1;
+            // disable DMA on SPI0
+            SPI0->C2 &= ~SPI_C2_TXDMAE_MASK;
+            // reset SPI0
+            SPI0->C1 &= ~SPI_C1_SPE_MASK;
+            // set up a transfer from the second byte of the buffer
+            sdma.source(livebuf + 1, true, 8);
+            sdma.start(dmalen - 1, false);
+            // enable SPI0
+            SPI0->C1 |= SPI_C1_SPE_MASK;
+            // wait for the TX buffer to clear, then write the first byte manually
+            while (!(SPI0->S & SPI_S_SPTEF_MASK)) ;
+            SPI0->D = livebuf[0];
+            // enable DMA to carry out the rest of the transfer
             SPI0->C2 |= SPI_C2_TXDMAE_MASK;
+            // we'll need a translate on the next blanking cycle
+            needXlat = true;
+        // arm the reset handler
+        armReset();
+    }
+    // arm the reset handler - this fires at the end of each GS cycle    
+    void armReset()
+    {
+        resetTimer.attach(this, &TLC5940::reset, (1.0/GSCLK_SPEED)*4096.0);
     void startBlank()
+        //static int i=0; i=(i+1)%200; extern void diagLED(int,int,int); diagLED(i<100,i>=100,0);//$$$
         // turn off the grayscale clock, and assert BLANK to end the grayscale cycle
-        blank = 0;  // for a slight delay - chip requires 20ns GSCLK up to BLANK up
+        blank = (enabled ? 1 : 0);  // for the slight delay (20ns) required after GSCLK goes low
         blank = 1;        
     void endBlank()
+       //static int i=0; i=(i+1)%200; extern void diagLED(int,int,int); diagLED(-1,i<100,-1);//$$$
         // if we've sent new grayscale data since the last blanking
         // interval, latch it by asserting XLAT
         if (needXlat)
@@ -494,11 +539,11 @@
         // End the blanking interval and restart the grayscale clock.  Note
         // that we keep the blanking on if the chips are globally disabled.
-        blank = enabled ? 0 : 1;
-        gsclk.write(.5);
-        // set up the next blanking interrupt
-        resetTimer.attach(this, &TLC5940::reset, (1.0/GSCLK_SPEED)*4096.0);
+        if (enabled)
+        {
+            blank = 0;
+            gsclk.write(.5);
+        }
     // Interrupt handler for DMA completion.  The DMA controller calls this
@@ -507,18 +552,24 @@
     // grayscale cycle.    
     void dmaDone()
+        //static int i=0; i=(i+1)%200; extern void diagLED(int,int,int); diagLED(i<100,-1,-1);//$$$
         // disable DMA triggering in the SPI controller until we set
         // up the next transfer
         SPI0->C2 &= ~SPI_C2_TXDMAE_MASK;
+        SPI0->C1 &= ~SPI_C1_SPE_MASK;
         // mark that we need to assert XLAT to latch the new
         // grayscale data during the next blanking interval
-        needXlat = newGSData;//$$$ true;
+        needXlat = true;
         // we're doing the gs update within the blanking cycle, so end
         // the blanking cycle now that the transfer has completed
+        // set up the next blanking interrupt
+        armReset();