So, I've seen a few DIY threads popping up, so I figured I'd add mine to the list.
I've been working on a DIY pin for a few years on and off (mostly off, you know, wife kids chickens dog life etc).
Originally my theme was Big Trouble in Little China but the wife pointed out, the first time I do something I tend to mess it up a bit, so shelve the idea I really want, and go with the backup which is Skyrim! A TESV:Skyrim pinball machine.. sounds pretty good to me actually, and I have 200+ hours playing skyrim, so I kinda like that theme idea.
Sooo with theme in hand we proceed to the nitty gritty. I'm doing my own electronics because I think PROC is massively expensive for what it is and what you get. Right now the plan is a 3 board design. Master controller (UBW32 pic32 board) with custom shield doing the game rules, switch input and lighting. A Solenoid control board for driving up to 32 solenoids. All the A/V work will be done on a raspberry pi. Yes, it will be LCD. One of the first things I decided was that it would have some form of colourdmd and the only way to do it was an LCD.
I've bread boarded the solenoids for testing, so now I've got a schematic design going in Eagle. Once I have that back from being fabbed I can start work on the playfield whitewood. The solenoid driver is run by a propeller chip, which can run 8 threads simultaneously, which is fantastic for timing all the solenoids on/off with PWM at once. 1 core will be driving the HC595's that turn the solenoids on/off, the other 7 will each run the timing of 5 solenoids (last one only running 2, tallying up to 32). The nice thing is I have this all running inside the chips cache so its running at its full 80mhz speed. It spends its entire time basically doing millisecond timing of all 32 solenoids which is nice to detach it from the master board.
The raspberry pi takes commands from the master board that basically just tell it play sound effect X, play images Z etc. So far its working well. It feeds out to an LCD of 1366x768 size, which is a nice physical size for the backbox. OpenGL accelerated SDL2 with no X running is very nice, boots fast too, probably in about 10 seconds-ish?
It can decode mp3 and play wav files, outputting to a car amp with a sub and two satellite speakers in the backbox, so nice to have real stereo sound and bass going on! Its working really well so far. I have all the fonts, sounds, music and speech ripped from Skyrim. Its about 8gbs worth of data, obviously I wont be using them all. There is some really great call outs in there.
Powering this is two power supplies, a regulated high voltage psu just for high power coils like flippers, and a good computer psu, the computer psu will drive plenty of power for the LED's and micro controllers off of its 3.3 + 5v (30Amp), and its 12v rail has 70Amp which is plenty of power to drive the car stereo amp for the sound + bass.
I have a rough playfield sketch on my tablet, with way too much wedged into the design, but the design will have crossing orbit loops shots, drops, scoops, magnets, etc. (until stuff is removed) Upper playfield that will be kind of like a cross between the upper pf on WWFRR + SOF. A loop with drops, that let fall past them to the lower pf. I want more on there than I can get so its in a state of being culled down somewhat.. eg: Im not sure if I can get the drops on the upper, because that uses quite a bit of real estate below for the mech which would interfere on the main playfield. (I have a nice 4 bank drops from a Alvin G. Big House thats fairly slim, mechanism wise, think I can move the solenoid below the push bar to make it even slimmer.).
This is a widebody because... I had a widebody lockdown bar on hand so thats what I drew my design for...
Anyway, the plan is to start a whitewood as soon as I get a working solenoid driver board going.
I have a lot of mechs and things already, even if I dont use any of them, Ive collected various parts for testing and playing with to see what works and how, and how they might factor into the design I have. Not everything will have a place..
- several drop target mechs for testing (all gottlieb, 1 alvin g)
- the 3 LAH magnets for center playfield (I need to figure out how deep they are recessed into the PF)
- bally 8ball deluxe inline drop mech
- old ball trough from an williams widebody indy.
- stern auto launcher
- Some data east mechs (ripper, kickback, new old stock scoops, vuk, slingshots)
- williams flipper mechs with 15411 coils
I think the only mechs I really need to get are some pops. It seems that ebay pop bumper prices negate buying new, since you have to replace the yokes, plastics etc anyway, there is no saving over buying new and pops are expensive, oh well.
random note, the coin door already has token mechs and takes PAPA tokens just fine, configurable for free play or 1 to 4 tokens per credit. Do I do random things out of order? yeah... guilty.
I have some ideas for all the modes in the game. there will be some simple modes and some complex modes and a 'wizard' mode or two. some hidden things.
rough ideas from my notebook (probably using things not even in the layout, some very rough notes, probably far too skyrim knowledge centric too, which can be big problem)
- use magnets when the dragon priest activates (some coloured lightning bolt inserts will flash when active), dragon priest will be drawn in the lower pf.
- cave scoop, can start modes.
- draugr drop targets
- Mammoth Giant 'ripper' kickback in pf, those damn giants playing golf with you...
- orbits move which hold you are in.
- depends on which mode you complete in which hold grants what reward (eg: riften gives thieves guild, whiterun gives companions.)
- travelling to all holds gives wayfarer bonus
- some of the stationary targets will be guards, some bandits. LED will randomise red for imperials, blue for stormcloaks.. if that mode is on, otherwise could be bandits etc.
- right scoop for certain objectives
- left scoop for alternate objectives
- completing two objectives in same hold grants thane bonus, which gives a mini multiball to destroy dragon.
so for example
- in the rift, left scoop starts thieves guild mode (orbit shot in each direction with no other switches to stay hidden, then into the pops for picking lock. N pop bumper hits opens lock and finishes mode). right scoop starts a 7000 steps 'dragon shout' mode (spinners, not 7000 spins.. that would be crazy!)
Obviously this is very rough and random, and probably too complex.
Toys on the playfield.. I'm looking at some of the McFarlane's Conan and Dragon toys to see how things might fit.
I addeed some messy shots, a WIP solenoid board.. electrocuting myself with the flippers, and the spaghetti mess that is manually wiring the PIC32 to the PI to a support eeprom.. and two little screenshots of the WIP title screen from the PI coming rom the PIC32
omg wall of text!