Full Framework Bundle
Complete Micro PinOS package — Mega brain sketch, all Nano variants, GameStyle templates, commands vocabulary, and wiring diagrams.
// Mega/MainMega.ino — OS shell
// • RS485 queue + event dispatcher
// • Solenoid manager (millis-based)
// • State machine: ATTRACT→GAME→DRAIN→GAME_OVER
// • sendSound(), sendLight(), sendVideo()
// Mega/attract.h — wheel selector
// • Flipper cycling, coin handling
// • Auto-cycle on idle (4s timeout)
// • WHEEL:N → display board
// Mega/GameStyleOne.h — full scoring
// • FIRE lane bank → bonus mult
// • Drop target bank + reset coil
// • Bumper frenzy (75 hits → 30s)
// • Ramp counter → extra ball
// Mega/GameStyleStubs.h — styles 2–4
// • Stub implementations
// • Ready to fill in
// Mega/commands.h — full vocabulary
// • 25+ SOUND defines
// • 40+ LIGHT defines
// • 20+ VIDEO defines
// • SOLENOID + MODE commands
// nano/nano_universal.ino
// • Type 1 / 2 / 3 in one file
// • Debounce state machine
// • Dual-wound flipper hold logic
Mega 2560 Sketch
Game-brain firmware only — MainMega.ino, all GameStyle headers, attract mode, and command vocabulary.
// The main loop — four calls, every pass
void loop() {
readRS485(); // S<id>:<state>\n frames
processNextEvent(); // circular queue → dispatch
updateGameLogic(); // state machine + timers
updateSolenoids(); // millis() pulse manager
}
// GameStyle interface — five functions
struct GameStyle {
const char *name;
void (*onInit)();
void (*onBallReset)();
void (*onShot)(int sw);
void (*onTimerTick)();
void (*onBallDrain)();
};
Nano Universal Sketch
Switch-node firmware — nano_universal.ino with switch_ids.h. All three node types in one file.
// Configure at top — nothing else to edit
#define MY_ADDRESS 0 // 0–4
#define DE_PIN 2 // MAX485 DE
// One row per switch:
// pin | id | solPin | holdPin | pulseMs | debounceMs
static const SwEntry SW[] = {
{ 3, SW_SLINGSHOT_LEFT, 5, -1, 25, 5 },
{ 4, SW_SLINGSHOT_RIGHT, 6, -1, 25, 5 },
{ 7, SW_POP_BUMPER_TOP, 8, -1, 20, 5 },
};
// ── nothing below needs editing ──
// Handles: debounce, solenoid fire,
// dual-wound flipper hold/release,
// mode switching from Mega
Wiring Diagrams
Fritzing schematics for RS485 bus, MOSFET solenoid drivers, dual PSU wiring, and Nano-to-Mega bus topology.
GameStyle Starter Pack
Four complete GameStyle templates — Classic Lanes, Multiball Madness, Progressive Jackpot, Timed Challenge.
// Each style implements the same 5 functions:
void g1Init(); // game start
void g1BallReset(); // per-ball reset
void g1Shot(int sw); // shot dispatch
void g1TimerTick(); // mode timers
void g1BallDrain(); // bonus count + cleanup
// GameStyleOne — Traditional
// FIRE lanes → bonus mult (up to 5×)
// Drop target bank → 5,000 + reset
// Bumper frenzy after 75 hits (30s)
// 5 ramps → extra ball lit
// GameStyleTwo — Multiball Madness (stub)
// GameStyleThree — Progressive Jackpot (stub)
// GameStyleFour — Timed Challenge (stub)
Diagnostic Sketches
Bus monitor, solenoid test harness, switch event logger, and EEPROM inspector. Essential for hardware debugging.
🧠 Controllers
- ATmega2560 (Mega 2560)
- ATmega328P Nano × 1–5
- MAX485 module per board
- 120Ω termination resistors
⚡ Power & Drive
- 5V logic + 24–48V solenoid PSU
- IRLZ44N or TIP120 per coil
- 1N4007 flyback diode per coil
- Common ground between PSUs
💻 Development
- Arduino IDE 2.x or PlatformIO
- USB A–B cable (Mega)
- USB Mini-B cable (Nano)
- RS485 4-wire bus (A, B, GND, +5V)
📡 Communication
- RS485 bus at 115200 baud
- Serial1 → RS485 / Nano bus
- Serial2 → Sound board
- Serial3 → Display / Lights
Open Source on GitHub
Star the repo, report issues, or contribute your own GameStyles and hardware configs.
- FEAT RS485 multi-drop bus supporting up to 5 Nano nodes at 115200 baud
- FEAT Universal Nano sketch — Type 1/2/3 in one file, configured by table
- FEAT GameStyle plugin system — 4 selectable modes, 5-function interface
- FEAT Attract mode with flipper-driven wheel selector and auto-cycle
- FEAT Full command vocabulary: SOUND, LIGHT, VIDEO, SCORE, SOLENOID, MODE
- FEAT Type 2 Nano local solenoid fire — no bus roundtrip, ultra-low latency
- FEAT Type 3 dual-wound flipper coil — power kick + hold winding management
- FEAT GameStyleOne: FIRE lanes, drop bank, bumper frenzy, ramp counter
- IMP Circular event queue (32 deep) between RS485 reader and dispatcher
- IMP EEPROM high-score persistence on Mega