Got around to do a little tinker on the board the other day!
* audience cheers *
First - had to recreate the development environment on my laptop. Took a little while, but well worth it in the end. And, naturally, the SD card for audio (and the reader) had given up and didn't work. (...sigh). A purchase of a new reader and a format later solved that. No big deal. But annoying.
Still a bit of wiring to do, but slowly getting there!
Switches, flashers and global illumination is now done, and with a little luck I'm done with the playfield lights in the coming days (or so).
I knew about this before, but I may have to increase voltage for the lights. Currently 5V is a bit on the low side, as lights are quite dim. To avoid using a lot of constant power I also duty cycle the GI, so I figure 12V would be ideal here.
Luckily; there's not a whole lot that needs to be done - either cut the 5V traces and connect the existing 12V line, or move the drive cables to a 12V port on the board. This can be done "any time" so if the board feels too dim during actual play I'll adjust accordingly. :)
Stay safe!
Monday, April 20, 2020
Saturday, June 15, 2019
"Woah" - Keanu Reeves
Can't believe it's been six months since the last update. :|
This will be another short and disappointing one, unfortunately.
I've had little to no time to work on my pinball machine, due to work, hobbies, life and family in general. And I've gone pretty close to burning myself out the last years, so I must take a hiatus from several projects for a little while.
I still expect the machine to be done somewhat soon, so bear with me. :)
Thanks again and check back from time to time! \m/
This will be another short and disappointing one, unfortunately.
I've had little to no time to work on my pinball machine, due to work, hobbies, life and family in general. And I've gone pretty close to burning myself out the last years, so I must take a hiatus from several projects for a little while.
I still expect the machine to be done somewhat soon, so bear with me. :)
Thanks again and check back from time to time! \m/
Saturday, December 29, 2018
Wednesday, December 26, 2018
Cables... oh god. So many cables...
Been busy removing old cables and stripping the playfield from "debris" the last few weeks. It was a big but crucial step in order to get the new wiring neat and functioning properly.
I found out that I had placed all switch diodes wrong, so I actually redid the switches... twice.
Oh the horror when reconnecting a fully rebuilt pinball table and.... nothing. Haha.
But it's done properly this time, and as an added bonus the wiring is identical to commercial machines now. This means that if I forget how it's built in a few years I can always look up the wiring online - or in the manual I've decided to write for the machine. The manual will keep track of all hardware, parts and positions etc, and will have pictures and "maps" to show each position. I have also started gathering manuals for the actual hardware used on the PCB and table/cabinet. Nothing should have to be guessed or "reinvented" during the next repair. :)
I've also miscalculated the amount of cabling necessary now that I've gone full matrix on lights and switches and making sure each switch follows the trunk. So basically I'm 90 meters in and only had enough cables for the switches. :'D
But more cables are on the way, so early next year I'll have the lights and other cables in place!
The coding was also revamped slightly to accommodate the changes in the switch matrix, and overall it seems rock solid. Of course, it will be tested and retested during game rules programming, but I haven't been able to "trick" the machine from detecting hits now, something that was possible earlier due to the relatively (very) slow switch detection.
| 1) Cutting commenced! It's funny how destroying things always goes faster than building them... |
| 2) Patient is on the operating table. Straight under a florescent light, there's _finally_ a good work space to work on the machine! |
| 3) Remains from the sockets and switches. The cabling all in all filled a big plastic bag... :| |
I found out that I had placed all switch diodes wrong, so I actually redid the switches... twice.
Oh the horror when reconnecting a fully rebuilt pinball table and.... nothing. Haha.
But it's done properly this time, and as an added bonus the wiring is identical to commercial machines now. This means that if I forget how it's built in a few years I can always look up the wiring online - or in the manual I've decided to write for the machine. The manual will keep track of all hardware, parts and positions etc, and will have pictures and "maps" to show each position. I have also started gathering manuals for the actual hardware used on the PCB and table/cabinet. Nothing should have to be guessed or "reinvented" during the next repair. :)
| 4) Yo, Internet. Welcome to my crib... |
I've also miscalculated the amount of cabling necessary now that I've gone full matrix on lights and switches and making sure each switch follows the trunk. So basically I'm 90 meters in and only had enough cables for the switches. :'D
But more cables are on the way, so early next year I'll have the lights and other cables in place!
The coding was also revamped slightly to accommodate the changes in the switch matrix, and overall it seems rock solid. Of course, it will be tested and retested during game rules programming, but I haven't been able to "trick" the machine from detecting hits now, something that was possible earlier due to the relatively (very) slow switch detection.
Thursday, November 29, 2018
A Pin Best Servo'd Cold...
Woho, a proper update!
Furthermore, I've finalized solenoid, switch and light functions so they work properly and reliably with callbacks. I think I covered the switches in an older post, but the hits are buffered and executed in the order they were triggered and is put in the outside loop at ~40 Hz.
For time critical events I've add high-prio callbacks that gets called right away in the inner loop (even before buffering the hit) that will be used by slingshots, flippers and bumpers, to ensure these solenoids gets triggered within the next microsecond. Sound, points and game related callbacks will run as usual in the outside I/O-loop. Hopefully this will, and should, make the game feel super snappy and responsive.
I've started the time consuming work of making the cables needed for connecting the new PCB-board to the pinball machine, and it's a few hundred meter cables that needs to be redone. Obviously I only do the ends of the cables, but still... ;)
So things are rolling once again, which is rather nice!
I've started the time consuming work of making the cables needed for connecting the new PCB-board to the pinball machine, and it's a few hundred meter cables that needs to be redone. Obviously I only do the ends of the cables, but still... ;)
So things are rolling once again, which is rather nice!
Friday, June 1, 2018
Not dead - just hibernating
Sorry for this update, hehe.
Many subscribers probably sees this thinking it's another fancy development post. ;)
I've got so much going on in my life at the moment, so there's just not any time to work on the machine (it's been almost five months since the last update! :O ). The machine isn't abandoned, so please check back from time to time, but there will probably not be any work done until August/September.
See you sooner than you think and thanks for helping me stay motivated through the years! :)
Many subscribers probably sees this thinking it's another fancy development post. ;)
I've got so much going on in my life at the moment, so there's just not any time to work on the machine (it's been almost five months since the last update! :O ). The machine isn't abandoned, so please check back from time to time, but there will probably not be any work done until August/September.
See you sooner than you think and thanks for helping me stay motivated through the years! :)
Sunday, January 28, 2018
Remembering The Past
Needed the soundboard from the "old system", so I opened up the pinball machine for the first time in a while... And I was actually surprised to see what a mess it was/is! It's a wonder it even worked at all, haha. :D
Anyhow -
It was quite satisfactory to see that where the old setup used tons of different boards, two MCU's and a cabling from hell, the new setup is ultra neat in comparison. And despite having "only" one MCU, the performance is 4x in most cases, but 200x when it comes to I/O. Hardware stability is improved a lot as well! I'm also pleased with the new code library compared to the old, which will make game programming a breeze.
The maintenance mode is always enabled, which gives me detailed input on sounds running, scenes started, sound and input / output etc - so I can see right away if there's a problem. Love it!
Anyhow -
It was quite satisfactory to see that where the old setup used tons of different boards, two MCU's and a cabling from hell, the new setup is ultra neat in comparison. And despite having "only" one MCU, the performance is 4x in most cases, but 200x when it comes to I/O. Hardware stability is improved a lot as well! I'm also pleased with the new code library compared to the old, which will make game programming a breeze.
The maintenance mode is always enabled, which gives me detailed input on sounds running, scenes started, sound and input / output etc - so I can see right away if there's a problem. Love it!
![]() |
| 1) The old....monstrosity. This is actually HW3.0, if we're counting revisions. HW4 (current) is seen in the post below, which despite being in development "mode", still looks tons better. |
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