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APC.ino
executable file
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APC.ino
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#include <SdFat.h> // APC.ino is the operating system for the Arduino Pinball Controller
SdFat SD;
#include <SPI.h>
#include "Arduino.h"
#include "Sound.h"
#define UpDown 53 // arduino pin connected to the auto/up - manual/Down button
#define Blanking 22 // arduino pin to control the blanking signal
#define VolumePin 13 // arduino pin to control the sound volume
#define SwMax 72 // number of existing switches (max. 72)
#define LampMax 64 // number of existing lamps (max. 64)
#define DispColumns 16 // Number of columns of the used display unit
#define AllSelects 938447360 // mask for all port C pins belonging to select signals except special switch Sel13 and HW_ext latch select Sel14
#define Sel5 2097152 // mask for the Sel5 select signal
#define HwExtSels 606077440 // mask for all Hw extension port select signals
#define Sel14 8192 // mask for the Sel14 select signal
#define Sel13 16384 // mask for the Sel13 select signal
#define AllData 510
#define HwExtStackPosMax 20 // size of the HwExtBuffer
const char APC_Version[6] = "01.01"; // Current APC version - includes the other INO files also
void HandleBoolSetting(bool change);
void HandleTextSetting(bool change);
void HandleDisplaySetting(bool change);
void HandleNumSetting(bool change);
void HandleVolumeSetting(bool change);
void RestoreDefaults(bool change);
void ExitSettings(bool change);
void watchdogSetup(void){ }
byte (*PinMameException)(byte, byte);
const byte AlphaUpper[128] = {0,0,0,0,0,0,0,0,107,21,0,0,0,0,0,0,0,0,0,0,64,191,64,21,0,0,64,4,0,0,0,40, // Blank $ * + - / for upper row alphanumeric displays
63,0,6,0,93,4,15,4,102,4,107,4,123,4,14,0,127,4,111,4,0,0,0,0,0,136,65,4,0,34,0,0,0,0, // 0 1 2 3 4 5 6 7 8 9 < = > and fill bytes
126,4,15,21,57,0,15,17,121,4,120,4,59,4,118,4,0,17,23,0,112,136,49,0,54,10,54,130,63,0, // Pattern A B C D E F G H I J K L M N O
124,4,63,128,124,132,107,4,8,17,55,0,48,40,54,160,0,170,0,26,9,40,0,0,0,0,0,0,0,0,1,0}; // Pattern P Q R S T U V W X Y Z _
const byte AlphaLower[128] = {0,0,0,0,0,0,0,0,182,35,0,0,0,0,0,0,0,0,0,0,2,247,2,35,0,0,2,2,0,0,0,80, // Blank $ * + - / for lower row alphanumeric displays
252,0,136,0,122,2,184,2,142,2,182,2,246,2,152,0,254,2,190,2,0,0,0,0,0,68,0,0,0,144,0,0,0,0, // 0 1 2 3 4 5 6 7 8 9 < > and fill bytes
222,2,184,35,116,0,184,33,118,2,86,2,244,2,206,2,0,33,232,0,70,68,100,0,204,192,204,132,252,0, // Pattern A B C D E F G H I J K L M N O
94,2,252,4,94,6,182,2,16,33,236,0,68,80,204,20,0,212,0,224,48,80,0,0,0,0,0,0,0,0,32,0}; // Pattern P Q R S T U V W X Y Z _
const byte NumLower[118] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // Blank and fill bytes for lower row numeric displays
252,0,136,0,122,0,186,0,142,0,182,0,246,0,152,0,254,0,190,0,0,0,0,0,70,0,34,0,138,0,184,0,0,0, // 0 1 2 3 4 5 6 7 8 9 = and fill bytes
222,0,230,0,116,0,234,0,118,0,86,0,246,0,206,0,68,0,232,0,206,0,100,0,194,0,194,0,226,0, // Pattern A B C D E F G H I J K L M N O
94,0,252,0,66,0,182,0,84,0,236,0,236,0,236,0,206,0,78,0,122,0}; // Pattern P Q R S T U V W X Y Z
const byte LeftCredit[118] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // Blank and fill bytes for the left credit (numeric)
63,0,6,0,93,0,79,0,102,0,107,0,123,0,14,0,127,0,111,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 0 1 2 3 4 5 6 7 8 9 and fill bytes
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // Pattern A B C D E F G H I J K L M N O
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}; // Pattern P Q R S T U V W X Y Z
const byte RightCredit[118] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // Blank and fill bytes for the right credit (numeric)
252,0,136,0,122,0,186,0,142,0,182,0,246,0,152,0,254,0,190,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 0 1 2 3 4 5 6 7 8 9 and fill bytes
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // Pattern A B C D E F G H I J K L M N O
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}; // Pattern P Q R S T U V W X Y Z
const int LampPeriod = 2; // Lamp cycle period in ms
const byte NoLamps[8] = {0,0,0,0,0,0,0,0};
const byte AllLamps[8] = {255,255,255,255,255,255,255,255};
// system variables
unsigned int IntBuffer; // general purpose buffer
byte ByteBuffer = 0; // general purpose buffer
byte ByteBuffer2 = 0; // general purpose buffer
byte ByteBuffer3 = 0; // general purpose buffer
byte i = 0; // general purpose counter
byte IRQerror = 0; // general purpose counter
bool SDfound = false; // SD card present?
volatile byte SwitchStack = 0; // determines which switch events stack is active
byte ChangedSw[2][30]; // two stacks of switches with pending events
byte SwEvents[2]; // contains the number of pending switch events in each stack
uint32_t SwitchRows[10] = {29425756,29425756,29425756,29425756,29425756,29425756,29425756,29425756,29425756,29425756};// stores the status of all switch rows
const byte *DispRow1; // determines which patterns are to be shown (2 lines with 16 chars each)
const byte *DispRow2;
const byte *DispPattern1; // points to the correct character patterns for this kind of display
const byte *DispPattern2;
byte DisplayUpper[32]; // changeable display buffer
byte DisplayLower[32];
byte DisplayUpper2[32]; // second changeable display buffer
byte DisplayLower2[32];
const uint16_t *LEDpatDuration; // sets the time until the next LED pattern is shown
const byte *LEDpattern; // determines which LED pattern is to be shown (only active with 'LED lamps' = 'Additional' and depends on the 'No of LEDs' setting)
const byte *LEDpointer; // Pointer to the LED flow to be shown
void (*LEDreturn)(byte); // Pointer to the procedure to be executed after the LED flow has been shown
const byte *LampPattern; // determines which lamp pattern is to be shown (depends on the 'Backbox Lamps' setting)
const byte *LampBuffer;
byte LampColumns[8]; // stores the status of all lamp columns
bool StrobeLightsOn; // Indicates that the playfield lamps are strobing
const struct LampPat *PatPointer; // Pointer to the lamp flow to be shown
struct LampPat { // a lamp pattern sequence played by ShowLampPatterns
uint16_t Duration;
byte Pattern[8];};
struct LampFlow { // defines a series of lamp patterns shown by AttractLampCycle
uint16_t Repeat;
const struct LampPat *FlowPat;};
short FlowRepeat = 0; // number of repeats for the LampFlow
void (*LampReturn)(byte); // Pointer to the procedure to be executed after the lamp flow has been shown
byte BlinkTimers = 0; // number of active blink timers
byte BlinkTimer[65]; // timer used for blinking lamps
byte BlinkingNo[65]; // number of lamps using this BlinkTimer
unsigned int BlinkPeriod[65]; // blink period for this timer
byte BlinkingLamps[65][65]; // [BlinkTimer] used by these [lamps]
byte SolMax = 24; // maximum number of solenoids
volatile bool SolChange = false; // Indicates that the state of a solenoid has to be changed
byte SolRecycleTime[22]; // recycle time for each solenoid
byte SolRecycleTimers[22]; // stores the numbers of the recycle timers for each solenoid
bool C_BankActive = false; // A/C relay currently doing C bank?
byte SolWaiting[256][2]; // list of waiting A/C solenoid requests
byte ACselectRelay = 0; // solenoid number of the A/C select relay
byte ActSolSlot = 0; // currently processed slot in SolWaiting
byte NextSolSlot = 0; // next free slot in SolWaiting
byte SettingsRepeatTimer = 0; // number of the timer of the key repeat function in the settings function
byte BallWatchdogTimer = 0; // number of the ball watchdog timer
byte CheckReleaseTimer = 0; // number of the timer for the ball release check
volatile bool BlockPrioTimers = false; // blocks the prio timer interrupt while timer properties are being changed
byte ActivePrioTimers = 0; // Number of active prio timers
unsigned int PrioTimerValue[9]; // Timer value
byte PrioTimerArgument[9];
void (*PrioTimerEvent[9])(byte); // pointers to the procedures to be executed on the prio timer event
volatile bool BlockTimers = false; // blocks the timer interrupt while timer properties are being changed
byte ActiveTimers = 0; // Number of active timers
unsigned int TimerValue[64]; // Timer values
volatile byte TimerStack = 0; // determines which timer events stack is active
byte RunOutTimers[2][30]; // two stacks of timers with pending events
byte TimerEvents[2]; // contains the number of pending timer events in each stack
byte TimerArgument[64];
void (*TimerEvent[64])(byte); // pointers to the procedures to be executed on the timer event
void (*Switch_Pressed)(byte); // Pointer to current behavior mode for activated switches
void (*Switch_Released)(byte); // Pointer to current behavior mode for released switches
char EnterIni[3];
byte HwExt_Buf[20][2]; // ringbuffer for bytes to be send to the HW_ext interface (first bytes specifies the select line to be activated
byte HwExtIRQpos = 0; // next buffer position for the interrupt to work on
byte HwExtBufPos = 0; // next buffer position to be written to
uint16_t *SoundBuffer; // buffers sound data from SD to be processed by interrupt
uint16_t *MusicBuffer; // buffers music data from SD to be processed by interrupt
uint16_t *Buffer16b; // 16bit pointer to the audio DAC buffer
uint32_t *Buffer32b; // 32bit pointer to the audio DAC buffer
byte MBP = 0; // Music Buffer Pointer - next block to write to inside of the music buffer
byte MusicIRpos = 0; // next block of the music buffer to be read from the interrupt
byte StopMusic = 0; // last music buffer block with music data
bool StartMusic = false; // music startup active -> filling music buffer
bool PlayingMusic = false; // StartMusic done -> continuously playing music
byte MusicVolume = 0; // 0 = max volume
File MusicFile; // file handle for the music file (SD)
byte AfterMusicPending = 0; // indicates an after music event -> 0 - no event, 1 - event pending, 2 - event is blocked by StopPlayingMusic
void (*AfterMusic)(byte) = 0; // program to execute after music file has ended
byte MusicPriority = 0; // stores the priority of the music file currently being played
byte SBP = 0; // Sound Buffer Pointer - next block to write to inside of the music buffer
byte SoundIRpos = 0; // next block of the sound buffer to be read from the interrupt
byte StopSound = 0; // last sound buffer block with sound data
bool StartSound = false; // sound startup active -> filling sound buffer
bool PlayingSound = false; // StartSound done -> continuously playing sound
File SoundFile; // file handle for the sound file (SD)
byte AfterSoundPending = 0; // indicates an after sound event -> 0 - no event, 1 - event pending, 2 - event is blocked by StopPlayingSound
void (*AfterSound)(byte) = 0; // program to execute after sound file has ended
byte SoundPriority = 0; // stores the priority of the sound file currently being played
bool SoundPrio = false; // indicates which channel has to be processed first
const char TestSounds[3][15] = {{"MUSIC.BIN"},{"SOUND.BIN"},0};
byte APC_settings[64]; // system settings to be stored on the SD
byte game_settings[64]; // game settings to be stored on the SD
byte *SettingsPointer; // points to the settings being changed
const char *SettingsFileName; // points to the settings file currently being edited
const unsigned long SwitchMask[8] = {65536, 16777216, 8388608, 4194304, 64, 16, 8, 4};
uint16_t SwDrvMask = 2; // mask for switch row select
byte SolBuffer[4]; // stores the state of the solenoid latches + solenoid_exp board
bool OnBoardCom = false; // on board Pi detected?
struct SettingTopic { // one topic of a list of settings
char Text[17]; // display text
void (*EventPointer)(bool); // Pointer to the subroutine to process this topic
const char *TxTpointer; // if text setting -> pointer to a text array
byte LowerLimit; // if num setting -> lower limit of selection value
byte UpperLimit;}; // if text setting -> amount of text entries -1 / if num setting -> upper limit of selection value
const char APC_set_file_name[13] = "APC_SET.BIN";
const byte APC_defaults[64] = {0,3,3,1,2,0,0,0, // system default settings
64,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0};
#define DisplayType 0 // which display is used?
#define ActiveGame 1 // Select the active game
#define NofBalls 2 // Balls per game
#define FreeGame 3 // Free game mode?
#define ConnType 4 // Remote control mode?
#define DimInserts 5 // Reduce lighting time of playfield lamps by 50%
#define Volume 6 // Volume of the speaker
#define LEDsetting 7 // Setting for the APC_LED_EXP board
#define NumOfLEDs 8 // The length of the LED stripe. Setting is only effective when 'Additional' is selected as 'LED lamps' setting
#define SolenoidExp 9 // Solenoid expander present?
#define DebugMode 10 // debug mode enabled?
#define BackboxLamps 11 // Column of backbox lamps
const char TxTGameSelect[5][17] = {{" BASE CODE "},{" BLACK KNIGHT "},{" PINBOT "},{"REMOTE CONTROL "},{" TUTORIAL "}};
const char TxTLEDSelect[4][17] = {{" NO LEDS "},{" ADDITIONAL "},{"PLAYFLD ONLY "},{"PLAYFLDBACKBOX "}};
const char TxTDisplaySelect[9][17] = {{"4 ALPHA+CREDIT "},{" SYS11 PINBOT "},{" SYS11 F-14 "},{" SYS11 BK2K "},{" SYS11 TAXI "},{" SYS11 RIVERBOAT"},{" DATA EAST 2X16 "},{"123456123456 "},{"12345671234567 "}};
const char TxTConType[3][17] = {{" OFF "},{" ONBOARD "},{" USB "}};
const char TxTLampColSelect[3][17] = {{" COLUMN1 "},{" COLUMN8 "},{" NONE "}};
const struct SettingTopic APC_setList[15] = {
{"DISPLAY TYPE ",HandleDisplaySetting,&TxTDisplaySelect[0][0],0,8},
{" ACTIVE GAME ",HandleTextSetting,&TxTGameSelect[0][0],0,4},
{" NO OF BALLS ",HandleNumSetting,0,1,5},
{" FREE GAME ",HandleBoolSetting,0,0,0},
{"CONNECT TYPE ",HandleTextSetting,&TxTConType[0][0],0,2},
{" DIM INSERTS ",HandleBoolSetting,0,0,0},
{"SPEAKER VOLUME ",HandleVolumeSetting,0,0,255},
{" LED LAMPS ",HandleTextSetting,&TxTLEDSelect[0][0],0,3},
{" NO OF LEDS ",HandleNumSetting,0,1,192},
{"SOL EXP BOARD ",HandleBoolSetting,0,0,0},
{" DEBUG MODE ",HandleBoolSetting,0,0,0},
{"BACKBOX LAMPS ",HandleTextSetting,&TxTLampColSelect[0][0],0,2},
{"RESTOREDEFAULT ",RestoreDefaults,0,0,0},
{" EXIT SETTNGS ",ExitSettings,0,0,0},
{"",NULL,0,0,0}};
struct GameDef {
const struct SettingTopic *GameSettingsList; // points to the settings definition of the current game
byte *GameDefaultsPointer; // points to the default settings of the selected game
const char *GameSettingsFileName; // points to the name of the settings file for the selected game
const char *HighScoresFileName; // contains the name of the high scores file for the selected game
void (*AttractMode)(); // Pointer to Attract mode of current game
const unsigned int *SolTimes; // Default activation times of solenoids
};
struct GameDef GameDefinition; // invoke a game definition structure
const struct SettingTopic *SettingsList; // points to the current settings menu list
// game variables
bool BlockOuthole = false; // blocks the outhole as long as the previous ball loss is not handled completely
byte LockedBalls[5]; // locked balls of all players (starting from 1)
byte InLock = 0; // number of balls currently in lock
byte Multiballs = 1; // balls on playfield (same as multiball point multiplier)
byte NoPlayers = 0; // number of players
byte Player = 0; // current player
byte Coins = 0; // inserted coins
byte Ball = 0; // No of current ball
byte ExBalls = 0; // No of extra balls
byte Bonus = 1; // bonus points of the current player
byte BonusMultiplier = 1; // current bonus multiplier
unsigned int Points[5]; // points of all players (starting from 1)
struct HighScores {
unsigned int Scores[4] = {4000000, 3000000, 2000000, 1000000}; // all time high scores
char Initials[12] = {49,49,49,50,50,50,51,51,51,52,52,52};};
struct HighScores HallOfFame;
byte AppByte; // general purpose application buffer
byte AppByte2; // general purpose application buffer
byte AppByte3; // general purpose application buffer
bool AppBool = false; // general purpose application bool
void setup() {
pinMode(Blanking, OUTPUT); // initialize blanking pin
pinMode(VolumePin, OUTPUT); // initialize volume PWM pin
pinMode(2, INPUT); // pin for onboard PI detection
digitalWrite(Blanking, LOW); // and activate the blanking
digitalWrite(VolumePin, HIGH); // set volume to 0
pinMode(UpDown, INPUT); // initialize Up/Down pin
//Serial.begin(115200); // needed for USB and serial communication
SPI.begin(); // needed for SD card handling
REG_PIOC_PER = 871363582; // set required Port C pins to controlled In/Out
REG_PIOC_PUDR = 871363582; // disable Pull-ups
REG_PIOC_OER = 871363582; // set pins to outputs
REG_PIOA_PER = 29950044; // set required Port A pins to controlled In/Out
REG_PIOA_PUDR = 29425756; // disable Pull-ups
REG_PIOA_ODR = 29425756; // set pins to inputs
REG_PIOA_OER = 524288; // set pin 19 to output (DisBlank)
REG_PIOD_PER = 47; // set required Port D pins to controlled In/Out
REG_PIOD_PUDR = 47; // disable Pull-ups
REG_PIOD_ODR = 32; // set RX3 to input
REG_PIOD_OER = 15; // set pins to outputs
REG_PIOD_CODR = 15; // clear strobe select signals
REG_PIOC_CODR = AllSelects; // clear all select signals
REG_PIOC_SODR = AllData; // set all pins of the HW_ext bus to high to suppress sounds from Sys7 sound boards
REG_PIOC_SODR = Sel13 + Sel14; // set the special switch select (Sel13 - low active) and the HW_ext_latch (Sel14)
REG_PIOC_CODR = Sel14; // deselect the HW_ext_latch
REG_PIOC_CODR = AllSelects + AllData; // clear all select signals and the data bus
REG_PIOC_SODR = AllData - SwDrvMask; // put select pattern on data bus
REG_PIOC_SODR = 32768; // use Sel12
REG_PIOC_CODR = AllSelects + AllData; // clear all select signals and the data bus
REG_PIOC_SODR = 16777216; // use Sel2
REG_PIOC_CODR = AllSelects + AllData; // clear all select signals and the data bus
REG_PIOC_SODR = 8388608; // use Sel3
REG_PIOC_CODR = AllSelects + AllData; // clear all select signals and the data bus
REG_PIOC_SODR = 4194304; // use Sel4
MusicBuffer = (uint16_t *) malloc(2048 * 2);
SoundBuffer = (uint16_t *) malloc(2048 * 2);
for (i=0; i<8; i++) { // initialize lamp status
LampColumns[i+1] = 0; }
for (i=0; i< 8; i++) { // initialize switch input pins
pinMode(54 + i, INPUT); }
g_Sound.begin(44100, 100); // initialize sound
Buffer32b = g_Sound.next; // fill first part of audio DAC buffer with silence
for (i=0; i<64; i++) {
*Buffer32b = 402655232; // 2048 on both channels and the channel 2 tag
Buffer32b++;}
g_Sound.next = Buffer32b;
g_Sound.enqueue();
pmc_set_writeprotect(false); // enable writing to pmc registers
pmc_enable_periph_clk(ID_TC7); // enable TC7
TC_Configure(/* clock */TC2,/* channel */1, TC_CMR_WAVE | TC_CMR_WAVSEL_UP_RC | TC_CMR_TCCLKS_TIMER_CLOCK4);
TC_SetRC(TC2, 1, 656); // set counter value to achieve an interrupt period of 1ms
TC_Start(TC2, 1);
TC2->TC_CHANNEL[1].TC_IER=TC_IER_CPCS; // IER = interrupt enable register
TC2->TC_CHANNEL[1].TC_IDR=~TC_IER_CPCS; // IDR = interrupt disable register
NVIC_EnableIRQ(TC7_IRQn); // enable interrupt
delay(1000);
watchdogEnable(2000); // set watchdog to 2s
DispPattern1 = AlphaUpper; // use character definitions for alphanumeric displays
DispPattern2 = AlphaLower;
DispRow1 = DisplayUpper; // use the standard display buffer
DispRow2 = DisplayLower;
LampPattern = NoLamps;
Switch_Pressed = DummyProcess;
Switch_Released = DummyProcess;
digitalWrite(Blanking, HIGH); // Release the blanking
if (SD.begin(52, SD_SCK_MHZ(20))) { // look for an SD card and set max SPI clock to 20MHz
WriteUpper("SD CARD FOUND ");
SDfound = true;}
else {
WriteUpper(" NO SD CARD ");}
Init_System();}
void Init_System() {
if (SDfound) { // SD card found?
File Settings = SD.open(APC_set_file_name); // look for system settings
if (!Settings) {
WriteLower("NO SYS SETTNGS "); // if no system settings
for(i=0;i<64;i++) { // use default settings
APC_settings[i] = APC_defaults[i];}}
else { // if system settings found
Settings.read(&APC_settings, sizeof APC_settings);} // read them
Settings.close();}
else { // no SD card?
for(i=0;i<64;i++) { // use default settings
APC_settings[i] = APC_defaults[i];}}
if (APC_settings[DisplayType] && APC_settings[DisplayType] != 3 && APC_settings[DisplayType] != 6) { // display with numerical lower row
DispPattern2 = NumLower;} // use patterns for num displays
else {
DispPattern2 = AlphaLower;}
if (APC_settings[DisplayType] < 7) { // non BCD display
WriteLower("APC REV ");
*(DisplayLower+24) = DispPattern2[2*(APC_Version[0]-32)];
*(DisplayLower+25) = DispPattern2[2*(APC_Version[0]-32)+1];
*(DisplayLower+26) = DispPattern2[2*(APC_Version[1]-32)] | 1; // Comma
*(DisplayLower+27) = DispPattern2[2*(APC_Version[1]-32)+1] | 8; // Dot
*(DisplayLower+28) = DispPattern2[2*(APC_Version[3]-32)];
*(DisplayLower+29) = DispPattern2[2*(APC_Version[3]-32)+1];
*(DisplayLower+30) = DispPattern2[2*(APC_Version[4]-32)];
*(DisplayLower+31) = DispPattern2[2*(APC_Version[4]-32)+1];}
else { // BCD display
*(DisplayLower+16) = ConvertNumLower((byte) 10,(byte) *(DisplayLower+24));
*(DisplayLower+18) = ConvertNumLower((byte) 10,(byte) *(DisplayLower+24));
*(DisplayLower+20) = ConvertNumLower((byte) APC_Version[0]-48,(byte) *(DisplayLower+24));
*(DisplayLower+22) = ConvertNumLower((byte) APC_Version[1]-48,(byte) *(DisplayLower+26));
*(DisplayLower+23) = 128; // Comma
*(DisplayLower+24) = ConvertNumLower((byte) APC_Version[3]-48,(byte) *(DisplayLower+28));
*(DisplayLower+26) = ConvertNumLower((byte) APC_Version[4]-48,(byte) *(DisplayLower+30));
*(DisplayLower+28) = ConvertNumLower((byte) 10,(byte) *(DisplayLower+24));
*(DisplayLower+30) = ConvertNumLower((byte) 10,(byte) *(DisplayLower+24));}
delay(2000);
Init_System2(0);}
void Init_System2(byte State) { // state = 0 will restore the settings if no card is found
switch(APC_settings[ActiveGame]) { // init calls for all valid games
case 0:
BC_init();
break;
case 1:
BK_init();
break;
case 2:
PB_init();
break;
case 3:
USB_init();
break;
case 4:
TT_init();
break;
default:
WriteUpper("NO GAMESELECTD ");
while (true) {}
}
if (APC_settings[DisplayType] && APC_settings[DisplayType] != 3 && APC_settings[DisplayType] != 6) { // display with numerical lower row
DispPattern2 = NumLower;} // use patterns for num displays
else {
DispPattern2 = AlphaLower;}
if (SDfound) {
File HighScore = SD.open(GameDefinition.HighScoresFileName);
if (!HighScore) {
WriteUpper("NO HIGHSCORES ");}
else {
HighScore.read(&HallOfFame, sizeof HallOfFame);}
HighScore.close();
File Settings = SD.open(GameDefinition.GameSettingsFileName);
if (!Settings) {
WriteLower("NO GAMESETTNGS ");
if (!State) { // only initialize the settings in the boot up run
for(i=0;i<64;i++) {
game_settings[i] = *(GameDefinition.GameDefaultsPointer+i);}}}
else {
Settings.read(&game_settings, sizeof game_settings);}
Settings.close();}
else {
if (!State) { // only initialize the settings in the boot up run
for(i=0;i<64;i++) {
game_settings[i] = *(GameDefinition.GameDefaultsPointer+i);}}}
digitalWrite(VolumePin,HIGH); // turn off the digital volume control
if (APC_settings[SolenoidExp]) { // solenoid exp board selected?
REG_PIOC_SODR = Sel14; // enable the HW_ext_latch
SolMax = 33;} // enable 8 more solenoids
else {
SolMax = 25;}
if (APC_settings[LEDsetting]) {
REG_PIOC_SODR = Sel14;} // enable the HW_ext_latch
if (State) {
if(APC_settings[LEDsetting]) { // LEDs selected?
LEDinit();} // set them up
ActivateTimer(2000, 0, EnterAttractMode);}
else {
delay(2000);
if(APC_settings[LEDsetting]) { // LEDs selected?
LEDinit();} // set them up
EnterAttractMode(0);}}
void EnterAttractMode(byte Event) { // Enter the attract mode from a timer
UNUSED(Event);
GameDefinition.AttractMode();}
void TC7_Handler() { // interrupt routine - runs every ms
TC_GetStatus(TC2, 1); // clear status
watchdogReset(); // reset system watchdog
static byte SwDrv = 0; // switch driver being accessed at the moment
static byte DispCol = 0; // display column being illuminated at the moment
static byte LampCol = 0; // lamp column being illuminated at the moment
static byte LampWait = 1; // counter for lamp waiting time until next column is applied
static uint16_t LampColMask = 2; // mask for lamp column select
const uint32_t HwExtSelMask[5] = {2097152, 536870912, 512, 67108864, 8192}; // mask for sel5, sel6, sel7, SPI_CS1, Sel14
int i; // general purpose counter
uint32_t Buff;
uint16_t c;
if (APC_settings[DebugMode]) { // Show number of active timers if debug mode is on
if (APC_settings[DisplayType] == 7) { // Sys6 display
*(DisplayLower+28) = ConvertNumUpper((byte) ActiveTimers,(byte) *(DisplayLower+28));}
else if (APC_settings[DisplayType] == 8) { // Sys7 display
*(DisplayLower) = ConvertNumUpper((byte) ActiveTimers,(byte) *(DisplayLower));}
else { // Sys11 display
*(DisplayLower) = RightCredit[32 + 2 * ActiveTimers];}} // show the number of active timers
if (APC_settings[DimInserts] || (LampWait == LampPeriod)) { // if inserts have to be dimmed or waiting time has passed
REG_PIOC_CODR = AllSelects - HwExtSels + AllData; // clear all select signals and the data bus
REG_PIOC_SODR = 268435456;} // use Sel0 to disable column driver outputs at half time
// Display columns
if (APC_settings[DisplayType] < 7) { // Sys11 display
if (APC_settings[DisplayType] == 3 || APC_settings[DisplayType] == 5) // BK2K or Riverboat type display with inverted segments
REG_PIOC_SODR = AllData;
else // all other Sys11 displays
REG_PIOC_CODR = AllData;
REG_PIOC_SODR = 983040;} // use Sel8 - 11
else { // Sys7 - 9 display
REG_PIOC_SODR = AllData;
REG_PIOC_SODR = 131072; // use Sel10
REG_PIOC_CODR = AllData;
REG_PIOC_SODR = 65536;} // use Sel11
if (DispCol == (DispColumns-1)) { // last display column reached?
DispCol = 0;} // start again from column 0
else {
DispCol++;} // prepare for next column
REG_PIOD_CODR = 15; // clear strobe select signals
REG_PIOD_SODR = DispCol; // set display column
// Switches
i = 0;
Buff = REG_PIOA_PDSR;
while ((SwitchRows[SwDrv] != (Buff & 29425756)) && (SwEvents[SwitchStack] < 30)) { // as long as something is different at the switch port
if (Buff & SwitchMask[i]) { // scan the switch port bit by bit
if (!(SwitchRows[SwDrv] & SwitchMask[i])) { // different from the stored switch state?
SwitchRows[SwDrv] = SwitchRows[SwDrv] | SwitchMask[i]; // then change it
SwEvents[SwitchStack]++; // increase the number of pending switch events
c = 0;
while (ChangedSw[SwitchStack][c] && (c<29)) { // look for a free slot
c++;}
ChangedSw[SwitchStack][c] = SwDrv*8+i+1;}} // store the switch number to be processed in the main loop
else {
if (SwitchRows[SwDrv] & SwitchMask[i]) { // different from the stored switch state?
SwitchRows[SwDrv] = SwitchRows[SwDrv] & (29425756 - SwitchMask[i]); // then change it
SwEvents[SwitchStack]++; // increase the number of pending switch events
c = 0;
while (ChangedSw[SwitchStack][c] && (c<29)) { // look for a free slot
c++;}
ChangedSw[SwitchStack][c] = SwDrv*8+i+1;}} // store the switch number to be processed in the main loop
i++;}
SwDrvMask = SwDrvMask<<1; // and the corresponding select pattern
REG_PIOC_CODR = AllSelects - HwExtSels + AllData; // clear all select signals except HwExtSels and the data bus
if (SwDrv < 7) {
REG_PIOC_SODR = AllData - SwDrvMask; // put select pattern on data bus
SwDrv++; // next switch driver
REG_PIOC_SODR = 32768;} // use Sel12
else {
if (SwDrv == 7) {
REG_PIOC_SODR = AllData;
SwDrv++; // next switch driver
REG_PIOC_SODR = 32768; // use Sel12
REG_PIOC_CODR = 16384;} // enable Sel13
else {
if (((bool)(SwitchRows[9] & 65536) != (bool)(REG_PIOB_PDSR & 16384)) && (SwEvents[SwitchStack] < 30)) { // check state of the Up/Down button
if (SwitchRows[9] & 65536) {
SwitchRows[9] = SwitchRows[9] & (29425756 - 65536);}
else {
SwitchRows[9] = SwitchRows[9] | 65536;}
SwEvents[SwitchStack]++; // increase the number of pending switch events
c = 0;
while (ChangedSw[SwitchStack][c] && (c<30)) { // look for a free slot
c++;}
ChangedSw[SwitchStack][c] = 73;}
SwDrvMask = 2;
REG_PIOC_SODR = AllData - SwDrvMask; // put select pattern on data bus
SwDrv = 0;
REG_PIOC_SODR = 32768+16384;}} // use Sel12 and disable Sel13
// Priority Timer
if (ActivePrioTimers) { // do not execute if activate or kill procedure is currently running
byte Buffer = ActivePrioTimers;
byte x = 1;
while (Buffer) { // Number of prio timers to process (active timers)
if (PrioTimerValue[x]) { // Timer active?
Buffer--; // Decrease number of timers to process
PrioTimerValue[x]--; // Decrease timer value
if (!PrioTimerValue[x]) { // Timer run out?
void (*TimerBuffer)(byte) = PrioTimerEvent[x];
if (!TimerBuffer) {
IRQerror = 40;}
else {
PrioTimerEvent[x] = 0;
TimerBuffer(PrioTimerArgument[x]);} // execute timer procedure
if (!ActivePrioTimers) {
IRQerror = 41;}
else {
ActivePrioTimers--;}}} // reduce number of active timers
x++;}} // increase timer counter
// Timer
if (!BlockTimers) { // do not execute if activate or kill procedure is currently running
byte Buffer = ActiveTimers;
byte x = 1;
while (Buffer) { // Number of timers to process (active timers)
if (TimerValue[x]) { // Timer active?
Buffer--; // Decrease number of timers to process
TimerValue[x]--; // Decrease timer value
if (!TimerValue[x]) { // Timer run out?
c = 0;
while (RunOutTimers[TimerStack][c]) {
c++;}
RunOutTimers[TimerStack][c] = x;
TimerEvents[TimerStack]++; // increase the number of pending timer events
if (!ActiveTimers) { // number of active timers already 0?
IRQerror = 9;} // that's wrong
else {
ActiveTimers--;}}} // reduce number of active timers
x++;}} // increase timer counter
// Solenoids
if (SolChange) { // is there a solenoid state to be changed?
REG_PIOC_CODR = AllSelects - HwExtSels + AllData; // clear all select signals and the data bus
c = SolBuffer[0];
REG_PIOC_SODR = c<<1;
REG_PIOC_SODR = 16777216; // select first latch
REG_PIOC_CODR = AllSelects - HwExtSels + AllData; // clear all select signals and the data bus
c = SolBuffer[1];
REG_PIOC_SODR = c<<1;
REG_PIOC_SODR = 8388608; // select second latch
REG_PIOC_CODR = AllSelects - HwExtSels + AllData; // clear all select signals and the data bus
c = SolBuffer[2];
REG_PIOC_SODR = c<<1;
REG_PIOC_SODR = 4194304;} // select third latch
REG_PIOC_CODR = AllSelects - HwExtSels + AllData; // clear all select signals and the data bus
// Display segments
if (APC_settings[DisplayType] == 3 || APC_settings[DisplayType] == 5) { // 2x16 alphanumeric display with inverted segments
REG_PIOC_CODR = AllSelects - HwExtSels + AllData; // clear all select signals except HwExtSels and the data bus
byte Buf = ~(*(DispRow1+2*DispCol));
REG_PIOC_SODR = Buf<<1; // set 1st byte of the display pattern for the upper row
REG_PIOC_SODR = 524288; // use Sel8
REG_PIOC_CODR = AllSelects - HwExtSels + AllData; // clear all select signals except HwExtSels and the data bus
Buf = ~(*(DispRow1+2*DispCol+1));
REG_PIOC_SODR = Buf<<1; // set 2nd byte of the display pattern for the upper row
REG_PIOC_SODR = 262144; // use Sel9
REG_PIOC_CODR = AllSelects - HwExtSels + AllData; // clear all select signals except HwExtSels and the data bus
Buf = ~(*(DispRow2+2*DispCol));
REG_PIOC_SODR = Buf<<1; // set 1st byte of the display pattern for the lower row
REG_PIOC_SODR = 131072; // use Sel10
REG_PIOC_CODR = AllSelects - HwExtSels + AllData; // clear all select signals except HwExtSels and the data bus
Buf = ~(*(DispRow2+2*DispCol+1));
REG_PIOC_SODR = Buf<<1; // set 1st byte of the display pattern for the lower row
REG_PIOC_SODR = 65536;} // use Sel11
else {
REG_PIOC_CODR = AllSelects - HwExtSels + AllData; // clear all select signals except HwExtSels and the data bus
REG_PIOC_SODR = *(DispRow1+2*DispCol)<<1; // set 1st byte of the display pattern for the upper row
REG_PIOC_SODR = 524288; // use Sel8
REG_PIOC_CODR = AllSelects - HwExtSels + AllData; // clear all select signals except HwExtSels and the data bus
REG_PIOC_SODR = *(DispRow1+2*DispCol+1)<<1; // set 2nd byte of the display pattern for the upper row
REG_PIOC_SODR = 262144; // use Sel9
REG_PIOC_CODR = AllSelects - HwExtSels + AllData; // clear all select signals except HwExtSels and the data bus
REG_PIOC_SODR = *(DispRow2+2*DispCol)<<1; // set 1st byte of the display pattern for the lower row
REG_PIOC_SODR = 131072; // use Sel10
REG_PIOC_CODR = AllSelects - HwExtSels + AllData; // clear all select signals except HwExtSels and the data bus
REG_PIOC_SODR = *(DispRow2+2*DispCol+1)<<1; // set 1st byte of the display pattern for the lower row
REG_PIOC_SODR = 65536;} // use Sel11
REG_PIOC_CODR = AllSelects - HwExtSels + AllData; // clear all select signals and the data bus
// Lamps
if (APC_settings[LEDsetting] < 2) { // matrix lamps active?
if (LampWait == LampPeriod) { // Waiting time has passed
LampCol++; // prepare for next lamp column
LampColMask = LampColMask<<1;
if (APC_settings[BackboxLamps]) { // backbox lamps not in first column
if (LampCol == 8){ // max column exceeded?
LampCol = 0;
LampColMask = 2;}
if (LampCol == 7 && APC_settings[BackboxLamps] == 1){ // max column reached?
c = LampColumns[LampCol];} // last column is from LampColumns
else { // game has no backbox lamps
c = *(LampPattern+LampCol);}} // all other columns are referenced via LampPattern
else { // backbox lamps in first column
if (LampCol == 8){ // max column exceeded?
LampCol = 0;
LampColMask = 2;
c = LampColumns[LampCol];} // first column is from LampColumns
else {
c = *(LampPattern+LampCol);}} // all other columns are referenced via LampPattern
REG_PIOC_SODR = c<<1; // write lamp pattern
REG_PIOC_SODR = 33554432; // use Sel1
REG_PIOC_CODR = AllSelects - HwExtSels + AllData; // clear all select signals and the data bus
REG_PIOC_SODR = LampColMask;
LampWait = 1; // restart lamp waiting counter
REG_PIOC_SODR = 268435456;} // use Sel0
else { // waiting time has not yet passed
LampWait++;}} // increase wait counter
// Hardware extension interface
while (HwExtIRQpos != HwExtBufPos) { // for all bytes in the ringbuffer
HwExtIRQpos++; // go to next task
if (HwExtIRQpos >= HwExtStackPosMax) { // end of buffer reached?
HwExtIRQpos = 0;} // start from zero
REG_PIOC_CODR = AllSelects - HwExtSels + AllData; // clear all select signals and the data bus
c = HwExt_Buf[HwExtIRQpos][0]; // get data byte
REG_PIOC_SODR = c<<1; // and put it on the data bus
if (HwExt_Buf[HwExtIRQpos][1] & 128) { // rising select edge requested?
for (i=0;i<5;i++) { // for all HwExt selects
if (HwExt_Buf[HwExtIRQpos][1] & 1) { // is the corresponding bit set?
REG_PIOC_SODR = HwExtSelMask[i];} // generate a rising edge
HwExt_Buf[HwExtIRQpos][1] = HwExt_Buf[HwExtIRQpos][1]>>1;}} // shift to the next bit
else { // falling select edge requested
for (i=0;i<5;i++) { // for all HwExt selects
if (HwExt_Buf[HwExtIRQpos][1] & 1) { // is the corresponding bit set?
REG_PIOC_CODR = HwExtSelMask[i];} // generate a falling edge
HwExt_Buf[HwExtIRQpos][1] = HwExt_Buf[HwExtIRQpos][1]>>1;}}} // shift to the next bit
// Sound
if (g_Sound.next != g_Sound.running) {
if (PlayingMusic) {
if (PlayingSound) { // playing music and sound
Buffer16b = (uint16_t *) g_Sound.next; // get address of the next DAC buffer part to be filled
if (MusicVolume) { // reduce the music volume?
uint16_t Offset = 1024;
for (i=0; i<MusicVolume-1; i++) {
Offset = Offset + (512>>i);}
for (i=0; i<64; i++) {
*Buffer16b = (*(MusicBuffer+MusicIRpos*128+2*i) >> MusicVolume) + Offset; // write channel 1
Buffer16b++;
*Buffer16b = *(SoundBuffer+SoundIRpos*128+2*i) | 4096; // write channel 2
Buffer16b++;}}
else { // full volume
for (i=0; i<64; i++) {
*Buffer16b = *(MusicBuffer+MusicIRpos*128+2*i); // write channel 1
Buffer16b++;
*Buffer16b = *(SoundBuffer+SoundIRpos*128+2*i) | 4096; // write channel 2
Buffer16b++;}}
g_Sound.next = (uint32_t *) Buffer16b; // write back the updated address
g_Sound.enqueue();
MusicIRpos++; // increase the IRQ read pointer for the music buffer
if (MusicIRpos == 16) { // last buffer block read?
MusicIRpos = 0;} // start over
SoundIRpos++; // increase the IRQ read pointer for the sound buffer
if (SoundIRpos == 16) { // last buffer block read?
SoundIRpos = 0;} // start over
if (StopMusic) { // end of music file reached?
if (MusicIRpos == MBP) { // remaining music data played?
PlayingMusic = false; // stop playing music
MBP = 0; // reset write pointer
MusicIRpos = 0; // reset read pointer
StopMusic = 0; // mark stop sequence as completed
if (AfterMusic && AfterMusicPending != 2) { // anything to do after the music?
AfterMusicPending = 1;} // indicate now is the time to do so
else {
AfterMusicPending = 0;}}}
if (StopSound) { // end of sound file reached?
if (SoundIRpos == SBP) { // remaining sound data played?
PlayingSound = false; // stop playing sound
SBP = 0; // reset write pointer
SoundIRpos = 0; // reset read pointer
StopSound = 0; // mark stop sequence as completed
if (AfterSound && AfterSoundPending != 2) { // anything to do after the sound and not blocked by StopPlayingSound?
AfterSoundPending = 1;} // indicate now is the time to do so
else {
AfterSoundPending = 0;}}}}
else { // playing music only
Buffer16b = (uint16_t *) g_Sound.next; // same as above but music only
if (MusicVolume) { // reduce the music volume?
uint16_t Offset = 1024;
for (i=0; i<MusicVolume-1; i++) {
Offset = Offset + (512>>i);}
for (i=0; i<64; i++) {
*Buffer16b = (*(MusicBuffer+MusicIRpos*128+2*i) >> MusicVolume) + Offset;
Buffer16b++;
*Buffer16b = 6144; // 2048 | 4096
Buffer16b++;}}
else { // full volume
for (i=0; i<64; i++) {
*Buffer16b = *(MusicBuffer+MusicIRpos*128+2*i);
Buffer16b++;
*Buffer16b = 6144; // 2048 | 4096
Buffer16b++;}}
g_Sound.next = (uint32_t *) Buffer16b;
g_Sound.enqueue();
MusicIRpos++;
if (MusicIRpos == 16) {
MusicIRpos = 0;}
if (StopMusic) {
if (MusicIRpos == MBP) {
PlayingMusic = false;
MBP = 0;
MusicIRpos = 0;
StopMusic = 0;
if (AfterMusic && AfterMusicPending != 2) {
AfterMusicPending = 1;}
else {
AfterMusicPending = 0;}}}}}
else { // not playing music
if (PlayingSound) { // playing sound only
Buffer16b = (uint16_t *) g_Sound.next; // same as above but sound only
for (i=0; i<64; i++) {
*Buffer16b = 2048;
Buffer16b++;
*Buffer16b = *(SoundBuffer+SoundIRpos*128+2*i) | 4096;
Buffer16b++;}
g_Sound.next = (uint32_t *) Buffer16b;
g_Sound.enqueue();
SoundIRpos++;
if (SoundIRpos == 16) {
SoundIRpos = 0;}
if (StopSound) {
if (SoundIRpos == SBP) {
PlayingSound = false;
SBP = 0;
SoundIRpos = 0;
StopSound = 0;
if (AfterSound && AfterSoundPending != 2) {
AfterSoundPending = 1;}
else {
AfterSoundPending = 0;}}}}
else { // neither sound nor music
Buffer32b = g_Sound.next;
for (i=0; i<64; i++) {
*Buffer32b = 402655232; // 2048 on both channels and the channel tag
Buffer32b++;}
g_Sound.next = Buffer32b;
g_Sound.enqueue();}}}}
void loop() {
byte c = 0; // initialize counter
byte i = 0;
if (IRQerror) {
ErrorHandler(IRQerror,0,0);
IRQerror = 0;}
if (SwEvents[SwitchStack]) { // switch event pending?
SwitchStack = 1-SwitchStack; // switch to the other stack to avoid a conflict with the interrupt
while (SwEvents[1-SwitchStack]) { // as long as there are switch events to process
if (ChangedSw[1-SwitchStack][c]) { // pending switch event found?
SwEvents[1-SwitchStack]--; // decrease number of pending events
i = ChangedSw[1-SwitchStack][c]; // buffer the switch number
ChangedSw[1-SwitchStack][c] = 0; // clear the event
if (QuerySwitch(i)) { // process SET switches
Switch_Pressed(i);} // access the set switch handler
else { // process released switches
Switch_Released(i);}} // access the released switch handler
if (c < 29) { // number of pending events still in the allowed range?
c++;} // increase counter
else {
if (c > 29) {
ErrorHandler(21,0,c);}}}}
c = 0; // initialize counter
if (TimerEvents[TimerStack]) { // timer event pending?
TimerStack = 1-TimerStack; // switch to the other stack to avoid a conflict with the interrupt
while (TimerEvents[1-TimerStack]) { // as long as there are timer events to process
if (RunOutTimers[1-TimerStack][c]) { // number of run out timer found?
TimerEvents[1-TimerStack]--; // decrease number of pending events
i = RunOutTimers[1-TimerStack][c]; // buffer the timer number
void (*TimerBuffer)(byte) = TimerEvent[i]; // Buffer the event for this timer
if (!TimerBuffer) { // TimerEvent must be specified
ErrorHandler(20,0,c);}
RunOutTimers[1-TimerStack][c] = 0; // delete the timer from the list
TimerEvent[i] = 0; // delete the event to show the timer as free
TimerBuffer(TimerArgument[i]);} // call event procedure
c++;}} // increase search counter
if (SoundPrio) { // which channel has to be processed first?
if (!StopSound && (SBP != SoundIRpos)) { // still sound data to read?
ReadSound();} // read it
else { // no sound data?
if (AfterSoundPending == 1) { // is there an after sound event pending?
AfterSoundPending = 0; // reset the flag
if (AfterSound) { // really?
AfterSound(0);}} // call it
else { // no after sound event
if (!StopMusic && (MBP != MusicIRpos)) { // proceed with music
ReadMusic();}
else { // no music data?
if (AfterMusicPending == 1) { // is there an after music event pending?
AfterMusicPending = 0; // reset the flag
if (AfterMusic) { // really?
AfterMusic(0);}}}}}} // call it
else { // same as above but with the priority on music
if (!StopMusic && (MBP != MusicIRpos)) {
ReadMusic();}
else {
if (AfterMusicPending == 1) {
AfterMusicPending = 0;
if (AfterMusic) {
AfterMusic(0);}}
else {
if (!StopSound && (SBP != SoundIRpos)) {
ReadSound();}
else {
if (AfterSoundPending == 1) {
AfterSoundPending = 0;
if (AfterSound) {
AfterSound(0);}}}}}}
if ((APC_settings[ActiveGame] == 3) && (APC_settings[ConnType])) { // Remote mode?
if (APC_settings[ConnType] == 1) { // onboard Pi selected?
if (!OnBoardCom && (REG_PIOB_PDSR & 33554432)) { // onboard com off and Pi detected?
Serial3.begin(115200); // needed for onboard serial communication
OnBoardCom = true;}}
if(USB_Available()) {
USB_SerialCommand();}}} // use the first received byte as a command
void ReadMusic() { // read music data from SD
if (MusicFile.available() > 255) { // enough data remaining in file to fill one block?
MusicFile.read(MusicBuffer+MBP*128,2*128); // read one block
MBP++; // increase read pointer
if (MBP == 16) { // last block reached?
MBP = 0; // start over
if (!PlayingMusic) { // not already playing?
PlayingMusic = true; // start playing
StartMusic = false;}}} // stop init phase
else { // not enough data to fill one block
byte Avail = MusicFile.available(); // determine how much is left
MusicFile.read(MusicBuffer+MBP*128,Avail); // read it
for (i=0; i<128-Avail/2; i++) { // fill the rest with silence
*(MusicBuffer+MBP*128+Avail/2+i) = 2048;}
MBP++; // increase read pointer
if (MBP == 16) { // last block read?
MBP = 0;} // start over
StopMusic = MBP; // mark this block as being the last
MusicFile.close();} // close file
SoundPrio = true;} // switch priority to sound
void ReadSound() { // same as above but for the sound channel
if (SoundFile.available() > 255) {
SoundFile.read(SoundBuffer+SBP*128,2*128);
SBP++;
if (SBP == 16) {
SBP = 0;
if (!PlayingSound) {
PlayingSound = true;
StartSound = false;}}}
else {
byte Avail = SoundFile.available();
SoundFile.read(SoundBuffer+SBP*128,Avail);
for (i=0; i<128-Avail/2; i++) {
*(SoundBuffer+SBP*128+Avail/2+i) = 2048;}
SBP++;
if (SBP == 16) {
SBP = 0;}
StopSound = SBP;
SoundFile.close();}
SoundPrio = false;}
byte LEDhandling(byte Command, byte Arg) { // main LED handler
static bool PolarityFlag; // stores whether the select has to be triggered by the rising or falling edge
static byte ChangeSequence = 0; // indicator needed for change operations
static byte *LEDstatus; // points to the status memory of the LEDs
static const byte *LEDselected; // buffer to sync the change of an LEDpattern to the command execution
static byte NumOfLEDbytes = 8; // stores the length of the LEDstatus memory
static byte LengthOfSyncCycle = 3; // stores the length of the sync cycle in ms
static byte SpcCommandLength[8]; // length in bytes of commands to be send to the LED exp board
static byte SpcBuffer[20]; // command bytes to be send to the LED exp board
static byte BufferRead = 0; // read pointer for ringbuffer SpcBuffer
static byte BufferWrite = 0; // write pointer for ringbuffer SpcBuffer
static byte SpcWriteCount = 0; // points to the next command byte to be send to the LED exp board
static byte SpcReadCount = 0; // counter for bytes to transmit
static byte Timer = 0;
switch(Command) {
case 0: // stop LEDhandling
if (Timer) { // LEDhandling active?
ChangeSequence = 2; // one more sync needed
free(LEDstatus); // free memory
SpcBuffer[BufferWrite] = 196; // write stop command to ringbuffer
BufferWrite++; // increase write pointer
if (BufferWrite > 19) { // end of ringbuffer reached?
BufferWrite = 0;} // start over
if (BufferWrite == BufferRead) { // ringbuffer full?
return(1);} // terminate write attempt
byte i = 0;
while (SpcCommandLength[i]) { // look for a free slot
i++;}
if (i > 7) { // no more than 8 commands at a time
return(1);}
SpcCommandLength[i] = 1; // write length of command to buffer
SpcWriteCount = 0;} // reset number for command entry
break;
case 1: // init
if (APC_settings[LEDsetting] == 1) { // LEDsetting = Additional?
if (!Timer) {
NumOfLEDbytes = APC_settings[NumOfLEDs] / 8; // calculate the needed memory for LEDstatus
if (APC_settings[NumOfLEDs] % 8) {
NumOfLEDbytes++;}
LEDstatus = (byte *) malloc(NumOfLEDbytes); // allocate memory
for (byte i=0; i<NumOfLEDbytes; i++) { // and delete it
LEDstatus[i] = 0;}
LengthOfSyncCycle = APC_settings[NumOfLEDs] / 24; // calculate the required length of the sync cycle
if (APC_settings[NumOfLEDs] % 24) {
LengthOfSyncCycle++;}
SpcBuffer[BufferWrite] = 193; // write to ringbuffer
BufferWrite++; // increase write pointer
if (BufferWrite > 19) { // end of ringbuffer reached?
BufferWrite = 0;} // start over
if (BufferWrite == BufferRead) { // ringbuffer full?
return(1);} // terminate write attempt
SpcBuffer[BufferWrite] = NumOfLEDbytes; // write to ringbuffer
BufferWrite++; // increase write pointer
if (BufferWrite > 19) { // end of ringbuffer reached?
BufferWrite = 0;} // start over
if (BufferWrite == BufferRead) { // ringbuffer full?
return(1);} // terminate write attempt
byte i = 0;
while (SpcCommandLength[i]) { // look for a free slot
i++;}
if (i > 7) { // no more than 8 commands at a time
return(1);}
SpcCommandLength[i] = 2; // write length of command to buffer
SpcWriteCount = 0; // reset number for command entry
Timer = ActivateTimer(1, NumOfLEDbytes, LEDtimer);} // start main timer
LEDpattern = LEDstatus;} // show LEDstatus
else { // LEDsetting != Additional
NumOfLEDbytes = 8;
LengthOfSyncCycle = 3;
if (!Timer) {
Timer = ActivateTimer(1, 8, LEDtimer);}} // start main timer
break;
case 2: // timer call
if (Arg > NumOfLEDbytes + LengthOfSyncCycle + 6) { // Sync over
Arg = 0;} // start from the beginning
if (Arg < NumOfLEDbytes) { // the first cycles are for transmitting the status of the lamp matrix
byte LampData;
if (ChangeSequence) { // end sequence running
if (ChangeSequence > 1) {
ChangeSequence--;}
LampData = 0;}
else { // normal operation
if (APC_settings[LEDsetting] > 1) { // playfield LEDs selected?
if (!Arg){ // max column reached?
LampData = LampColumns[Arg];}
else {
LampData = *(LampPattern+Arg);}}
else { // additional LEDs selected
LampData = *(LEDselected+Arg);}}
if (PolarityFlag) { // data bus of LED_exp board works with toggling select
PolarityFlag = false;