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Pinscape Controller software V2

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#441 JasonF

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Posted 31 October 2017 - 07:15 PM

I've got an interesting and frustrating problem with a Pinscape controller.

 

I'm using an iMac (model A1311) running Windows 10 to drive my pinball cabinet. The iMac won't boot with the pinscape controller connected. It just hangs at the initial white screen. If I leave the pinscape controller disconnected when I power on the iMac, and only connect it after the screen goes black and windows starts to load, everything works fine.

 

It appears that the efi bios hanging before it even tries to load windows, because if I hold down the option key with the pinscape controllers the boot device selection menu never appears. It just stays hung at the white screen. 

 

I have two other joysticks (Ultimarc UltraStiks) connected to the system and it will boot fine with those connected, as long as the pinscape controller isn't connected.

 

The pinscape controller has the latest firmware as of about a week ago.

 

Does anyone have any ideas?

 

Thanks

 

- Jason



#442 mjr

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Posted 31 October 2017 - 08:03 PM

Hmm, it sounds like the Mac BIOS is getting stuck at some point in the device initialization message exchange with the KL25Z.  It's probably some little detail that isn't implemented to the Mac's expectations on the KL25Z side - an expected message isn't being sent, or something unexpected is being sent instead, etc.  The device initialization in USB is complex enough that lots of stuff is open to interpretation, and every motherboard/BIOS maker takes lots of liberties interpreting.  It's hard to debug these startup issues because there doesn't tend to be any way to get any information about what went wrong - the machine just hangs and there's no log telling you where things got stuck.  Unfortunately, I can't try debugging it on my end since I don't have a Mac of any kind to test with (and even if I did, there's a good chance the problem is specific to the generation of iMac you have, or even the specific model).  

 

One thing you might try purely for debugging purposes is to disable the keyboard functions in the Pinscape setup - remove all button mappings that use keyboard keys, and make sure the ZB Launch isn't mapping to a keyboard key.  You can tell if you were successful if you go into Device Manager and you only see one keyboard listed under "Keyboards".  (Pinscape will show up as "HID Keyboard Device" if it's emulating a keyboard.)  The reason I suggest trying this is that USB keyboard initialization has its own special protocol, so if the problem goes away when the keyboard interface is disabled, it would at least narrow it down to something in the keyboard protocol.  It wouldn't be a solution, but it would at least narrow down where to look for the problem.



#443 JasonF

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Posted 31 October 2017 - 08:31 PM

 

One thing you might try purely for debugging purposes is to disable the keyboard functions in the Pinscape setup - remove all button mappings that use keyboard keys, and make sure the ZB Launch isn't mapping to a keyboard key.  You can tell if you were successful if you go into Device Manager and you only see one keyboard listed under "Keyboards".  (Pinscape will show up as "HID Keyboard Device" if it's emulating a keyboard.)  The reason I suggest trying this is that USB keyboard initialization has its own special protocol, so if the problem goes away when the keyboard interface is disabled, it would at least narrow it down to something in the keyboard protocol.  It wouldn't be a solution, but it would at least narrow down where to look for the problem.

Disabling the keyboard functions worked. Which is good enough for me as I wasn't using the keyboard functions anyway.

 

But if you want to try debugging this further and have any hints as to how to get decent debugging info out of EFI I'd be happy to help.



#444 mjr

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Posted 31 October 2017 - 08:57 PM

 

 

One thing you might try purely for debugging purposes is to disable the keyboard functions in the Pinscape setup - remove all button mappings that use keyboard keys, and make sure the ZB Launch isn't mapping to a keyboard key.  You can tell if you were successful if you go into Device Manager and you only see one keyboard listed under "Keyboards".  (Pinscape will show up as "HID Keyboard Device" if it's emulating a keyboard.)  The reason I suggest trying this is that USB keyboard initialization has its own special protocol, so if the problem goes away when the keyboard interface is disabled, it would at least narrow it down to something in the keyboard protocol.  It wouldn't be a solution, but it would at least narrow down where to look for the problem.

 

Disabling the keyboard functions worked. Which is good enough for me as I wasn't using the keyboard functions anyway.

 

That's great - both that it's helpful in identifying the problem and that it actually solves it for you for now.

 

 

But if you want to try debugging this further and have any hints as to how to get decent debugging info out of EFI I'd be happy to help.

 

Thanks.  I'll take a look at the USB keyboard code and see if I can spot anything by inspection; if so, I'll try coming up with an update that you can test.  If I can't spot anything, I'll have to think about how to go about debugging it.  It's hard to get any information out of the BIOS without an external protocol analyzer, and unless you're a USB device developer yourself, you probably don't have one lying around. :)



#445 JasonF

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Posted 31 October 2017 - 09:23 PM

 

 

 

 

But if you want to try debugging this further and have any hints as to how to get decent debugging info out of EFI I'd be happy to help.

 

Thanks.  I'll take a look at the USB keyboard code and see if I can spot anything by inspection; if so, I'll try coming up with an update that you can test.  If I can't spot anything, I'll have to think about how to go about debugging it.  It's hard to get any information out of the BIOS without an external protocol analyzer, and unless you're a USB device developer yourself, you probably don't have one lying around. :)

 

Actually, I am sometimes a USB device developer. :)  But so far the most I've needed is sniffer software on the host PC, so I don't have a hardware based analyzer lying around.



#446 mjr

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Posted 31 October 2017 - 09:38 PM

Actually, I am sometimes a USB device developer. :)  But so far the most I've needed is sniffer software on the host PC, so I don't have a hardware based analyzer lying around.

 

Yeah, same here.  It would be awfully nice to have one on hand for boot-time bugs, though.



#447 hlr53

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Posted 03 November 2017 - 12:22 PM

This is embarrassing because I flashed the KL25Z in late 2016 and I'm just installing it now. I've been using either a keyboard or Steam controller for FX3 and PBA on my cab. Not even ready to tackle the plunger this weekend (CCD). Hooking up buttons first. It is showing up fine as a Pinscape USB controller.

 

Getting ready to daisy chain the grounds and then the signal lines direct. I was a little confused on where ground pins were until I looked at the reference card that came with the KL25.

 

Thus, as the Pinscape's docs say either 12 or 14 (outside row) for ground. At first I was confusing button numbers with pin numbers. I'm easily confused :-)

 

I understand mapping to Visual pinball and I'm guessing Future Pinball will be the same. For Zen FX3 do I then install the Xbox 360 Controller emulator for mapping? 

 

http://https://www.x360ce.com/

 

Now where did I put those those nylon standoffs......

 

Thanks!

 

--Harry


Edited by hlr53, 03 November 2017 - 01:07 PM.

Former Cab: 40" Haier, 28" I-INC, i7-6700, 1080 GPU, v3DMD, 4D7 solenoids. Altec-Lansing speakers and sub. Artwork by Stuzza. Printing by Brad Bowman. VR HP reverb


#448 mjr

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Posted 03 November 2017 - 07:34 PM

Getting ready to daisy chain the grounds and then the signal lines direct. I was a little confused on where ground pins were until I looked at the reference card that came with the KL25.

Thus, as the Pinscape's docs say either 12 or 14 (outside row) for ground. At first I was confusing button numbers with pin numbers. I'm easily confused :-)

 

You can also consult the pin diagram here if you have any doubt:

 

http://mjrnet.org/pi...sid=kl25zPinOut

 

The pins labeled "GND" on the diagram are all grounds.  No need to cross-reference any weird numbers with that.

 

(And also be careful when you see something like "Pin 12".  There are actually FOUR pins called "Pin 12" on the KL25Z, because there are four headers with pins numbered from 1 to N, and N>=12 in all cases.  If *I* wrote down just "Pin 12" anywhere, please let me know so I can fix it!  It should have said "J9-12" or "Pin 12 on jumper J9" or something like that, to tell you exactly WHICH of the four "Pin 12" pins I was talking about.)

 

 

For Zen FX3 do I then install the Xbox 360 Controller emulator for mapping? 

 

http://https://www.x360ce.com/

 

That's what I've heard, but I'm afraid I haven't actually installed it myself!  Hopefully enough other people around here have gotten it working that someone can help you out if you run into any trouble with it.


Edited by mjr, 03 November 2017 - 07:34 PM.


#449 DawdlingDan

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Posted 03 November 2017 - 11:49 PM

I received the Freescale FRDM-KL25Z board today and have set it for nudging in VPX with Pinscape. In terms of nudging, I think it really works well, very happy with it!

However, there seems to be an issue with TILT. I am unable to tilt any tables (tried 10 or so). I have enabled tilt sensitivity in settings and have it set at 1000(Max) to test. No matter what, I can't tilt, not even a warning.

 

I have followed the Pinscape instructions completely other than one part. That is, I didn't bother to update the boot loader on the FRDM-KL25Z as from what I could tell, it was just added compatibility for MAC/Linux and Windows 8, none of which I need. The board currently has ver1.09 loaded. Could the reason for tilt not working be due to this? If so, I'll update it.

 

Anybody here able to TILT using the built in VP virtual tilt with Pinscape/FRDM-KL25Z? Or doi you all use a real tilt bob?

 

Cheers, Dan.



#450 mjr

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Posted 04 November 2017 - 03:27 AM

I received the Freescale FRDM-KL25Z board today and have set it for nudging in VPX with Pinscape. In terms of nudging, I think it really works well, very happy with it!

However, there seems to be an issue with TILT. I am unable to tilt any tables (tried 10 or so). I have enabled tilt sensitivity in settings and have it set at 1000(Max) to test. No matter what, I can't tilt, not even a warning.

 

I have followed the Pinscape instructions completely other than one part. That is, I didn't bother to update the boot loader on the FRDM-KL25Z as from what I could tell, it was just added compatibility for MAC/Linux and Windows 8, none of which I need. The board currently has ver1.09 loaded. Could the reason for tilt not working be due to this? If so, I'll update it.

 

Anybody here able to TILT using the built in VP virtual tilt with Pinscape/FRDM-KL25Z? Or doi you all use a real tilt bob?

 

The relationship between "nudge" and "tilt" in VP can be a little confusing.  There's an extensive chapter about the two here:

 

http://mjrnet.org/pi...de.php?sid=tilt

 

...but I'll give you a really quick summary.  By default, no amount of accelerometer nudging will ever cause a tilt in VP.  You can literally drop the machine off a 10-story building and it won't tilt.  

 

VP has a way to do accelerometer tilting, but I don't consider it to be very good.  I don't think anyone else does either, which is probably why it's off by default. :)  If you open the VP Settings > Keyboard dialog (weird place for it, I know!), and look at all the little checkboxes in the lower right corner, you should find one that looks like this:

 

[   ]  Tilt Sensitivity  [  400 ]

 

This is what controls the "simulated tilt bob" in VP.  If the box is un-checked, like it is by default, there is no virtual tilt bob, so you'll never tilt it.  If you check the box, it enables the virtual tilt bob.  Then you can adjust the sensitivity number according to how easily you want it to tilt.  Higher number means more sensitive, so it'll tilt more easily.

 

I personally don't like the physics of the virtual tilt bob very much - it never seems to behave very realistically.  I think it's better to install a real tilt bob.  That will act with perfect realism because it's actually real.  But you can give it a try by adjusting those settings and see what you think.



#451 hlr53

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Posted 04 November 2017 - 02:38 PM

Thanks for that info MJR. I just got Pinscape up and running this AM (minus the plunger. That's another weekend :-) and couldn't get it to tilt either.

 

I ran all the button signal lines first and fired the the USB game config to check assignments and nothing. Then I went "DUMBA**"! Note to self: Hook up button grounds before you start swearing at the device - LOL

 

I've been soldering 50 years and I now have to take my tri-focals off to see those TINY KL25 pads. Glad to see my old Weller still works. Next time header pins! It's a rats nest in there. I will tidy up later. Was too anxious to play with real leaf switch flippers. Sill need to install the Might Mite boards and clear buttons. Using standard solid for now.

 

I have original Pinscape docs printed out and it says set the X/Y Gains to 1000. I thought at first that is one helluva fudge factor? I think the default is now 160 on the version of VPX I have. Needless to say, at 1000 you can bend the laws of Newtonian Physics. Pretty wild!

 

Still have to dial in the settings for my system/cab.

 

Many thanks for all your FREE projects to the community  :love39:


Edited by hlr53, 04 November 2017 - 02:39 PM.

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#452 DawdlingDan

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Posted 04 November 2017 - 02:59 PM

Thanks for the response mjr. The problem is that I already have Tilt sensitivity enabled with max sensitivity (1000) but cannot tilt with the VP virtual bob.

 

Image showing VP settings:

https://imgur.com/a/cQ7OM

 

I have tried increasing gain settings to insane values to see if the issue was with VP's virtual bob minimum threshold, no change.

 

Is there any debug output I can look into?


Edited by DawdlingDan, 04 November 2017 - 03:31 PM.


#453 mjr

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Posted 04 November 2017 - 06:10 PM

The problem is that I already have Tilt sensitivity enabled with max sensitivity (1000) but cannot tilt with the VP virtual bob.

 

You might try setting the sensitivity to 1 and trying again, just in case I have the scale backwards and it's actually more sensitive at lower numbers.

 

 

Is there any debug output I can look into?

 

Nope, this is all internal VP stuff.

 

The way VP actually handles the virtual tilt (last I looked) is that it sends a <spacebar> keystroke to the script when the virtual tilt bob registers too big a nudge.  So it's not even VP that executes the tilt - it's the table script, which has to interpret the <spacebar> key.  The default script that most tables use does something like this:  "execute a fake keyboard nudge, then count the number of <spacebar> hits in the last 5 seconds or so; if more than 3, send a tilt switch signal to the ROM".  

 

So the immediate effect you should see when the virtual tilt bob registers a tilt isn't actually a tilt, it's a fake keyboard nudge.  Do you see that?  That is, do you see an extra "fake" forward nudge effect superimposed on top of the accelerometer nudging you're doing?  It's usually pretty visible because the keyboard nudge is quite strong, but it can be hard to distinguish the fake nudge from all of the real nudging when it's all going on at the same time.

 

After triggering three of the fake nudges in a short enough time, the game script should send an actual tilt switch signal to the ROM.  Most modern games (mid 80s and later) will allow two or three of those tilt switch signals per ball before they'll actually tilt - you usually get a warning on the first one or two.  So to cause an actual tilt, you need three tilt switch signals, which takes about 9 virtual tilt bob contacts within about 15 seconds.  

 

It's probably also time to re-post my nudge plug-in script for accelerometers.  This is really intended for the case where you have both an accelerometer and a real tilt bob.  Its job is to change the behavior of the "T" key input (the key you should assign for the real tilt bob) to send a tilt switch signal directly to the ROM, avoiding all of the weirdness I just described.  But it might work just as well for the virtual accelerometer, since the <spacebar> and "T" keys both end up calling the same tilt script code internally.  Might be worth a try.

' MJR's nudge plug-in for cabinets with accelerometers and tilt bobs
' Anyone can use this freely for any purpose, but it has NO WARRANTY of any kind
'
' If your pin cab has an analog accelerometer and a real tilt bob,
' this plug-in will improve how tables handle input from the tilt bob
' switch.  With the standard VP core scripts, the tilt bob has the
' unwanted effect of sending a big simulated jolt to the table
' physics.  If you have an accelerometer, you don't want that extra
' "fake" jolt, because the ball is already getting the right amount
' of nudge action from the accelerometer input.
'
' This script plugs into the VP core scripts to disable the extra,
' fake jolt.  When the tilt bob switch fires, VP will simply pulse
' the ROM tilt switch.
'
' Use this script ONLY if you have BOTH an analog accelerometer AND
' a physical tilt bob switch.  If you don't have an accelerometer,
' you don't want this script, because it will disable all keyboard
' nudging.  (If for some reason you want BOTH accelerometer AND
' keyboard nudging, you'll also have to skip this script, since it
' disables the latter.)
'
' To set this up, follow these steps:
'
' 1. Put this file in your Visual Pinball\Tables directory.
'    It MUST be named NudgePlugIn.vbs
'
' 2. In the Visual Pinball Preferences > Keys dialog, make sure the 
'    key for "Mech Tilt" is set to "T" (that's the default).
'
' 3. In your keyboard encoder setup (i-Pac, etc), set the keystroke
'    that your tilt bob switch sends to "T".  If you're using a
'    key encoder that uses the joystick interface instead of the
'    keyboard, set the "Mech Tilt" entry in the VP Keys dialog to 
'    the button number that your tilt bob is wired to.
'
' Virtually all modern ROM-based tables should work correctly after
' you follow the steps above.  If you find that a table still does
' fake nudging when you press "T" or make contact with your tilt bob
' switch, that table probably has its own special code to handle the
' nudge keys, rather than relying on the VP core scripts (as most
' tables do).  Search the table's script for key handles that respond
' to "keyBangBack" or key code 20 (they're the same thing - that's
' the internal script mapping for the "T" key).  Replace whatever it's
' doing there with a call to vpmNudge.DoNudge 0,6.
'
' Older EM tables that don't have ROM-based controllers are more 
' likely to have custom scripts for this, since the VP common core
' scripts are mostly designed for ROM tables.  If the tilt bob 
' doesn't seem to have any effect in an old EM table, search its
' scripts for "TiltKey" - you'll probably find key handlers for
' LeftTiltKey, RightTiltKey, and CenterTiltKey.  If there's no
' handler for key 20 or keyBangBack, simply add one that does the
' same thing as the others, but omit any call to "Nudge".  E.g.,
' Loserman!'s Hot Shot (Gottlieb 1973) has scripts like this:
'
'  Sub Table1_KeyDown(ByVal keycode)
'     if keycode = CenterTiltKey Then
'        Nudge 90,2
'        TiltIt
'     end if
'     ... many more cases follow ...
'  End Sub
' 
' If you find something like that, you can simply add a new case like
' this:
'
'     if keycode = 20 ' keyBangBack, "T" then TiltIt
'
' In other words, simply call the same subroutine that the other
' handlers call, skipping the call to Nudge (which does that fake
' nudge that we don't want).
 
Class cvpmNudge2
    Private mCount, mSensitivity, mNudgeTimer, mSlingBump, mForce
    Public TiltSwitch
 
    Private Sub Class_Initialize
        mCount = 0 : TiltSwitch = 0 : mSensitivity = 5 : vpmTimer.AddResetObj Me
    End sub
 
Private Property Let NeedUpdate(aEnabled) : vpmTimer.EnableUpdate Me, False, aEnabled : End Property
 
Public Property Let TiltObj(aSlingBump)
Dim ii
ReDim mForce(vpmSetArray(mSlingBump, aSlingBump))
For ii = 0 To UBound(mForce)
If TypeName(mSlingBump(ii)) = "Bumper" Then mForce(ii) = mSlingBump(ii).Threshold
If TypeName(mSlingBump(ii)) = "Wall" Then mForce(ii) = mSlingBump(ii).SlingshotThreshold
Next
End Property
 
Public Property Let Sensitivity(aSens) : mSensitivity = (10-aSens)+1 : End property
 
Public Sub DoNudge(ByVal aDir, ByVal aForce)
               If TiltSwitch <> 0 Then vpmTimer.PulseSw TiltSwitch
        End sub
 
        Public Sub Update : End Sub
 
        Public Sub Reset : End Sub
 
        Public Sub SolGameOn(aEnabled)
Dim obj, ii
If aEnabled Then
ii = 0
For Each obj In mSlingBump
If TypeName(obj) = "Bumper" Then obj.Threshold = mForce(ii) 
If TypeName(obj) = "Wall" Then obj.SlingshotThreshold = mForce(ii)
ii = ii + 1
Next
Else
For Each obj In mSlingBump
If TypeName(obj) = "Bumper" Then obj.Threshold = 100
If TypeName(obj) = "Wall" Then obj.SlingshotThreshold = 100
Next
End If
End Sub
End Class
 

Edited by mjr, 04 November 2017 - 06:16 PM.


#454 DawdlingDan

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Posted 04 November 2017 - 08:46 PM

You might try setting the sensitivity to 1 and trying again, just in case I have the scale backwards and it's actually more sensitive at lower numbers.


No difference.
 

So the immediate effect you should see when the virtual tilt bob registers a tilt isn't actually a tilt, it's a fake keyboard nudge.  Do you see that?


Nope. There's definitely no digital nudges being applied or any fake visual shaking (visual nudge). It doesn't trigger for some reason.

Thanks for the script by the way. Tried it, works well to avoid having an extra fake nudge on top. Will definitely use once tilting is good.

 

So VP doesn't want to fire CenterTiltKey / spacebar. :hmm:


Edited by DawdlingDan, 04 November 2017 - 08:50 PM.


#455 DawdlingDan

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Posted 04 November 2017 - 10:08 PM

Sorted it. I had an xbox 360 controller connected. I've unplugged it and tilt is now functioning as expected. I did previously try changing the axis in PinscapeConfig and VP settings to use rX,rY instead of X,Y to avoid conflicts but I was still not getting tilt, so that is not a workaround. It's ok as I no longer need the 360 controller plugged in anymore anyway. So yeah, check for other joysticks, VP virtual bob must have been trying to read data from the 360 controller rather than Pinscape Controller.


Edited by DawdlingDan, 04 November 2017 - 10:19 PM.


#456 mjr

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Posted 04 November 2017 - 10:49 PM

Sorted it. I had an xbox 360 controller connected. I've unplugged it and tilt is now functioning as expected. I did previously try changing the axis in PinscapeConfig and VP settings to use rX,rY instead of X,Y to avoid conflicts but I was still not getting tilt, so that is not a workaround. It's ok as I no longer need the 360 controller plugged in anymore anyway. So yeah, check for other joysticks, VP virtual bob must have been trying to read data from the 360 controller rather than Pinscape Controller.

Good!  Glad you figured it out.  I wouldn't have thought of that, but yes, VP has problems reading multiple joysticks.  I'm a little surprised the axis change didn't work, but not entirely - I think the basic problem in VP is that it only reads the first joystick it finds and basically ignores the rest, so it doesn't matter which axes are involved if the device isn't being read in the first place.



#457 gtxjoe

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Posted 05 November 2017 - 01:58 AM

Finally start working on the switch over to the Pinscape for nudge and plunger. Wired the TSL1410R and KL25Z and loaded the Pinscape firmware. Just did the live test on the Plunger and it's great to see it working.

Next up is to 3d print the plunger mount and a KL25Z enclosure and setup the LED source.  

 

Thanks for all the great work



#458 DJRobX

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Posted 05 November 2017 - 09:48 PM

I've got an interesting and frustrating problem with a Pinscape controller.

 

I'm using an iMac (model A1311) running Windows 10 to drive my pinball cabinet. The iMac won't boot with the pinscape controller connected. It just hangs at the initial white screen. If I leave the pinscape controller disconnected when I power on the iMac, and only connect it after the screen goes black and windows starts to load, everything works fine.

 

It appears that the efi bios hanging before it even tries to load windows, because if I hold down the option key with the pinscape controllers the boot device selection menu never appears. It just stays hung at the white screen. 

 

- Jason

 

Yuck - i had that problem with my old Macbook Pro, it wouldn't boot with XBox controllers plugged in .     Did you check for Mac firmware updates?     They resolved it back then with a firmware update.   This was quite a few years ago though.     If you're like me you may have older macs still kicking around that run Windows perfectly fine.   But the fact that you run Windows makes you miss the fact that there are firmware updates.   :)

 

 

 

Good!  Glad you figured it out.  I wouldn't have thought of that, but yes, VP has problems reading multiple joysticks.  I'm a little surprised the axis change didn't work, but not entirely - I think the basic problem in VP is that it only reads the first joystick it finds and basically ignores the rest, so it doesn't matter which axes are involved if the device isn't being read in the first place.

 

 

 

If you have multiple controllers, VP should use whichever controller is marked default in control panel.   If you need to use multiple together, have to use vJoy.   I did this for a short period with my mot-ion plunger and the KL25Z's nudging.    Then the mot-ion died so I had to switch fully over to the KL25Z.   Thank god I had purchased that, saved me from having a completely dead cab when company was over.    And the KL25Z + your amazing pinscape software is super great.


Edited by DJRobX, 05 November 2017 - 09:49 PM.


#459 DawdlingDan

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Posted 06 November 2017 - 02:52 PM

 

Sorted it. I had an xbox 360 controller connected. I've unplugged it and tilt is now functioning as expected. I did previously try changing the axis in PinscapeConfig and VP settings to use rX,rY instead of X,Y to avoid conflicts but I was still not getting tilt, so that is not a workaround. It's ok as I no longer need the 360 controller plugged in anymore anyway. So yeah, check for other joysticks, VP virtual bob must have been trying to read data from the 360 controller rather than Pinscape Controller.

Good!  Glad you figured it out.  I wouldn't have thought of that, but yes, VP has problems reading multiple joysticks.  I'm a little surprised the axis change didn't work, but not entirely - I think the basic problem in VP is that it only reads the first joystick it finds and basically ignores the rest, so it doesn't matter which axes are involved if the device isn't being read in the first place.

 

Just to clarify. VP was still reading the axis data from Pinscape Controller while the 360 controller was plugged in, as the nudging from the KL25Z was working 100%. It was just VP's virtual bob function that was looking at the 360 controller rather than the Pinscape controller thus not triggering tilt. Weird but yeah..



#460 mjr

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Posted 06 November 2017 - 06:07 PM

 

Good!  Glad you figured it out.  I wouldn't have thought of that, but yes, VP has problems reading multiple joysticks.  I'm a little surprised the axis change didn't work, but not entirely - I think the basic problem in VP is that it only reads the first joystick it finds and basically ignores the rest, so it doesn't matter which axes are involved if the device isn't being read in the first place.

 

Just to clarify. VP was still reading the axis data from Pinscape Controller while the 360 controller was plugged in, as the nudging from the KL25Z was working 100%. It was just VP's virtual bob function that was looking at the 360 controller rather than the Pinscape controller thus not triggering tilt. Weird but yeah..

 

That is strange indeed!  I don't have any theory about why that would be - it doesn't fit my understanding of the VP code, in that I thought the virtual tilt bob was simply tied to the accelerometer input.  Based on that I thought that accelerometer input that you can see in the physics would have to affect the virtual tilt bob as well.  There must be something different going on than what I thought; I'll have to go take another look at the VP code and see what's going on in there.


Edited by mjr, 06 November 2017 - 06:08 PM.






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