(Topic ID: 156438)

Pinduino! Interactive control of LEDs

By lyonsden

5 years ago


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  • Latest reply 6 months ago by Ashram56
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#1 5 years ago

I've been working on a new version of the Pinduino that is leaner, meaner,cheaper, and easier to connect to various board sets. The first set of boards have arrived and I want to share how they look and work.

For those that haven't heard about the Pinduino, check out this thread: https://pinside.com/pinball/forum/topic/update-arduino-shield-propin-pinhead

The pinduino V0.2 had a lot of flexibility, controlling 3 addressable LED strips and 4 separate RGB LED strips (as well as other mods). After making about 10 designs for various Stern SAM, Whitestar, and Williams/Bally WPC games, I realized that for the most part, I was using only 1 or 2 addressable LED strips, and none of the other features of the board. In addition, the wiring harnesses were a pain in the ass to make. So I wanted something more streamlined for just controlling up to two addressable LED strips, and was easier to make and install. Also, in the time since Copperpot (Wes) and I designed the first pinduino, there has been advances in Arduinos. Namely, the Nano, which now has a version with more than enough RAM to store all the Pinduino libraries and code (4x more RAM than when we started the Pinduino project).

Here are the first set of fully functional boards.

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#2 5 years ago

Note: The the board on the left is for SAM and the one on the right for WPC systems.

#3 5 years ago

Installed in an XMLE (Stern SAM)

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#4 5 years ago

Installed in a Spiderman (Stern SAM)

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#5 5 years ago

Installed in a Bride of Pinbot (Williams WPC)

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#6 5 years ago

These are the first versions of the V0.3 boards and there are some problems with them.

For the Stern SAM, even though the pinouts to connect to Whitestar systems is the same, the placement of the powerdriver boards on Whitestar systems do now allow for enough clearance to install this board (it is too close to the bottom of the head). For this, I have another design that is about 30% shorter and places the header connectors to J6 and J7 in the middle of the board. Those have been sent out for manufacturing and should be in hand in a month or so.

For the WPC system, I need more height clearance to let the wiring harnesses in the head pass underneath unobstructed. For this, I frankensteined a header to the board mounted plug. I don't like this, but it works. I have designed a small header board to fill this gap and that too has been sent out for manufacturing.

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#7 5 years ago

If anyone has any ideas for a better design, please post. (Wolfmarsh, I'm looking to you).

Also, I want to thank Wolfmarsh the ideas he posted when using one of the Pinduinos. The pictures he posted were got me thinking about this redesign that would allow the Pinduino to be directly plugged into the headers of the powerdriver board. I also want to thank Copperpot for all the help in designing the original Pinduino boards and his thoughts on this version.

#8 5 years ago

The other thing about this design is that they are stackable. For the designs that I have that were using 3 or four channels of addressable LEDs, I ended up using two pinduinos due to lighting effects having different timings (Arduinos do not do multithreading). If more than one board is needed, they can just be stacked. This should make it much easier for folks that want to do over the top lighting control for the pins:

This setup in Tron has on pinduino for the ramp lights and a second pinduino for the apron/GI lights:

#9 5 years ago

Reserved (for stuff I forgot)

I forgot to post a link to the code repo (also contains links to build and installation instructions for various games): https://github.com/elyons/professor_pinball_pinduino_sketches

1 week later
#12 5 years ago

Glad you like the Pinduino. This version is moving along. Right now have boards left for about 5 WPC and 5 SAM. I'm going to be using most of the WPC boards for a kit for the Bride of Pinbot (shuttle ramp and head LEDs). I have some SAM boards that I'd build and send to a person or two who wants to do some testing and provide some feedback.

Also, there is a previous version (with a lot more flexibility) that you can get from Rock914 (just send him a PM).

1 week later
#13 5 years ago

Have an update. New format for the WPC boards along with adaptor headers to get clearance. Works very well!

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#15 5 years ago

I realized that I hadn't posted a link to code and instructions in this thread: https://github.com/elyons/professor_pinball_pinduino_sketches

#16 5 years ago
Quoted from Spitfiren8:

My Bride is ready when these are

I plan to build the first set of these this weekend!

#18 5 years ago

The first two "tester" kits for BoP are ready!

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2 weeks later
#21 5 years ago
Quoted from jyeakley:

Just ordered one of these for my TOM - so pumped! Any gameplay video on a Theatre of Magic? I see some videos during attract mode, but wondering what the ramps do currently during gameplay.

Thanks J! I'll get this to you as soon as I can. Here is a video of gameplay:

#27 5 years ago
Quoted from GibGirl:

Where does someone go about ordering one of these? I'd love to enhance the lighting effects for my Demo Man! (Especially now that my GI connectors have been replaced with non-cooked ones)

Just send me a PM if you are interested in this version (v0.3).

#28 5 years ago
Quoted from jasong78:

I've sent 2 emails inbetween a 3 month period still nothing . amazing work tough. Can't wait to test it out.

Sorry that you never heard back on the v0.2 board from Rock914, but I received your PM on the v0.3 board (PM sent).

3 weeks later
#30 5 years ago
Quoted from jyeakley:

Put this in my TOM and it looks amazing! Thanks Eric!

Right on! Glad to hear that you like it. I love the updated code for ToM.

#32 5 years ago
Quoted from jyeakley:

I love the code on it now - is there newer code than what you shipped on it or are you referring to what was already on there? I haven't updated since I got it...but I can

You have the latest code. It was building your kit with the new pinduino that gave me the chance to go through it again and update it with many more effects.

2 weeks later
#35 5 years ago

Great writeup and review! Thanks for taking the time to do that.

1 month later
#36 5 years ago

For anyone interested in ordering a Pinduino, I set up a shop to order them on Etsy: https://www.etsy.com/shop/ProfessorPinball

Makes payment and tracking orders a lot easier. For anyone interested in a plug and play kit for a game (e.g., BoP, ToM), just let me know and I'll get those added to the shop. Thanks to everyone for all the orders so far!

(Note: I am currently out of stock on Stern SAM boards -- they are on order and should be ready in 4-6 weeks).

2 weeks later
#38 5 years ago
Quoted from webdiddy:

This is my Tron Legacy Pro with the pinduino controlling the GI.
» YouTube video

Awesome work!

3 months later
#41 4 years ago
Quoted from Kawydud:

Ordered a WPC extended kit today. Want to do some work with Corvette or HS2.

I have your Esty order and will get this built and sent out to you. Thanks! (I need to get the bare Pinduno's listed on my Pinside store as well.)

#42 4 years ago

Spent the day making a lot of pinduinos. They will soon be on their way making pins (and their owners) light up with happiness.

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#44 4 years ago

Twilight Zone (Gumball machine and backpanel):

#45 4 years ago

Theatre of Magic (Updated version using Extended-WPC Pinduino):

#46 4 years ago

If anyone wants a BoP or ToM Kit, I have them built and ready to ship. Please visit my Pinside store: https://pinside.com/pinball/biz/directory/1227-professor-pinball

If there is a kit you would like that is not in the store, just PM me and I'll get it posted.

As always, code is open source: https://github.com/elyons/professor_pinball_pinduino_sketches

And I'm always happy to help people make their own: https://drive.google.com/drive/u/0/folders/0B2njOnd06CCOdlBCVzdiWFZhUVE

#47 4 years ago

For those that are interested, I have moved the main pinduino library to be in its own GitHub repo: https://github.com/elyons/pinduino

This is so that I can submit the library to Arduino and have it be easier to install for people through the Arduino library manager. Now, you just download the Arduino IDE, select Sketch->Include Library->Manage Libraries->"pinduino" and off you go.

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#49 4 years ago

First version of code for the ramp in Twilight Zone powered by the Pinduino:

Code available: https://github.com/elyons/professor_pinball_pinduino_sketches/tree/master/TZ-Ramp

Documentation for building and installing: https://docs.google.com/document/d/1Ex8cViVcfrn6gj9XRCe_3N8xbNCnuXmDaTqN-ZotmtQ/edit

Feedback and ideas are appreciated as I continue to refine this.

#51 4 years ago
Quoted from flynnsbit:

Could you control a motor or Servo as well? Similar to what the PIG used to do?

Yes -- servos are +5V, signal, and ground -- exactly the same as the addressable LEDs. However, I haven't written support for them in the main pinduino library. I can do that if there is interest (been on the check list and I have a servo kicking on my work bench).

#53 4 years ago

Just want to give a big thanks for everyone who has been ordering Pinduino kits. Since opening my Pinside store, I've been a bit overwhelmed with the number of orders, but will get everyone's kits built and assembled (currently waiting on some parts to come in).

In the meanwhile, I've been adding and update Pinduino documentation (mostly for those building their own setups):

Stern Whitestar: https://docs.google.com/document/d/1K53BM6QgXlxET1Wcvq4dn8INI81DOQ_PK1VaUdKen8g/edit
Stern SAM: https://docs.google.com/document/d/1Rgbd-GVVYYQS0fi7XkBrncrRbJlUz9lFKp5jaZSabrA/edit
WPC: https://docs.google.com/document/d/1T6OGlwduvAwK8sxBPqG8YVMgAT6llHP2rWPGkcZ8qlY/edit
WPC-95: https://docs.google.com/document/d/1QgvctJ0jhTpl9JP8nYea5I-_Dnj7uqjlbGJQHQFateU/edit

Also, here is a photo showing how Pinduinos are stackable. This is great if you want to control more than two sets of LEDs, mods with different timings (pinduinos are single threaded), etc.

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#54 4 years ago

Update to the Twilight Zone code! Now, a single pinduino drives the LEDs on the ramp and in the gumball machine. Also, updated the colors and timing of lighting effects on the main ramp. Based on feedback, it is less "busy" and sticks with a blue/white color scheme.

Code is available: https://github.com/elyons/professor_pinball_pinduino_sketches/tree/master/TZ-Ramp-Gumball

#55 4 years ago

Instructions for building/installing TZ ramp and gumball Pinduino kit is now available: https://docs.google.com/document/d/1Ex8cViVcfrn6gj9XRCe_3N8xbNCnuXmDaTqN-ZotmtQ/edit

#56 4 years ago

Had a few days to catch up and clear all outstanding orders. I've built a few extra kits that are ready to ship:

Bride of Pinbot (Plug and Play)
Twilight Zone (Plug and Play)
Ironman (Plug and Play)
Stern SAM (DIY)

Check out my pinside store to order and PM me with any questions or custom orders (I have time over the holidays to make kits.)

#57 4 years ago

Latest pinduino creation: Creature from the Black Lagoon.

Major thanks to pinsider Triplecdad (here in Tucson) for letting me borrow his CFTBL to put this together. If there is one game that the Pinduino was made for, it is Creature! What I really like about this setup is that the addressable LEDs are installed in such a way that the original light strips don't have to be removed. Also, I tried to stay true to how I think the original programmers of CFTBL would have used addressable LEDs. Overall, I really like how this turned out.

Code open source and is available: https://github.com/elyons/professor_pinball_pinduino_sketches/tree/master/CFTBL-Ramp

Instructions to assemble and install(photos to be added soon): https://docs.google.com/document/d/1vK9W1FIyBlxLpuQFr5vxVLK6_V3hMThYZDp_c-HbFwI/edit

1 week later
#59 4 years ago

I've put the Professor Pinball store into "vacation" mode for a couple of weeks to keep orders from piling up. I'm waiting for light strips, opto-isolators, and boards to come in from China, and due to the holidays, those have been delayed much longer than I anticipated. Also, I have a conference for my day job next week and will be unable to respond to pinduino requires as timely as I would like. In case there are any Pinsiders in the field of genomics, PM me if you are attending the Plant and Animal Genome conference in San Diego next week (http://www.intlpag.org/). It would be great to meet some of you and perhaps hit the Coin-Op.

3 weeks later
#60 4 years ago

First, thanks to everyone who ordered over the past two weeks. All orders have been filled except for the final sets that came in today. I'll get those built and in the mail in the next couple of days.

The interest has been incredible to see, but the increased demand is more than I expected. I'm going to put the shop into vacation mode for two weeks while I wait for more light strips to come it. Also, I'm building kits in sets just to keep a couple on hand. If you are interested in a kit for ToM or TZ, just PM me (I have one of each left). Also PM me if you are interested in DIY pinduino kits or pre-assembled pinduinos.

Thanks again to everyone who has ordered a pinduino! It is great to see so many people enjoying them.

#63 4 years ago
Quoted from ToucanF16:

Eric, I have your BoP and ToM kits, they're fantastic. I like 2-4-1 shipping and will get your creech kit. But am waiting to see what your next creation is. Can you spill the beans?

Great to hear that you are enjoying the kits. I make new designs based on which games I can get or borrow from friends in Tucson. Games that I have that I'd like to do something:

Party Zone: Big, long ramps! Unfortunately, the game I have needs a lot of work before I can think about putting a pinduino on it.
XMen: I want to revisit the ramps on it
TAF: A friend has one that I'd like to borrow at some point

Always check out the pinduino code base I've written and if there is a game there that I haven't listed in the store, just let me know and I'll list it: https://github.com/elyons/professor_pinball_pinduino_sketches

Also, I just received notification that some of the LEDs have been shipped from China. Their New Years break delayed orders by two weeks so I'm hoping to get them in the next 2-4 weeks.

#64 4 years ago
Quoted from PhillyArcade:

Eric, Installed a kit tonight on a friends BOP and nothing. Any ideas? Green LED is on and it reacts to the reset but in game play the light strips never come on. Installed per directions..

Terribly sorry that the kit didn't work for you. I know how disappointing and frustrating this can be. There are three places where a kit can fail:

Aruidno on the pinduino: These blow (usually when power is plugged into an LED strip) ChrisHibler made the very smart suggestion to have the Arduinos mounted on plugs and headers for easy replacement. That will be happening on future kits I made to ease replacement.
LED strips: If the power is plugged in incorrectly, the first LED can blow. The Fix is to cut off the first LED and then solder the leaders to the next LED.
Power cord: Power is not getting from J118 (for a WPC) to the pinduino or LEDs. For yours, the arduino is getting power (+12V), so the +5V may be out.

In any case, I'll send you a new programmed pinduino as soon as possible and a new set of LEDs when I get more in.

Again, my apologies for having the pinduino not work.

#66 4 years ago
Quoted from PhillyArcade:

No worries thanks for the reply. To make any product better and better is feedback. Game works fine all voltages are present not sure what happened. Next up I'm ordering one for my Creature! After watching your Creature video on youtube, it truly is a must for that game!

Just wanted to let you know that a programmed pinduino is on its way to you. Can't to hear how you like the setup.

Also, glad you like the Creature setup, it is one of my favorites.

1 week later
#67 4 years ago

Just want to let people know that I have all the parts in to start making kits. Professor Pinball is open: https://pinside.com/pinball/market/shops/1025-professor-pinball

2 weeks later
#69 4 years ago
Quoted from andre060:

Really cool stuff lyonsden - just ordered a WPC Extended kit. My goal is to install it in my STTNG and do something cool during Borg Multiball. (FWIW I know what that "something cool" is but don't want to ruin the surprise / over-promise!)
Anyway, I noticed the Borg flashers on STTNG are on J122 (which is what I would want to sense to do my thing), not J126 where the Pinduino 0.3 connects. I read the mention about the Extended version as used on TOM - that should allow me to tap in to J122, right? Is there documentation showing the wiring/installation of the Extended version? Even a photo of the installation in TOM would help. Presumably I just need to make a Z-connector for J122 to tap into it, and wire that up to the pinduino? If there isn't a Z-connector included in the kit and that part is up to me, a Mouser link would be awesome Thanks!
EDIT: Nevermind, found the TOM google doc instructions here! https://docs.google.com/document/d/1rgiabxAWml9UGCxxm6wR5BVl5aulxiZQ_6l86le7Tlo/edit
EDIT 2: J123 isn't used on STTNG and hence is available for tapping in with Pinduino, and gives me access to the Borg flasher pins from J122! No Z-connector needed, excellent!!

Excellent to hear that you are going to tackle STTNG. It has great ramps, but going for the Borg flashers is a great idea! I'll get your kit out to you as soon as I can.

#70 4 years ago

Had some time to update and create new documentation:

Assembling WPC Pinduinos: https://docs.google.com/document/d/18QgDe2FY18C_018BDSRytASxt6WvlGbsQz7Zp40_4u4/edit

Installing WPC Pinduinos: https://docs.google.com/document/d/1qCKoqpW4FbY2kIQeEZAeHs4abFtY0YW0ZT6qsltUEPg/edit

Programming WPC Pinduinos: https://docs.google.com/document/d/11llJ5iaX1arx2vwXncaTkC9uioobfVWWHkNT7WGsONU/edit

Thanks to everyone for the feedback and suggestions!

Also, this folder has all the documentation for everything pinduino: https://drive.google.com/drive/u/0/folders/0B2njOnd06CCOdlBCVzdiWFZhUVE

And the code is fully open source: https://github.com/elyons/professor_pinball_pinduino_sketches

#71 4 years ago

Current update:

I have plug and play kits for Bride of Pinbot and CFTBL available for shipping (I now build them in sets of three when someone orders one).

Stern SAM/Whitestar and WPC-Extended boards are out of stock. More are currently being manufactured and I hope to get them in a week or two.

Thanks to everyone who has been supporting the Pinduino! This past week was especially exciting because of the number of orders for DIY kits. I'm looking forward to seeing/hearing about what people create with their pinduinos.

#72 4 years ago

Had a couple of hours to do some designing and did this for an interactive backbox on Twilight Zone (for the door):

Code is available: https://github.com/elyons/professor_pinball_pinduino_sketches/tree/master/TZ-Door

#73 4 years ago

For people interested, this is a short video of how I have things set up when creating sketches/code for a new lighting effect.

2 weeks later
#76 4 years ago
Quoted from ApplePie:

I finally got around to finishing up my pinduino SMVE and AC/DC installations.
Smve has WS2812 strips installed under the cabinet and behind the backbox on LED1 strip and a 9 led strip in the ball trough on LED2. The trough code defaults to more white leds and is a little less flashy than the cab lighting. A marginal quality YouTube video of my son playing. Man it lights up the basement!
» YouTube video

That is a fantastic setup. Very well done! How many LEDs did you use under the cab and on the backbox? Could you snap some photos of the installation? Also, did you use the base SM code and update it for using two strips or write your own?

#77 4 years ago
Quoted from ApplePie:

AC/DC is set up a little different than smve. I replaced the red led strip in my train topper with a ws2812 narrow strip from adafruit (regular width strips didn't fit in the channel under the plexiglass). The topper is on pinduino LED2. LED1 is under the cabinet same as smve.
I opted for some slow color changing code for the topper, in both attract mode and game mode. The undercabinet leds are more typically flashy in game mode and slow color changing in attract mode. The colors are primarily red, blue and yellow which I found relates pretty well to the game play.
I found AC/DC a little trickier to program than smve as the flashers in AC/DC seem to fire a lot and in many different modes. It's pretty flashy so I may continue to play with the delays etc to see if I can get some different effects. Attract mode short video (mostly of the topper but you can see the undercabinet a bit as well).
» YouTube video

Another well done set up. I really like the color sweeps you do in the topper. The Tron code has examples for how to deal with a lot of flasher activity and monitor for a specific combination before triggering an effect. If you have questions, post here or PM me. I keep hoping to see someone put LEDs on the ramps of ACDC (hint). I think some yellow to red sweeps would look great.

#82 4 years ago
Quoted from ApplePie:

Setup was pretty simple for SMVE. From LED1 on the pinduino board I ran two parallel "three wire" runs. One out the vents in the back of the backbox with 19 LEd's on a ws2812 30led/m strip. The other run goes down through the vents in the bottom of the cab and then splits into two more parallel runs of 35 LED's each (same ws2812 30led/m strips). In total there are 90 +/- LED's run off of LED1 and it works fine. These LED's are running your original code.
LED2 runs under the playfield and up into the trough (same as the photos in the LOTR instruction package). There are 9 LED's from a ws2812 60 led/m strip installed there. I made some minor adjustments to your original code to prioritize white as a default.
I'll get the code to you so you can take a look and put on Github for any interested people.

Thanks for the details!

Also, thanks for contributing the code back. Send me the code or make a pull request on GitHub and I'll put them in the pinduino sketch repo.

How to Pull Request: https://help.github.com/articles/creating-a-pull-request/

#84 4 years ago

ApplePie -- Thanks for sending me the code. I added your name as the author in the header and have them posted in GitHub:

Spiderman: https://github.com/elyons/professor_pinball_pinduino_sketches/tree/master/Spider_Man_Pinduino_Apron_Cabinet
ACDC: https://github.com/elyons/professor_pinball_pinduino_sketches/tree/master/ACDC_Pinduino_Cabinet_Topper

Contributing code back to the community is awesome. As a thanks, I'll send you free pinduino. PM me with what you want and I'll get one out in the mail to you.

1 week later
1 month later
#87 4 years ago

New video: World Poker Tour's GI controlled by a Pinduino

Code is available on GitHub: https://github.com/elyons/professor_pinball_pinduino_sketches/tree/master/WPT-GI

(Thanks to Paul, HankScorpio, for letting me borrow WPT!)

#89 4 years ago
Quoted from Rdoyle1978:

Very very cool! Can both the door and the ramp code be programmed into the same Pinduino? Or is there only the single connection to the LEDs on the board ?

There are two LED outputs on the pinduino, so you can control two sets of lights. However, since the arduino is single threaded, it is very difficult to get two sets of lighting effects with different timings to run smoothly. The timing of the effects for the door and ramp are very different, so I have them running on separate pinduinos (which are stackable). For the ramp, the second LED port is used for the gumball machine, but the lighting effects for it are very simple. An example of how the effects are programmed is:

Ramp Flasher:
-Turn Gumball LEDs red
-Run a white to blue color sweep along the ramp LEDs
-Fade out ramp LEDs
Turn Gumball LEDs white

TLDR: I have them running on separate pinduinos, but the code could be modified with some work to get them running on one. However, the effects will be different that how I have them because they have coordinated.

#91 4 years ago
Quoted from pinlawyer:

LMK if you can make a plug & play version of WPT

PM sent.

2 weeks later
#92 4 years ago

Someone asked question about the difference in how LEDs were mounted in for apron/backpanel kits. Below are images of the LEDs mounted to the front of the apron or inside the ball trough. When on the apron, you get a lot more light, but the LEDs can be seen when standing in front of the game. When in the ball trough, the LEDs are hidden under the apron, but don't cast out as much light.

Screen Shot 2017-06-17 at 3.10.25 PM (resized).png

Screen Shot 2017-06-17 at 3.10.37 PM (resized).png

#95 4 years ago
Quoted from FlippyD:

How hard would it be to get this working on Indy's Path of Adventure? Although it would be limited to red it would still be cool to have the lights fading and chasing and blinking sync'd with the game. I haven't dove in to the inner workings of it so I don't know how you're making the data tables for all the fading and color changing etc.

It shouldn't be hard at all. Looking at the PoA, it looks easy to mount a strip of LEDs facing inward on both sides (attached an image with someone doing that with static LEDs. Looking at what is controlled by J126 and J122, I can easily see some neat options for triggering effects. Left/right PoA motor could light each side, right ramp could cause some strobing/chase sequence, have it go nuts when Super Jackpot is lit, etc. Overall, a really neat idea and I'm happy to help with the programming if needed.

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#96 4 years ago
Quoted from mbott1701:

To add another example to Eric's post, here's how they looked when I put them on the apron of my F-14

Do you need a pinduino that is custom for System 11s? I'll get one designed and manufactured when I place my next order for boards.

3 weeks later
#100 4 years ago

Excellent work, mbott!

3 months later
#101 4 years ago

Pinduino for Baywatch! This uses a new version of the pinduino for Sega/Data East Version 3 (Many games from early to late 90's).

I really like how it came out.

Listed in my Pinside Shop for anyone interested in a Plug and Play (or PM me if you want to build your own): https://pinside.com/pinball/market/shops/1025-professor-pinball/01342-pinduino-baywatch

Code is open source and easily modified: https://github.com/elyons/professor_pinball_pinduino_sketches/tree/master/Sega-Baywatch

#103 4 years ago

Thanks! I personally prefer lighting up the whole apron, but I'm borrowing this from golfingdad, who wanted the LEDs in the trough. Some people prefer keeping the game looking as original as possible and some like lighting it up!

#105 4 years ago

BigLebowski (https://pinside.com/pinball/community/pinsiders/biglebowski) sent me a prototype set of his addressable LED lights for pop bumpers. I had a chance to test them out over the weekend and used a Pinduino to try various lighting effects on them. They are really, really neat! He has designed them to fit and screw down on a standard pop bumper body, and the boards have 6 addressable LEDs on the top and 4 on the bottom of the board. He is making them by hand right now and is still in the development phase, but you should send him a PM if you are interested in grabbing a set. Below is my video review and I hope to get my pinduino library updated to better support them soon (and then get them installed in one of my games.)

#106 4 years ago

This is a very cool mod designed by MountainDewDude. It is an infinity mirror that replaces the backboard / back panel of a playfield. The design is very elegant with a one-way mirror in front, a strip of addressable LEDs that a placed around the inside frame, and (I assume) a second mirror on the back. This is a perfect mod for a Pinduino!

Video testing the mirror with a few lighting effects

MountainDewDude said he had been working on a sparkle effect, which I added to the Pinduino library. He was spot on -- it looks great:

I got it installed in my Twilight Zone last night -- looks incredible. I'm working the code for it and it is coming together nicely.

f03f952c040dc5a93cc2a1637dba50f62edf12d2 (resized).jpg

#108 4 years ago
Quoted from Rdoyle1978:

eric-
One of the things I wanted to try and do was a backbox mod which simulated the star field in the twilight zone intro. Didn't get super far with all the other projects I have, but I have one of the backboard mods that already does this - I figured it wouldn't be super hard to add a twinkle effect and put the addressable LEDs back there instead of the ELwire it currently has. Whether or not you could SEE it back there, I'm not sure..

Great idea! If you build it, I'm happy to program it.

#109 4 years ago

I installed the PinFinity in my TZ and wrote a pinduino sketch for it: https://github.com/elyons/professor_pinball_pinduino_sketches/tree/master/TZ-InfinityMirror

Closeup video:

Video from farther back:

Note that I am am running multiple pinduinos controlling a lot of LEDs on my TZ. Even through I have replaced the 5V voltage regulator on the power driver board with this bad boy (https://www.ezsbc.com/index.php/featured-products-list-home-page/psu5.html#.We1qmBNSzeQ), which I HIGHLY recommend, I hit a WPC reset on the latter video. I have an external 5V power supply on its way and will make a new video with everything connected as soon as I get it hooked up (I can't wait).

#111 4 years ago
Quoted from Rdoyle1978:

That PSU5 is the best thing ever invented for Power driver boards. If you are close to the threshold I believe you can adjust the voltage output from that regulator a tiny bit. Or do the PDB hack

I have cranked mine up on TZ, but don't want to go above 5% (5.25V), which is variance of many components. What is the PDB hack?

#114 4 years ago

The hack of last resort. I never tried doing that. I've been happy with what the replacement 5V voltage regulator lets me get away with, but it is pretty easy to go too far with LED strips (60 RGB LEDs set to white draws 1.2A) on a WPC system. My TZ has about 70-80 LEDs across the Ramp, PinFinity Mirror, and translite and would reset in multiball, but running the LEDs for the ramp and translate, or PinFinity Mirror (~30 LEDs) alone was fine. I've had to use external power supplies for my Tron and Ironman setups (40 RGB LED GI + 60 LEDs for the apron and backboard + 150 LEDs on the ramps), but the AUX circuit on Stern SAM/Whitestar is fairly robust in comparison to WPC.

I guess if I'm not pushing the limits, I'm not learning anything new.

#116 3 years ago

Massive update to my XMEN code!

(I didn't make it to Magneto Multiball -- I suck).

1 week later
#118 3 years ago

Just made a pinduino for my BoP helmet. I think it came out really well (and kicks the snot out of the stock lighting).

Code, as always, is open source: https://github.com/elyons/professor_pinball_pinduino_sketches/tree/master/BOP-ramp-head

If anyone is interested in a plug and play kit, just PM me (and I'll get this listed in my Pinside store). I think the cost will be $125 (or you can DIY for around $40-$50).

1 week later
#120 3 years ago

I made a video showing the helmet with BoP 1.0 (uses the same code for both BoP version):

#121 3 years ago

I just made a massive update to the Pinduino code for Tron. This setup uses two Pinduinos: one for the Ramps, and one for the GI/Backboard. Each pinduino is controlling two sets of addressable LEDs.

Code is open source (as always):
Ramps: https://github.com/elyons/professor_pinball_pinduino_sketches/tree/master/Tron_interactive_Ramps
GI: https://github.com/elyons/professor_pinball_pinduino_sketches/tree/master/Tron_interactive_GI

PM me if you are interested in making this setup and I can point you to instructions.

#123 3 years ago

Here is a video that walks through how the pinduino is connected to a game. This one shows the two stacked Pinduinos I used in Tron. Also, it shows the two older pinduinos that I had been using (based on the Arduino Mega vs. the Arduino Nano). The older version (which has open source board design files: https://github.com/elyons/professor_pinball_boards) is much more flexible and powerful than the new version. However, it is much more complicated to put together and wire into a game. For 99% of what I do, the new version is sufficient (and cheaper and easier to make).

3 weeks later
#126 3 years ago

I had a chance to build a pinduino with a buddy for his Party Zone. Love the ramps on this game!

Code is available (open source): https://github.com/elyons/professor_pinball_pinduino_sketches/tree/master/PartyZone

3 weeks later
#127 3 years ago

Hi All,

Just want to let people know that I'll be taking an assignment for my job in Alexandria, VA for 2018. (Starting at the end of Jan.) While Tucson will still be my home and base camp for Professor Pinball mods and all things Pinduino, I am looking forward to checking out the DC area's pinball scene. It is a great opportunity that let's me work from Tucson one week a month. Also, this means that orders to my pinside shop (https://pinside.com/pinball/market/shops/1025-professor-pinball) will still be filled, but there may be a longer delay till I can get kits assembled and mailed.

For Pinsiders in the DC area that I've met through Pinside, I am looking forward to meeting you in person. Also, I have a feeling that I'll still need to get a fix of working on games, developing Pinduino code, and installing pinduinos on games, so if you have a game that can use the pinduino magic, get in touch with me.

Best,
-Eric Lyons (aka Professor Pinball)

2 weeks later
#129 3 years ago

No Good Gofers:

LEDs on ramps are facing towards the middle of the playfield rather than into the ramps (ramps are colored translucent plastic and would filter the colors too much). This has the advantage of brightening the playfield when playing.

Code is available (open source): https://github.com/elyons/professor_pinball_pinduino_sketches/tree/master/No-Good-Gofers

Instructions for assembling and installing: https://docs.google.com/document/d/11dvWLn5GuwVkKGALNcZdN98K1qqAlEKzqyIpqNevzU4/edit

Get your kit: https://pinside.com/pinball/market/shops/1025-professor-pinball/01472-pinduino-no-good-gofers-lighting-kit

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#132 3 years ago
Quoted from Tres:

Installed a Pinduino and a set of addressable LEDs in my Walking Dead over the weekend. One string of LEDs is installed on the left ramp and another string is installed on the right side of the apron. Each string is controlled separately by a single Pinduino.
Most of the lighting effects happen on the apron while the ramp LEDs light the playfield. The coolest effect happens at 6 min 20 sec in the video during the crossbow shot where Eric helped write a "bullet" sequence into the effects. Really neat!!
Here are some examples of the effects in the current sketch:
Apron flashes blue when the prison is hit.
Apron flashes green when the well walker is hit.
All LEDs flash red when the pops are hit.
Apron flashes green when the Woodbury spinner is lit.
» YouTube video

Excellent work with your Walking Dead!

For those interested, here is a link to the code: https://github.com/elyons/professor_pinball_pinduino_sketches/tree/master/Walking_Dead

6 months later
#136 3 years ago

I have developed a Pinduino board for System 11 games! This opens up another great era of games for interactive lighting (and other mods) controlled by the open source Pinduino platform. The first game I've developed code for is pinbot. Let me know what you think!

Code is available: https://github.com/elyons/professor_pinball_pinduino_sketches/blob/master/Pinbot/Pinbot.ino

Plug and play kits for Pinbot are for sale in my Pinside shop: https://pinside.com/pinball/market/shops/1025-professor-pinball/01860-pinduino-pinbot-interactive-lighting-for-the-ramps

And System 11 Pinduios are available as well: https://pinside.com/pinball/market/shops/1025-professor-pinball/00864-pinduino-diy

#137 3 years ago

Also, I failed to post this video of a pinduino used to drive lights in HS2:

This one was made by a pinsider using the DIY kit for WPC games (and is also available as a plug and play kit: https://pinside.com/pinball/market/shops/1025-professor-pinball/01766-pinduino-the-getaway-supercharger-)

#139 3 years ago

mbott1701 That looks great! Can’t wait to see the whole setup when you are finished.

#141 3 years ago
Quoted from Chosen_S:

So awesome, any instructions on the way? I’ve got a row of system 11’s that I’ve been dreaming about pindiunos for.
Pinbot, Radical!, space station, high speed, taxi, ww, es, Transporter (especially transporter), sof
I’ll be moving forward on Pinbot soon , but I’m more of a diy kinda guy

Chosen_S Glad you like it! Here is a link to the docs for assembling the system 11 Pinduino: https://docs.google.com/document/d/1A8YaBv_FFQN5RfsNb5AoKJI95oVvSj_lTBQLm4MxBIY/edit

And the docs for making/installing the Pinbot setup: https://docs.google.com/document/d/1A8YaBv_FFQN5RfsNb5AoKJI95oVvSj_lTBQLm4MxBIY/edit

DIY is a great way to go!

2 weeks later
#143 3 years ago

Outstanding work Mike! For those interested in doing something similar to their A13, Mike shared his Pinduino code and it is available on GitHub: https://github.com/elyons/professor_pinball_pinduino_sketches/tree/master/A13

1 month later
#144 3 years ago

I just had a chance to work with zene10 who has a whitewater to update the Pinduino code for that game. I tightened the timing of the main effect on the ramp and added in another one for the whirlpool.

Code (open source): https://github.com/elyons/professor_pinball_pinduino_sketches/tree/master/WhiteWater-LeftRamp

Plug and play kit available: https://pinside.com/pinball/market/shops/1025-professor-pinball/01979-pinduino-white-water-interactive-lighting-for-the-ramps

1 month later
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#146 2 years ago

Borg Ship in STTNG:

Source code (open source): https://github.com/elyons/professor_pinball_pinduino_sketches/tree/master/Star-Trek-TNG-Borg-Ship

PM me if you want to make one or get a Plug and Play kit. I'll get the instructions for making/installing written up soon (and someone pestering me makes sure that I do it.)

#149 2 years ago

Here is a video showing both the ramps and the Borg ship controlled by Pinduinos. A single pinduino can't control both as each one has two outputs for LED strips and the ramps use two outputs and the Borg ship one. Fortunately, they are designed to be stackable, so it was not a problem to get both running. Overall, I am very happy with how this came out. STTNG is the only game I've reacquired because I like it so much, and I wanted to do something special for the game with Pinduinos.

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#152 2 years ago
Quoted from arcadenerd925:

Question: I'm looking at trying a Pinduino for my TZ
I'd like to replicate some of the Gumball lights that are currently being sold (like the pinbits one) that will flash lights in the Gumball when its ready to be loaded. I'm not sure how they are checking for that state, but have you done that in the pinduino?

The Ramp/Gumball setup I made shows how to connect LEDs for the Gumball machine to a pinduino: https://docs.google.com/document/d/1Ex8cViVcfrn6gj9XRCe_3N8xbNCnuXmDaTqN-ZotmtQ/edit

This video shows the gumball machine, but let me know if it is difficult to really see it in action. I can make another video just highlighting the gumball machine:

It is a pretty simple setup and the code can be used as it stands to only control the gumball lights without the ramp (or the code can be modified to remove the instructions for controlling the ramp LEDs). If you get a DIY WPC pinduino kit, I include enough LEDs and wire for you to build this without needing anything else. If you go the DIY route, I'd be happy to update the code to control just the gumball machine and program the arduino for you. If you want a plug and play kit, PM me.

#155 2 years ago
Quoted from arcadenerd925:looks awesome. The reason i was asking about controlling the gumball light is that I am looking to trying it in so that it lights differently when you can load the gumball. From the video, I assume you are triggering the light shows from the switch matrix (from what I understand, is what the pinduino plugs in to?)
I am pretty familiar with arduino programming, so no need for a plug n play, but I like the way your board interfaces in so I'd certainly prefer to not re-create the wheel if i can.

The Pinduino WPC monitors the activity on J126. The WPC-Ext board has an extra four ports that you can use to monitor another set of direct DC current circuits (e.g., flashers, coils, relays, and some motors). It does not monitor the switch or controlled lamp matrices. The sketch I wrote monitors various flashers on the game driven from J125 to change the colors of the addressable LEDs in the gumball machine. For monitoring the gumball machine only, there are two options -- the gumball motor (J125-9) or the gumball diverter (J130-7). J126 is open on the power driver board of TZ, and the circuits going to J125 pass directly through to it (making it very easy to plug in the pinduino). A custom harness would be needed to tap into J130 and connecting J130-7 to the WPC-Ext board. I also have a generic 12-pin pinduino that could be used to plug into J130 (using a spacer board to accommodate the 9 pin header) if you were interested in only monitoring J130 (which may do the trick).

If you are familiar with arduino programming, you'll have no problem with the pinduino code -- all the source code and libraries are open source, so feel free to clone/download and modify any way you wish.

Core pinduino library: https://github.com/elyons/pinduino
All sketches for games: https://github.com/elyons/professor_pinball_pinduino_sketches
TZ Ramp/Gumball sketch: https://github.com/elyons/professor_pinball_pinduino_sketches/tree/master/TZ-Ramp-Gumball

The core pinduino library is also available through the Arduino IDE library manager, making it very easy to install. Hope this helps, but let me know if you have more questions.

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#156 2 years ago

I've been working with pyro4god54 on using a Pinduino to control a shaker in WPC games. An update has been made to the core pinduino library to support this and a working sketch is up to control a shaker motor in Attack from Mars: https://github.com/elyons/professor_pinball_pinduino_sketches/tree/master/AFM-Shaker

Details on how to make the circuit for controlling a shaker motor with a pinduino are written up: https://docs.google.com/document/d/1-eS_X868_mCS3grKk_Lv4Ed-c0f8PSc_APbFeGwukrQ/edit

Here are some pictures of the circuit using a 12V LED rather than a motor (makes testing a lot easier).

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#159 2 years ago
Quoted from zene10:

I'll be in Texas for TPF in March. If anyone wants to pick up a kit at the show and save on shipping, I'm willing to bring them.
LMK about a week in advance.

Thanks zene10 for offering to do this. If anyone orders a kit to be delivered to TPF, please PM me for getting a discount as well.

#161 2 years ago
Quoted from KingBW:

Now you need to make a sell-able kit for that. I wouldn't mind connecting a programmed shaker to my NASCAR (I know ... not a WPC, but still possible in theory with this)

What would you like to see in the kit? Pinball life sells a shaker for $99 (https://www.pinballlife.com/spooky-pinball-shaker-motor-kit-for-p-roc-system-machines.html). Would it be an add on board for the pinduino (or a custom pinduino) that does the 12V power distribution to the shaker that can use that shaker? Or are you thinking of a full kit including the shaker?

#163 2 years ago
Quoted from Rdoyle1978:

FWIW, don't tie a product to a specific thing of which you don't have any control over the inventory. That Spooky shaker may not always be available. Doesn't CoinTaker sell shakers too? Or perhaps they're all the same, I don't know

Pinball life, Coin Taker, Stern, etc -- they are all similar in the sense that the shakers are 12V motors. I didn't mean to tie it to one distributor (though I'd personally pick Pinball Life over Coin Taker). It was a question of should a pinduino kit include the shaker or should people get/build their own shaker.

#167 2 years ago
Quoted from Rdoyle1978:

Gotcha! If it were me, I'd just recommend a shaker, not include one. Extra hassle for building your stuff - and as we've seen with CGC recently... when you have supply issues, you can't send out a thing half built!

Very well said -- just keeping parts stocked for the Pinduino is a pain. Nothing worse than asking someone to wait yet another week as something is late coming in.

Quoted from zene10:

Ugh! You don’t want to stock shakers.

You've seen my parts room. Adding a supply of shakers would be nuts.

Quoted from KingBW:

Since you are asking (he-he):
Option 1) Maybe a kit with everything needed except for the shaker … or the other 12v "thing" that you want to program to turn on.
Option 2) Make this an "add on" for your normal board so that we can use your product for addressable LEDs and a 12v "thing" with programming capabilities for each individually.
Example for #1: I would just want to add on a shaker for my NASCAR and be able to program it to trigger for the major things.
Example for #2: (As previously discussed with you but haven't ordered yet) I would want your product to program addressable LEDs for a custom interactive topper, but … now also add your triggered 12v board for lighting up Paul's leg light ups to have an interactive flash. Even better (wishful thinking … I know), have a 4 channel triggered 12v board to be able to light up each leg light up individually I know … I (or a group of us) gotta get Paul to have an option to install addressable LED's into his Leg Light Ups. Programming nightmare, but man would that be cool.
Back to reality. The triggered 12v board should be plug and play without us having to figure out how to put it together with simple instructions - just my opinion. Add a program library by machine just for triggering shakers for those pins that don't have that option built in - pinside community contributions of the code, of course (not all on you).

Excellent feedback. I can make an easy to populate board with the circuit to control a 12V thingy from a pinduino. Controlling 4 things would require two pinduinos, but easily done (this version of the pinduino is designed to be stackable). I'll get to work on making those boards.

#169 2 years ago
Quoted from tctx02:

My daughter thought it would be cool to slo mo video the Getaway supercharger.

The ball and light are a little out of sync, but really not noticeable in real time. I recently had to replace my accelerator board so my SC times are better than they were.
Shout out to zene10 for the install.

That is super cool! Thanks for sharing.

3 weeks later
#171 2 years ago
Quoted from SeaLawyer:

How did I not find this thread sooner???? This is AWESOME!! I'm particularly interested in adding shaker motors to my TAF, T2, and TS. Call me crazy, but when the shaker goes off on my AC/DC Premium, it's an adrenaline rush!
To have the shaker rumbling (and maybe even building from mild to strong) when the SHOWTIME sounds on TAF would be INCREDIBLE!!! Same for the DIRECT HIT on T2, and Khan Multiball on TS!! Should I get the WPC Ext boards for those games, or the regular Pinduino?
Are you still working out of Alexandria? I go there all the time. It's 20 minutes from my house.

Glad you like this stuff!

Using a WPC vs WPC-Ext just depends on what you want to monitor. Both plug into J126 and monitor those circuits, but the WPC-Ext has an extra four input ports (which are normally used to monitor J122/J123). Look at the flasher table of the game you want to use, and that give you an idea of what you need.

I'm finished with my year in Alexandria, but I will still head out to the area about once a month or so. Would be great to meet up.

#173 2 years ago
Quoted from SeaLawyer:

I'll PM you my phone number. So other than your WPC/WPC-Ext and the PinballLife shaker, is there anything else I need to buy?

You'll need a switch (or transistor) to run the high voltage current to the shaker. Something like this will work: amazon.com link » (or a TIP122 transistor used on the power driver board).

2 weeks later
#176 2 years ago
Quoted from KingBW:

Got that done yet? The additional board with the functionality to control some 12v on/off thingys? I would probably just control 2 12v thingys. Side thought - do you have pinduino for JJP pins yet? TH in particular?

Haven’t made a custom one as this:
amazon.com link »

Takes care of everything. The core library has been updated to support sending signals to it to flip a high voltage circuit. I have a generic 12-pin board that will work in JJP games (I use it to drive side lighting in my DI). What are you thinking of doing with Hobbit?

#181 2 years ago
Quoted from KingBW:

Okay … says it's out of stock … must be lots of pinheads buying them. I put it on my wish list. Might need to dive into it once they are in stock. Would this run a shaker on my NASCAR that can be programmed from the pinduino for different events? Or when the ACDC lightning bolts light, have a lightening type of light flash pattern go to some leg light ups on each leg (Two channels of program would probably be all that I want - front and back legs).

Don't know if it's possible but wondering if there is a way to run some 12 volt little slow RPM motors to turn the Weta barrel dudes on a custom topper for maybe 5 seconds when the barrel pop bumpers are hit? I already have the Weta barrel dudes.
I know … I got some wild ideas. Thinking outside the box. (see post 166)

These are great ideas!

First, here is another amazon link to a relay board: amazon.com link »

This will let you drive a high current/voltage circuit such as a shaker on NASCAR or the Weta barrel dudes.

To do a lighting effect on the legs of ACDC, you can just use a pinduino with addressable LEDs. I'd run the LEDs up the inside of the legs and have the wires running along the bottom of the cabinet.

For the pops on hobbit, you'd want to plug a pinduino into J108 on the power driver board. I have a "generic" 12 input kit available on the page for DIY pinduinos: https://pinside.com/pinball/market/shops/1025-professor-pinball/00864-pinduino-diy

Happy to chat by phone to talk about this. Just PM me.

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#183 2 years ago
Quoted from KingBW:

Definitely will and refresh our PM conversations from last year. With all of the DIY components and not knowing what I would need, I would need some advise and a tutorial. Thanks!

I'm always happy to chat by phone (or similar.) A lot of the fun I have with the pinduino is helping people creating something new.

1 month later
#185 2 years ago

eabundy did some awesome work with a Pinduino and Dr. Who:

Source code: https://github.com/elyons/professor_pinball_pinduino_sketches/tree/master/Dr_Who_ramps

Awesome work, Eric!! (I now need a Dr. Who.)

#186 2 years ago

Evilive69 just coded up his X-files using the pinduino's core library! Another awesome project:

#187 2 years ago

Dantesmark did a set of awesome mods to his Getaway, including the Pinduino for the supercharger:

Another great project (and amazing work on the music!)

#188 2 years ago

It is great to see how many people are using the Pinduino to take their games to whole new level!

1 month later
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#194 2 years ago
Quoted from Scoot:

Here is funhouse with pinduino ramp and Rudy light mod. Thanks professor pinball!

Glad you enjoy like it! Your game came out great.

#195 2 years ago
Quoted from Mr_Tantrum:

FYI, for those who haven't seen it in the owners thread, here is a short video of my customized Pinduino program for the Getaway.
Program includes the following:
- Idle | full strip white sparkle at around 40% brightness
- Left & Right Sling Flashers | full strip alternating fast between red and blue
- Right Bank Flasher | strip chasing clockwise red then counterclockwise blue
- Left Bank Flasher | alternating between left half flashing red and right half flashing blue
- Supercharger Flasher | red chase around SC as ball goes around (this was part of Eric's original programming)
FYI, the program is available for free download on the Pinduino site.

This update from MrT is fantastic! Excellent work and here is a like to the code if anyone is interested: https://github.com/elyons/professor_pinball_pinduino_sketches/tree/master/Getaway_Supercharger_MrTantrum

2 weeks later
#197 2 years ago

First off, great to hear that you are enjoying the Pinduino kit for Funhouse!

These are great ideas and you are definitely thinking correctly about how to use the pinduino to monitor as well as how to program the code to track game state. I've done something similar for games like Tron, where the flashers run in specific combinations to denote modes. The way I tracked those game states would be to have a global flag that is set when the correct set of events happen to know that the game is in a specific mode. For your example, you'd want to have something like "int multiball_mode = 0" and then set it to 1 when the multiball mode is detected.

Now for multiball in funhouse, I recommend going for the simplest thing possible. My guess would be to use the Dummy Hole Eject (J127-9), which is only used when a ball is locked in Rudy's mouth to start multiball. However, monitoring that would require the WPC-Ext board with the extra inputs that you could wire to monitor J127-9. Also, I'm not sure what you'd monitor to idenitfy the end of multiball (I will need to play some more games to see what stands out.)

In terms of monitoring Rudy's mouth movement. I'm not sure what the signals look like for the mouth motor and up/down driver, but I'm going to guess that that will be straight forward to figure out. There is a line in all of my pinduino sketches that will print out the states of what the pinduino is monitoring. Uncomment this line:

// pd.pinState()->print();

And have the arduino connected to a computer and turn the serial monitor on in the Arduino IDE.

Hope this helps!

3 weeks later
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#202 1 year ago

Here are a couple of setups I've done recently. These are local friends that drop off a game that I get a chance to strip down and refurbish. While putting the back together, I get a chance to totally outfit the game with addressable LEDs. One of my favorite things to do is to do the GI on games. Overall, straightforward to do, but definitely for people who aren't afraid spending a few hours working on their game (you need to take out the existing GI).

#203 1 year ago

Godzilla!!!

Damn -- I love this game. Hard to find and always a pleasure to get some time on one (great game if you like multiball).

This has two Pinduinos -- one to control GI and a set of LEDs on the ramps that shine across the playfield, and a second to control LEDs on the outside of the ramps that shine into the ramps. I really like how this turned out!

Code:
GI + inside of ramps facing across the playfield: https://github.com/elyons/professor_pinball_pinduino_sketches/tree/master/Godzilla_GI_ramps
Ramps (facing into the ramps): https://github.com/elyons/professor_pinball_pinduino_sketches/tree/master/Godzilla_ramps

4 months later
#207 11 months ago
Quoted from Ashram56:

Good morning,
Has anyone played around with diffusing fiber optics tubes along with Pinduino ?
Specifically, I recently acquired a Tron Pro, and it has been fitted with a RF remote control fiber optics tubes on the ramps, which cycle but do not react to gameplay. This uses a RGB fiber light source such as this: http://www.ledlightingfiberoptic.com/en/product/12VDC-24GHz-5W-RGB-LED-Fiber-Optic-Illuminator-for-fiber-optic-lighting.html (well not quite identical, but principle is the same).
I've been trying to find a control unit that would have a standardized protocol, as it would allow to control it through a pinduino, but could not find anything.
My alternative would be to use a single adressable led and define it as single led output in Pinduino, but checking first if anything had been done already.
Now you could ask why don't i use complete ledstrip in the ramps, it's just that I prefer the look of fiber optics, better integrated and more in line with the theme for my taste.
Regards

I have not tried using this (or similar) with the pinduino. Overall, the pinduino may be overkill as I'd bet the controller for this is just setting RGB values for the single light source (rather than sending data that goes down to program individual LEDs in an addressable strip. In any case, if you found some data sheets for the light controller, I can take a look.

2 months later
#211 8 months ago
Quoted from Biglouie:

I'm going to order a couple Pinduino so I can have a play.
Can the Pinduino be programmed to have the same effect as OCDLED and Afterglow boards? Where the bulbs are controlled up and down to look like incandesant bulb "glow"
Just curious

Thanks for the interest! You can program the LEDs any way that you wish. There are fade in a fade out functions in the code that have a variable for setting the time it takes to get to a specific brightness. A fill list of functions is available: https://github.com/elyons/pinduino

Of course, post any more questions you have.

1 week later
#218 8 months ago
Quoted from smoothbore19:

Has there been any updates to the Tron code for these?

Quoted from zene10:

The latest code is on the github page (https://github.com/elyons/professor_pinball_pinduino_sketches/). The hardware and software is open source so you're free to modify as you see fit.

Code gets updated periodically (whenever inspiration strikes or new effects get written), and as Zene10 mentioned, they are all up on GitHub (including the change log) and are open source for your to modify.

1 month later
#221 7 months ago
Quoted from Ashram56:

FYI, here's something I found, very useful:
https://www.led-genial.de/Power-Dot-3W-WS2811-kompatibel
Can be used to light fiber optics cables
On another note, has anyone worked on Monster Bash with Pinduino ? I'm assisting a friend (in France), and he's not very well versed in SW, so it would be best if a ready to use INO was available (I checked the github, did not see one)

I have not had the chance to work up a MB for the pinduino. I'd happy to draft a program based on looking at the flasher table and watching some gameplay videos, and then could hop on Zoom to do refinements to the code. Would just need your friend to be able to download code, install it, playtest, and give me feedback. Then I could modify the code (live) and then would download, install, playtest, etc. I've done this several times with folks and it usually takes an hour or two to get the the effects dialed in. If interested, shoot me a PM.

#223 6 months ago
Quoted from Ashram56:

Wow that would be super nice of you. Let me propose him.
Only concern though... I'm not sure he speaks english, and his Arduino skills are limited. And I don't have a MB either. Ok, that's a little bit more than one concern though.
But let me try to see how to work this out
I can also assist him in any case, just need to spend some time on the API
(sidenote .... there are a few undocumented calls still unless I'm mistaken )
(sidenote 2 ... unless I missed it, I did not see for a way to define segments in your code, just like WS2812FX library operates ? That would allow some very nice ledstrip management scheme, allowing to drive multiple daisy chained ledstrip from a single output)

There are probably more than a few functions that aren't documented. . . the header files for the addressable strip should have them listed, and let me know if you find one that you'd like documented.

As far as code segements. . . shoot me a PM so I can better understand what you are wanting to do. You can get the underlying object to control the LEDs any way that you like. The Pinduino library is mostly to make it easy to run functions for various lighting effects, but I (and others) can go deeper to do more custom things that I have programmed. As far daisy chaining. . . I wrote up some objects for doing that for LED matrix panels, where you define the start and stop of each one so you can make 8-bit looking graphics with them (https://github.com/elyons/pinduino/blob/master/src/AddressableMatrix.h)

In any case, happy to chat and see if I can get the code updated to help you do what you want.

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