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.

diff -r 6b981a2afab7 -r e959ffba78fd USBProtocol.h
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/USBProtocol.h	Sat Dec 19 06:37:19 2015 +0000
@@ -0,0 +1,519 @@
+// USB Message Protocol
+// This file is purely for documentation, to describe our USB protocol.
+// We use the standard HID setup with one endpoint in each direction.
+// See USBJoystick.cpp/.h for our USB descriptor arrangement.
+// In most cases, our outgoing messages are HID joystick reports, using the
+// format defined in USBJoystick.cpp.  This allows us to be installed on
+// Windows as a standard USB joystick, which all versions of Windows support
+// using in-the-box drivers.  This allows a completely transparent, driverless,
+// plug-and-play installation experience on Windows.
+// We subvert the joystick report format in certain cases to report other 
+// types of information, when specifically requested by the host.  This allows
+// our custom configuration UI on the Windows side to query additional 
+// information that we don't normally send via the joystick reports.  We
+// define a custom vendor-specific "status" field in the reports that we
+// use to identify these special reports, as described below.
+// Normal joystick reports always have 0 in the high bit of the first byte
+// of the report.  Special non-joystick reports always have 1 in the high bit 
+// of the first byte.  (This byte is defined in the HID Report Descriptor
+// as an opaque vendor-defined value, so the joystick interface on the
+// Windows side simply ignores it.)
+// Pixel dumps:  requested by custom protocol message 65 3 (see below).  
+// This sends a series of reports to the host in the following format, for 
+// as many messages as are neessary to report all pixels:
+//    bytes 0:1 = 11-bit index, with high 5 bits set to 10000.  For 
+//                example, 0x04 0x80 indicates index 4.  This is the 
+//                starting pixel number in the report.  The first report 
+//                will be 0x00 0x80 to indicate pixel #0.  
+//    bytes 2:3 = 16-bit unsigned int brightness level of pixel at index
+//    bytes 4:5 = brightness of pixel at index+1
+//    etc for the rest of the packet
+// Configuration query:  requested by custom protocol message 65 4 (see 
+// below).  This sends one report to the host using this format:
+//    bytes 0:1 = 0x8800.  This has the bit pattern 10001 in the high
+//                5 bits, which distinguishes it from regular joystick
+//                reports and from exposure status reports.
+//    bytes 2:3 = total number of outputs, little endian
+//    bytes 4:5 = plunger calibration zero point, little endian
+//    bytes 6:7 = plunger calibration maximum point, little endian
+//    remaining bytes = reserved for future use; set to 0 in current version
+// The HID report system was specifically designed to provide a clean,
+// structured way for devices to describe the data they send to the host.
+// Our approach isn't clean or structured; it ignores the promises we
+// 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.
+// For LedWiz compatibility, our incoming message format conforms to the
+// basic USB format used by real LedWiz units.  This is simply 8 data
+// bytes, all private vendor-specific values (meaning that the Windows HID
+// driver treats them as opaque and doesn't attempt to parse them).
+// Within this basic 8-byte format, we recognize the full protocol used
+// by real LedWiz units, plus an extended protocol that we define privately.
+// The LedWiz protocol leaves a large part of the potential protocol space 
+// undefined, so we take advantage of this undefined region for our 
+// extensions.  This ensures that we can properly recognize all messages 
+// intended for a real LedWiz unit, as well as messages from custom host 
+// software that knows it's talking to a Pinscape unit.
+// The real LedWiz protocol has two message types, identified by the first
+// byte of the 8-byte USB packet:
+// 64              -> SBA (64 xx xx xx xx ss uu uu)
+//                    xx = on/off bit mask for 8 outputs
+//                    ss = global flash speed setting (1-7)
+//                    uu = unused
+// If the first byte has value 64 (0x40), it's an SBA message.  This type of 
+// message sets all 32 outputs individually ON or OFF according to the next 
+// 32 bits (4 bytes) of the message, and sets the flash speed to the value in 
+// the sixth byte.  (The flash speed sets the global cycle rate for flashing
+// outputs - outputs with their values set to the range 128-132 - to a   
+// relative speed, scaled linearly in frequency.  1 is the slowest at about 
+// 2 Hz, 7 is the fastest at about 14 Hz.)
+// 0-49 or 128-132 -> PBA (bb bb bb bb bb bb bb bb)
+//                    bb = brightness level/flash pattern for one output
+// If the first byte is any valid brightness setting, it's a PBA message.
+// Valid brightness settings are:
+//     0-48 = fixed brightness level, linearly from 0% to 100% intensity
+//     49   = fixed brightness level at 100% intensity (same as 48)
+//     129  = flashing pattern, fade up / fade down (sawtooth wave)
+//     130  = flashing pattern, on / off (square wave)
+//     131  = flashing pattern, on for 50% duty cycle / fade down
+//     132  = flashing pattern, fade up / on for 50% duty cycle
+// A PBA message sets 8 outputs out of 32.  Which 8 are to be set is 
+// implicit in the message sequence: the first PBA sets outputs 1-8, the 
+// second sets 9-16, and so on, rolling around after each fourth PBA.  
+// An SBA also resets the implicit "bank" for the next PBA to outputs 1-8.
+// Note that there's no special first byte to indicate the PBA message
+// type, as there is in an SBA.  The first byte of a PBA is simply the
+// first output setting.  The way the LedWiz creators conceived this, the 
+// SBA distinguishable from a PBA because 64 isn't a valid output setting, 
+// hence a message that starts with a byte value of 64 isn't a valid PBA 
+// message.
+// Our extended protocol uses the same principle, taking advantage of the
+// other byte value ranges that are invalid in PBA messages.  To be a valid
+// PBA message, the first byte must be in the range 0-49 or 129-132.  As
+// already mentioned, byte value 64 indicates an SBA message.  This leaves
+// these ranges available for other uses: 50-63, 65-128, and 133-255.
+// All of our extended protocol messages are identified by the first byte:
+// 65  -> Miscellaneous control message.  The second byte specifies the specific
+//        operation:
+//        1 -> Set device unit number and plunger status, and save the changes immediately
+//             to flash.  The device will automatically reboot after the changes are saved.
+//             The additional bytes of the message give the parameters:
+//               third byte = new unit number (0-15, corresponding to nominal unit numbers 1-16)
+//               fourth byte = plunger on/off (0=disabled, 1=enabled)
+//        2 -> Begin plunger calibration mode.  The device stays in this mode for about
+//             15 seconds, and sets the zero point and maximum retraction points to the
+//             observed endpoints of sensor readings while the mode is running.  After
+//             the time limit elapses, the device automatically stores the results in
+//             non-volatile flash memory and exits the mode.
+//        3 -> Send pixel dump.  The plunger sensor object sends a series of the special 
+//             pixel dump reports, defined in USBJoystick.cpp; the device automatically
+//             resumes normal joystick messages after sending all pixels.  If the 
+//             plunger sensor isn't an image sensor type, no pixel messages are sent.
+//        4 -> Query configuration.  The device sends a special configuration report,
+//             defined in USBJoystick.cpp, then resumes sending normal joystick reports.
+//        5 -> Turn all outputs off and restore LedWiz defaults.  Sets output ports
+//             1-32 to OFF and LedWiz brightness/mode setting 48, sets outputs 33 and
+//             higher to brightness level 0, and sets the LedWiz global flash speed to 2.
+//        6 -> Save configuration to flash.  This saves all variable updates sent via
+//             type 66 messages since the last reboot, then automatically reboots the
+//             device to put the changes into effect.
+// 66  -> Set configuration variable.  The second byte of the message is the config
+//        variable number, and the remaining bytes give the new value for the variable.
+//        The value format is specific to each variable; see the list below for details.
+//        This message only sets the value in RAM - it doesn't write the value to flash
+//        and doesn't put the change into effect immediately.  To put updates into effect,
+//        the host must send a type 65 subtype 6 message (see above), which saves updates
+//        to flash and reboots the device.
+// 200-228 -> Set extended output brightness.  This sets outputs N to N+6 to the
+//        respective brightness values in the 2nd through 8th bytes of the message
+//        (output N is set to the 2nd byte value, N+1 is set to the 3rd byte value, 
+//        etc).  Each brightness level is a linear brightness level from 0-255,
+//        where 0 is 0% brightness and 255 is 100% brightness.  N is calculated as
+//        (first byte - 200)*7 + 1:
+//               200 = outputs 1-7
+//               201 = outputs 8-14
+//               202 = outputs 15-21
+//               ...
+//               228 = outputs 197-203
+//        This message is the only way to address ports 33 and higher, since standard
+//        LedWiz messages are inherently limited to ports 1-32.
+//        Note that these extended output messages differ from regular LedWiz settings
+//        in two ways.  First, the brightness is the ONLY attribute when an output is
+//        set using this mode - there's no separate ON/OFF setting per output as there 
+//        is with the SBA/PBA messages.  To turn an output OFF with this message, set
+//        the intensity to 0.  Setting a non-zero intensity turns it on immediately
+//        without regard to the SBA status for the port.  Second, the brightness is
+//        on a full 8-bit scale (0-255) rather than the LedWiz's approximately 5-bit
+//        scale, because there are no parts of the range reserved for flashing modes.
+//        Outputs 1-32 can be controlled by EITHER the regular LedWiz SBA/PBA messages
+//        or by the extended messages.  The latest setting for a given port takes
+//        precedence.  If an SBA/PBA message was the last thing sent to a port, the
+//        normal LedWiz combination of ON/OFF and brightness/flash mode status is used
+//        to determine the port's physical output setting.  If an extended brightness
+//        message was the last thing sent to a port, the LedWiz ON/OFF status and
+//        flash modes are ignored, and the fixed brightness is set.  Outputs 33 and
+//        higher inherently can't be addressed or affected by SBA/PBA messages.
+// Message type 66 (see above) sets one configuration variable.  The second byte
+// of the message is the variable ID, and the rest of the bytes give the new
+// value, in a variable-specific format.  16-bit values are little endian.
+// 1  -> USB device ID.  Bytes 3-4 give the 16-bit USB Vendor ID; bytes
+//       5-6 give the 16-bit USB Product ID.  For LedWiz emulation, use
+//       vendor 0xFAFA and product 0x00EF + unit# (where unit# is the
+//       nominal LedWiz unit number, from 1 to 16).  If LedWiz emulation
+//       isn't desired or causes host conflicts, you can use our private
+//       ID assigned by (a registry for open-source USB
+//       devices) of vendor 0x1209 and product 0xEAEA.  (You can also use
+//       any other values that don't cause a conflict on your PC, but we
+//       recommend using one of these pre-assigned values if possible.)
+// 2  -> Pinscape Controller unit number for DOF.  Byte 3 is the new
+//       unit number, from 1 to 16.
+// 3  -> Enable/disable joystick reports.  Byte 2 is 1 to enable, 0 to
+//       disable.  When disabled, the device registers as a generic HID 
+/        device, and only sends the private report types used by the
+//       Windows config tool.
+// 4  -> Accelerometer orientation.  Byte 3 is the new setting:
+//        0 = ports at front (USB ports pointing towards front of cabinet)
+//        1 = ports at left
+//        2 = ports at right
+//        3 = ports at rear
+// 5  -> Plunger sensor type.  Byte 3 is the type ID:
+//         0 = none (disabled)
+//         1 = TSL1410R linear image sensor, 1280x1 pixels, serial mode
+//         2 = TSL1410R, parallel mode
+//         3 = TSL1412R linear image sensor, 1536x1 pixels, serial mode
+//         4 = TSL1412R, parallel mode
+//         5 = Potentiometer with linear taper, or any other device that
+//             represents the position reading with a single analog voltage
+//         6 = AEDR8300 optical quadrature sensor, 75lpi
+//         7 = AS5304 magnetic quadrature sensor, 160 steps per 2mm
+// 6  -> Plunger pin assignments.  Bytes 3-6 give the pin assignments for
+//       pins 1, 2, 3, and 4.  These use the Pin Number Mappings listed
+//       below.  The meaning of each pin depends on the plunger type:
+//         TSL1410R/1412R, serial:    SI (DigitalOut), CLK (DigitalOut), AO (AnalogIn),  NC
+//         TSL1410R/1412R, parallel:  SI (DigitalOut), CLK (DigitalOut), AO1 (AnalogIn), AO2 (AnalogIn)
+//         Potentiometer:             AO (AnalogIn),   NC,               NC,             NC
+//         AEDR8300:                  A (InterruptIn), B (InterruptIn),  NC,             NC
+//         AS5304:                    A (InterruptIn), B (InterruptIn),  NC,             NC
+// 7  -> Plunger calibration button pin assignments.  Byte 3 is the DigitalIn
+//       pin for the button switch; byte 4 is the DigitalOut pin for the indicator
+//       lamp.  Either can be set to NC to disable the function.  (Use the Pin
+//       Number Mappins listed below for both bytes.)
+// 8  -> ZB Launch Ball setup.  This configures the ZB Launch Ball feature.  Byte
+//       3 is the LedWiz port number (1-255) mapped to the "ZB Launch Ball" output
+//       in DOF.  Set the port to 0 to disable the feature.  Byte 4 is the button
+//       number (1-32) that we'll "press" when the feature is activated.  Bytes 5-6
+//       give the "push distance" for activating the button by pushing forward on
+//       the plunger knob, in .001 inch increments (e.g., 80 represents 0.08", which
+//       is the recommended setting).
+// 9  -> TV ON relay setup.  This requires external circuitry implemented on the
+//       Expansion Board (or an equivalent circuit as described in the Build Guide).
+//       Byte 3 is the GPIO DigitalIn pin for the "power status" input, using the 
+//       Pin Number Mappings below.  Byte 4 is the DigitalOut pin for the "latch"
+//       output.  Byte 5 is the DigitalOut pin for the relay trigger.  Bytes 6-7
+//       give the delay time in 10ms increments as an unsigned 16-bit value (e.g.,
+//       550 represents 5.5 seconds).  
+// 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 
+//       ports for the LedWiz emulation.  Set the number of chips to 0 to disable
+//       the feature.  The bytes of the message are:
+//          byte 3 = number of chips attached (connected in daisy chain)
+//          byte 4 = SIN pin - Serial data (must connect to SPIO MOSI -> PTC6 or PTD2)
+//          byte 5 = SCLK pin - Serial clock (must connect to SPIO SCLK -> PTC5 or PTD1)
+//          byte 6 = XLAT pin - XLAT (latch) signal (any GPIO pin)
+//          byte 7 = BLANK pin - BLANK signal (any GPIO pin)
+//          byte 8 = GSCLK pin - Grayscale clock signal (must be a PWM-out capable pin)
+// 11 -> 74HC595 setup.  This chip is an external shift register, with 8 outputs per
+//       chip and a serial data interface that allows daisy-chaining.  We use this
+//       chips to add extra digital outputs for the LedWiz emulation.  In particular,
+//       the Chime Board (part of the Expansion Board suite) uses these to add timer-
+//       protected outputs for coil devices (knockers, chimes, bells, etc).  Set the
+//       number of chips to 0 to disable the feature.  The message bytes are:
+//          byte 3 = number of chips attached (connected in daisy chain)
+//          byte 4 = SIN pin - Serial data (any GPIO pin)
+//          byte 5 = SCLK pin - Serial clock (any GPIO pin)
+//          byte 6 = LATCH pin - LATCH signal (any GPIO pin)
+//          byte 7 = ENA pin - ENABLE signal (any GPIO pin)
+// 12 -> Input button setup.  This sets up one button; it can be repeated for each
+//       button to be configured.  There are 32 button slots, numbered 1-32.  Each
+//       key can be configured as a joystick button, a regular keyboard key, a
+//       keyboard modifier key (such as Shift, Ctrl, or Alt), or a media control
+//       key (such as volume up/down).
+//       The bytes of the message are:
+//          byte 3 = Button number (1-32)
+//          byte 4 = GPIO pin to read for button input
+//          byte 5 = key type reported to PC when button is pushed:
+//                    1 = joystick button -> byte 6 is the button number, 1-32
+//                    2 = regular keyboard key -> byte 6 is the USB key code (see below)
+//                    3 = keyboard modifier key -> byte 6 is the USB modifier code (see below)
+//                    4 = media control key -> byte 6 is the USB key code (see below)
+//          byte 6 = key code, which depends on the key type in byte 5
+// 13 -> LedWiz output port setup.  This sets up one output port; it can be repeated
+//       for each port to be configured.  There are 203 possible slots for output ports, 
+//       numbered 1 to 203.  The number of ports visible to the host is determined by
+//       the first DISABLED port (type 0).  For example, if ports 1-32 are set as GPIO
+//       outputs and port 33 is disabled, the host will see 32 ports, regardless of
+//       the settings for post 34 and higher.
+//       The bytes of the message are:
+//         byte 3 = LedWiz port number (1 to maximum number or ports)
+//         byte 4 = physical output type:
+//                   0 = Disabled.  This output isn't used, and isn't visible to the
+//                       LedWiz/DOF software on the host.  The FIRST disabled port
+//                       determines the number of ports visible to the host - ALL ports
+//                       after the first disabled port are also implicitly disabled.
+//                   1 = GPIO PWM output: connected to GPIO pin specified in byte 5,
+//                       operating in PWM mode.  Note that only a subset of KL25Z GPIO
+//                       ports are PWM-capable.
+//                   2 = GPIO Digital output: connected to GPIO pin specified in byte 5,
+//                       operating in digital mode.  Digital ports can only be set ON
+//                       or OFF, with no brightness/intensity control.  All pins can be
+//                       used in this mode.
+//                   3 = TLC5940 port: connected to TLC5940 output port number specified 
+//                       in byte 5.  Ports are numbered sequentially starting from port 0
+//                       for the first output (OUT0) on the first chip in the daisy chain.
+//                   4 = 74HC595 port: connected to 74HC595 output port specified in byte 5.
+//                       As with the TLC5940 outputs, ports are numbered sequentially from 0
+//                       for the first output on the first chip in the daisy chain.
+//                   5 = Virtual output: this output port exists for the purposes of the
+//                       LedWiz/DOF software on the host, but isn't physically connected
+//                       to any output device.  This can be used to create a virtual output
+//                       for the DOF ZB Launch Ball signal, for example, or simply as a
+//                       placeholder in the LedWiz port numbering.  The physical output ID 
+//                       (byte 5) is ignored for this port type.
+//         byte 5 = physical output ID, interpreted according to the value in byte 4
+//         byte 6 = flags: a combination of these bit values:
+//                   1 = active-high output (0V on output turns attached device ON)
+// In USB messages that specify GPIO pin assignments, pins are identified with
+// our own private numbering scheme.  Our numbering scheme only includes the 
+// ports connected to external header pins on the KL25Z board, so this is only
+// a sparse subset of the full GPIO port set.  These are numbered in order of
+// pin name.  The special value 0 = NC = Not Connected can be used where
+// appropriate to indicate a disabled or unused pin.
+//     0 = NC (not connected)
+//     1 = PTA1
+//     2 = PTA2
+//     3 = PTA4
+//     4 = PTA5
+//     5 = PTA12
+//     6 = PTA13
+//     7 = PTA16
+//     8 = PTA17
+//     9 = PTB0
+//    10 = PTB1
+//    11 = PTB2
+//    12 = PTB3
+//    13 = PTB8
+//    14 = PTB9
+//    15 = PTB10
+//    16 = PTB11
+//    17 = PTC0
+//    18 = PTC1
+//    19 = PTC2
+//    20 = PTC3
+//    21 = PTC4
+//    22 = PTC5
+//    23 = PTC6
+//    24 = PTC7
+//    25 = PTC8
+//    26 = PTC9
+//    27 = PTC10
+//    28 = PTC11
+//    29 = PTC12
+//    30 = PTC13
+//    31 = PTC16
+//    32 = PTC17
+//    33 = PTD0
+//    34 = PTD1
+//    35 = PTD2
+//    36 = PTD3
+//    37 = PTD4
+//    38 = PTD5
+//    39 = PTD6
+//    40 = PTD7
+//    41 = PTE0
+//    42 = PTE1
+//    43 = PTE2
+//    44 = PTE3
+//    45 = PTE4
+//    46 = PTE5
+//    47 = PTE20
+//    48 = PTE21
+//    49 = PTE22
+//    50 = PTE23
+//    51 = PTE29
+//    52 = PTE30
+//    53 = PTE31
+// Use the standard USB HID keyboard codes for regular keys.  See the
+// HID Usage Tables in the official USB specifications for a full list.
+// Here are the most common codes for quick references:
+//    A-Z              -> 4-29
+//    top row numbers  -> 30-39
+//    Return           -> 40
+//    Escape           -> 41
+//    Backspace        -> 42
+//    Tab              -> 43
+//    Spacebar         -> 44
+//    -_               -> 45
+//    =+               -> 46
+//    [{               -> 47
+//    ]}               -> 48
+//    \|               -> 49
+//    ;:               -> 51
+//    '"               -> 52
+//    `~               -> 53
+//    ,<               -> 54
+//    .>               -> 55
+//    /?               -> 56
+//    Caps Lock        -> 57
+//    F1-F12           -> 58-69
+//    F13-F24          -> 104-115
+//    Print Screen     -> 70
+//    Scroll Lock      -> 71
+//    Pause            -> 72
+//    Insert           -> 73
+//    Home             -> 74
+//    Page Up          -> 75
+//    Del              -> 76
+//    End              -> 77
+//    Page Down        -> 78
+//    Right Arrow      -> 79
+//    Left Arrow       -> 80
+//    Down Arrow       -> 81
+//    Up Arrow         -> 82
+//    Num Lock/Clear   -> 83
+//    Keypad / * - +   -> 84 85 86 87
+//    Keypad Enter     -> 88
+//    Keypad 1-9       -> 89-97
+//    Keypad 0         -> 98
+//    Keypad .         -> 99
+// Use these codes for modifier keys in the button mappings
+//    0x01 = Left Control
+//    0x02 = Left Shift
+//    0x04 = Left Alt
+//    0x08 = Left GUI ("Windows" key)
+//    0x10 = Right Control
+//    0x20 = Right Shift
+//    0x40 = Right Alt
+//    0x80 = Right GUI ("Windows" key)
+// Use these for media control keys in the button mappings
+//    0x01 = Volume Up
+//    0x02 = Volume Down
+//    0x04 = Mute on/off