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Tutorial step 3: Get flipping!¶
There’s something exciting about seeing the first flips from your own code, so in this step we’re going to focus on getting your flippers working.
To do that, you have to add some entries to your config file to tell
MPF about some coils and switches, then you have to group them
together to tell MPF that they should act like flipper devices. So go ahead
and open that
/config/config.yaml file that you created in the previous step.
1. Add your flipper switches¶
switches: section of your machine config file is where you list
all the switches in your machine and map physical switch numbers to
more friendly switch names. (This is what makes it possible to interact
with switch names like “left_flipper” and “right_inlane” versus “switch 27”
or “switch 19”.)
So on the line after the
#config_version=5 entry from the previous
tutorial step, write
the colon). Then on the next line, type four spaces (these must be
spaces, not a tab), and write
s_left_flipper:. Then on the next
line, type eight spaces and add
number:. Repeat that again for
So now your
config.yaml file should look like this:
#config_version=5 switches: s_left_flipper: number: tags: left_flipper s_right_flipper: number: tags: right_flipper
In case you’re wondering why we preface each switch name with “s_”, that’s a little trick we learned that makes things easier as you get deeper into your configuration. We do this because most text editors and IDEs have “autocomplete” functions where it will pop up a list to autocomplete values as you type. So if you preface all your switches with “s_” (and your coils with “c_”, your lights with “l_”, etc.), then as soon as you type “s_” into your YAML file you should get a popup list with all your switches which you can use to select the right one. These saves lots of headaches later caused by not entering the name exactly right somewhere. :)
If you use Sublime as your editor, it just does this automatically. Other editors might require plugins. (For example, you can add this functionality to Atom with a free package called “autocomplete-plus”.)
Notice that we added tags called
These are optional, but recommended. The reason is that MPF includes
a combo switch feature which
posts events when player switches are held in combination. If you add
these tags to your flipper switches, an event called flipper_cancel
will be posted when the player hits both flipper buttons at the same time
which you can use to cancel shows and other things you want the player to
be able to skip.
When naming your switches (and most devices in MPF), your name can’t start with a number and it should only be a combination of letters, numbers, and underscores.
Also, the names you enter here are the internal names that you’ll use for these switches in your game code and configuration file. When it comes time to create “friendly” names for these switches which you’ll expose via the service menu, you can create plain-English labels with spaces and capitalization everything. But that comes later.
In pre-0.50 versions, MPF was not case-sensitive and would internally convert most things to lowercase before comparison. This proved to be problematic, so MPF is now case-sensitive for all elements of your config files. Our configuration directives use only lowercase letters, underscores, and numbers. While you are free to format your tags as you wish, be aware that case-consistency is now required.
Speaking of formatting files, let’s look at a few important things to know about YAML files (which is the format of the file we’re creating here):
- You you cannot use tabs to indent in YAML. (It is literally not allowed.) Most text editors can be configured to automatically insert spaces when you push the tab key, or you can just hit the space bar a bunch of times.
- The exact number of spaces you use for the indents doesn’t matter (most people use
groups of two or four), but what is absolutely important is that all items at the same “level” must be indented
with the same number of spaces. In other words
s_right_flipper:need to have the same number of spaces in front of them. In a practical sense this shouldn’t be a problem, because again most text editors let you use the tab key to automatically insert space characters.
- You cannot have a space between the setting name and the colon. GOOD:
- You must must have a space after the colon and the setting value. GOOD:
balls: 3. BAD:
- Anything on a line following a hash sign
#is ignored, so you can use this to add comments and notes to yourself.
This all might seem kind of annoying, but that’s just the way it is with YAML files. When we started building MPF, we weighed the pros and cons of lots of different config file formats (XML, INI, JSON, TOML, text, Python, etc.), and YAML was the best trade-off in terms of having the features we needed while being the easiest to use.
By the way, at some point we’ll create GUI tools you can use to build your configs instead of having to hand-edit YAML files, but that’s probably a few years away, so in the meantime, get used to YAML. :)
2. Enter the hardware numbers for your switches¶
config.yaml file you have so far is completely valid. However, you’ll notice that the
for each switch is blank. If you are not using MPF with a physical pinball machine yet, you can keep these
numbers blank. But if you want to control a real pinball machine, you need to enter values for each switch’s
The exact number you enter for each switch is dictated by which switch input on your pinball controller each switch is connected to. However, different controllers use different number formats.
The How to configure “number:” settings guide explains how hardware numbering works on each of the various hardware platforms MPF supports, so check that out now and enter your real numbers, not the made-up ones we use below.
switches: s_left_flipper: number: 0 # this can be blank if you don't have physical hw yet s_right_flipper: number: 1 # if you do have physical hw, most likely your number will be different
3. Add your flipper coils¶
Next you need to add entries for your flipper coils. These will be
added to a section called
coils:. If you’re using dual-wound coils,
you’ll actually have four coil entries here—-both the main and hold
coils for each flipper. If you’re using single-wound coils, then
you’ll only have one coil for each flipper (which we’ll configure to
pulse-width modulation for the holds).
If you have no idea what we’re talking about, read our Flippers documentation for an introduction to flipper concepts, dual-wound versus single- wound, holding techniques, end-of-stroke switches, and a bunch of other stuff that’s important that you probably never thought about.
Here’s an example of how you’d enter your coils for a machine with two dual-wound coils. If you have single-wound coils, or you have more than two flippers, refer to the Flippers documentation for examples of how to configure them.
coils: c_flipper_left_main: number: 0 # again, these numbers will probably be different for you c_flipper_left_hold: number: 1 # check your platform-specific documentation for the actual numbers allow_enable: true c_flipper_right_main: number: 2 c_flipper_right_hold: number: 3 allow_enable: yes
Again, note each coil name is indented four spaces, and each “number”
listed under them is indented eight spaces, there’s no space before
the colons, and there is a space after the colons. Like the switch
number: entry under each coil is the number that the
pinball hardware controller uses for this coil. The exact number will
depend on what type of controller hardware and driver boards you’re using.
Also note that the two hold coils have
allow_enable: entries added, with values of “yes” and “true”. (In MPF config
files, values of “yes” and “true” are the same, so we use one of each just to demonstrate to you that they’re
Anyway, the purpose of the
allow_enable: setting is that as a safety precaution, MPF does not allow you to enable
(that is, to hold a coil in its “on” position) unless you specifically add
allow_enable: true to that coil’s config.
This will help to prevent some errant config from enabling a coil that you didn’t mean to enable and burning it up or
starting a fire.
So in the case of your flippers, the “hold” coil of a flipper needs to have
allow_enable: true since in order for it
to act as a flipper, that coil need to be allowed to be enabled (held on).
4. Add your flipper “devices”¶
Okay, you have your coils and switches defined, but you can’t flip yet because you don’t have any flippers defined. Now you might be thinking, “Wait, but didn’t I just configure the coils and switches?” Yes, you did, but now you have to tell MPF that you want to create a flipper device which links together one switch and one (or two) coils to become a “flipper”. MPF supports dozens of different types of Pinball Mechanisms, some of which (like flippers), are created by combining other devices.
You create your flipper devices by adding a
flippers: section to
your config file, and then specifying the switch and coil(s) for each flipper.
Here’s what you would create based on the switches and coils we’ve defined so far:
playfields: playfield: tags: default default_source_device: None # use None in steps before 8 flippers: left_flipper: main_coil: c_flipper_left_main hold_coil: c_flipper_left_hold activation_switch: s_left_flipper right_flipper: main_coil: c_flipper_right_main hold_coil: c_flipper_right_hold activation_switch: s_right_flipper
5. Try running MPF to make sure your config file is ok¶
At this point you should run your game to make sure it runs okay. Your
flippers aren’t going to work yet, but mainly we want to make sure MPF
can read your config files and that there aren’t any errors. Open a
command prompt, switch to your machine folder, and run MPF again (like
Step 2), also with the
The console output will look similar to Step 2 as well, and it won’t look like much is happening here. The main thing is to make sure that MPF starts and runs without giving you any errors–meaning that everything you setup in your config file is ok.
C:\pinball\your_machine>mpf -b INFO : Machine : Mission Pinball Framework Core Engine v0.30.0 INFO : Machine : Loading config from original files INFO : Machine : Machine config file #1: C:\your_machine\config\config INFO : Machine : Config file cache created: C:\Windows\temp\6454c58ed3dcbe5687dd7b0c0b112e00config INFO : Machine : Starting clock at 30.0Hz INFO : Mode.attract : Mode Starting. Priority: 10
At this point you can stop it by making sure your console window has
focus and then hitting
What if it didn’t work?¶
If your game ran fine, then you can skip down to Step 6 below. If something didn’t work or you got an error, then there are a few things to try depending on what your error was.
If the last line in your console output was something like this:
ValueError: Found a "switchs:" section in config file C:\your_machine\config\config, but that section is not valid in machine config files.
That means that it found a section in your config file that is not valid. Most likely this is due to a typo. For example, the above example has “switchs” instead of “switches”.
Or maybe the error is more like this:
AssertionError: Config validation error: Entry flippers:left_flipper:main_coil:c_fliper_left_main is not valid.
This is showing that the
flippers:left_flipper:main_coil:c_fliper_left_main entry is not valid. Again this is a
typo–the coil name is spelled wrong (one “p” in flipper instead of two).
Or something like this:
AssertionError: Your config contains a value for the setting "flippers:left_flipper:holdcoil", but this is not a valid setting name.
Again pretty self-explanatory. The setting
flippers:left_flipper:holdcoil is not valid. (It should actually be
“hold_coil”, not “holdcoil”.)
So you can see that we’ve tried to be pretty helpful when it comes to typos and config file errors. The trick it just to read through the output in the logs and to trace down what they’re complaining about.
You might also get errors saying there’s some kind of YAML problem. For example, if you remove the colon after the
coils: section and re-run MPF, you get the following error:
ValueError: YAML error found in file /Users/brian/git/mpf-examples/tutorial/config/config.yaml. Line 16, Position 24
Line 16, Position 24. Pretty straightforward, except the missing colon is actually on line 15. This is because removing the colon still produced valid YAML until it hit the next line. The point is that if you get a YAML error, look a few lines above and below the line number from the error.
Again, recapping the rules of YAML:
- Be sure to indent with spaces, not tabs.
- Make sure that all the “child” elements are indented the same. So
s_right_flipperboth need to be indented the same number of spaces, etc.
- Make sure you do not have a space before each colon.
- Make sure you do have a space after each colon.
- Make sure you have the
#config_version=5as the first line in your file.
6. Enabling your flippers¶
Just running MPF with your game’s config file isn’t enough to get your flippers working. By default, they are only turned on when a ball starts, and they automatically turn off when a ball ends. But the simple config file we just created doesn’t have a start button or your ball trough or plunger lane configured, so you can’t actually start a game yet. So in order to get your flippers working, we need to add a configuration into each flipper’s entry in your config file that tells MPF that we just want to enable your flippers right away, without an actual game. (This is just a temporary setting that we’ll remove later.) To do this, add the following entry to each of your flippers in your config file:
We’ll cover exactly what this means later on. (Basically it’s telling
each of your flippers that they should enable themselves when MPF is booting up, rather than them waiting for a
ball to start.) So now the
flippers: section of your config file should look like this: (If you have single-wound
coils, then you won’t have the
hold_coil: entries here.)
flippers: left_flipper: main_coil: c_flipper_left_main hold_coil: c_flipper_left_hold activation_switch: s_left_flipper enable_events: machine_reset_phase_3 right_flipper: main_coil: c_flipper_right_main hold_coil: c_flipper_right_hold activation_switch: s_right_flipper enable_events: machine_reset_phase_3
At this point the rest of the steps on this page are for getting your physical machine connected to your pinball controller. If you don’t have a physical machine yet then you can skip directly to Tutorial step 4: Adjust your flipper power.
7. Configure MPF to use your physical pinball controller¶
If you have a physical pinball machine (or at least a something on your
workbench) which is hooked up to a FAST, P-ROC, P3-ROC, OPP, or Stern SPIKE
controller, then you need to add the hardware information to your
config file so MPF knows which platform interface to use and how to
talk to your hardware. To configure MPF to use a hardware pinball
controller, you need to add a
hardware: section to your config file,
and then you add settings for
Remember earlier in this step, we provided links to the documentation for each platform. Here they are again:
You only need look at those docs for the specifics parts of the config that vary depending on your hardware. The good news is that 99.9% of the MPF config files are identical regardless of the hardware you’re using.
Here are some various examples of different types of hardware configs. Please understand that these are just some examples! Do not copy them for your own use, rather, follow the instructions from the bullet list above.
FAST Pinball with FAST IO driver boards:
hardware: platform: fast driverboards: fast fast: ports: com4, com5 switches: s_left_flipper: number: 00
P-ROC installed in an existing WPC machine:
hardware: platform: p_roc driverboards: wpc switches: s_left_flipper: number: SF2
P3-ROC with P-ROC driver & switch boards:
hardware: platform: p3_roc driverboards: pdb switches: s_left_flipper: number: 0-0
See? They’re all different.
7a. Understand the “virtual” hardware¶
If you just added a
platform: setting to your config file which specifies a physical hardware platform, now every
time you run MPF with that config, it will try to connect to the physical hardware. But what happens if you want to use
MPF without your physical pinball hardware attached? In that case, you can run MPF with either the
command line options. (Lowercase “x” is the “virtual” platform, and uppercase “X” is the “smart virtual” platform.)
We’ll talk more about those later. The point is that if you have configured your machine for physical hardware and then
you want to run MPF without the physical hardware, you need to add either
-X to your
mpf command when
you run it.
8. One last check before powering up¶
Okay, now we’re really close to flipping. Before you proceed take a look at your config file to make sure everything looks good. It should look something like this one, though of course that will depend on what platform you’re using, whether you have dual-wound or single- wound flipper coils, and what type of driver boards you have (which will affect your coil and switch numbers). But here’s the general idea. (This is the exact file we use with a FAST WPC controller plugged into an existing Demolition Man machine.)
#config_version=5 hardware: platform: fast driverboards: wpc switches: s_left_flipper: number: SF4 s_right_flipper: number: SF6 coils: c_flipper_left_main: number: FLLM c_flipper_left_hold: number: FLLH allow_enable: true c_flipper_right_main: number: FLRM c_flipper_right_hold: number: FLRH allow_enable: yes playfields: playfield: tags: default default_source_device: None # use None in steps before 8 flippers: left_flipper: main_coil: c_flipper_left_main hold_coil: c_flipper_left_hold activation_switch: s_left_flipper enable_events: machine_reset_phase_3 right_flipper: main_coil: c_flipper_right_main hold_coil: c_flipper_right_hold activation_switch: s_right_flipper enable_events: machine_reset_phase_3
Note that the individual sections of the config file can be in any
order. We put the
hardware: section at the top, but that’s just our
personal taste. It really makes no difference.
9. Running your game and flipping!¶
At this point you’re ready to run your game, and you should be able to flip your flippers! Run your game with the following command:
Watch the console log for the entry about the attract mode starting.
Once you see that then you should be able to hit your flipper buttons
and they should flip as expected! You might notice that your flippers
seem weak. That’s okay. The default flipper power settings are weak
just to be safe. We’ll show you how to adjust your flipper power
settings in the next step of this tutorial. You’ll also notice that
switch events are posted to the console.
State:1 means the switch
flipped from inactive to active, and
State:0 means it flipped from
active to inactive.
INFO : SwitchController : <<<<< switch: s_left_flipper, State:1 >>>>> INFO : SwitchController : <<<<< switch: s_left_flipper, State:0 >>>>> INFO : SwitchController : <<<<< switch: s_right_flipper, State:1 >>>>> INFO : SwitchController : <<<<< switch: s_right_flipper, State:0 >>>>>
Here’s a companion video which shows running your game at this point in the tutorial based on the config file above: (Note that this companion video is showing Judge Dredd, and it’s based on an older version of MPF, but the basic concepts are the same.)
What if it doesn’t work?¶
If your game doesn’t flip while you’re running this config, there are a few things it could be: If the game software runs but you don’t have any flipping, check the following:
- Make sure you’re not using the
-Xcommand line options, since those tells MPF to run in with the “virtual” hardware (e.g. software-only) mode meaning it won’t talk to your actual physical hardware.
- Verify that your switch and coil numbers are set properly. Remember
the values of “0” and “1” and stuff that we used here are just for the
sake of this tutorial. In real life your coil numbers are going to be
A1-B0-7, and your switches will be something more like
SD12. Again look the how to guides for your specific platform for details on how their numbers should be set.
- Make sure you added
enable_events: machine_reset_phase_3to each of your flipper configurations.
- Make sure your coin door is closed! If you’re running MPF on an existing Williams or Stern machine, remember that when the coin door is open, there’s a switch that cuts off the power to the coils. (Ask us how we knew to add this to the list. :)
- It’s possible that your flippers are working, but their power level is so low that they’re not actually moving. (In this case you might hear them click when you hit the flipper button.) In this case you can move on to the next step in the tutorial where we adjust the flipper power.
If MPF crashes or gives an error:
- If you’re using a P-ROC and you get a bunch of really fast messages about Error opening P-ROC device and Failed, trying again…, this is because (1) your pinball machine is not turned on, (2) your P-ROC is not connected to your computer (via USB), or (3) you have a problem with the P-ROC drivers. If you’re running MPF in a virtual machine, make sure the USB connection is set to go to the VM.
- If you’re using FAST or OPP hardware and you get an error about a port configuration, or not being able to open a port, then make sure your port numbers are correct. If you were previously connecting to one of those ports via a terminal emulator, make sure you’ve disconnected from the port in that software before running MPF.
If a flipper gets stuck on:
- Really this shouldn’t happen. :) But it did on our machine just now and we really really confused. :) It turns out it was our flipper button which was stuck in the “on” position. The Judge Dredd machine we were using at the time had those aftermarket magnetic sensor buttons with the little magnets on the button flags, one of them came unglued and slipped out of alignment, making the switch stuck in the “on” position.
If you’re still running into trouble, feel free to post to the mpf-users Google group. We’ll incorporate your issues into this tutorial to make it easier for everyone in the future!
Check out the complete config.yaml file so far¶
If you want to see a complete
config.yaml file up to this point, there’s a “tutorial”
machine in the mpf-examples repo that you downloaded in Step 1. (This is the same
repo that contains the Demo Man game that you ran in Step 1.)
The tutorial files are in the
tutorial folder. If you just run MPF by itself
from the tutorial game folder, you’ll get an error:
C:\mpf-examples\tutorial>mpf OSError: Could not find file Z:\git\mpf-examples\tutorial\config\config
This is because if you look in the
tutorial\config folder, you see that there
are lots of config files in there with names like
etc., but there is not a file called
config.yaml. Since MPF looks for
by default, it can’t start because it can’t find it.
However, you can use the
-c command line option to specify the name of the config
file that MPF should load instead of
config.yaml. So if you want to run the
example game from the tutorial associated with Step 3, it would just be this:
C:\mpf-examples\tutorial>mpf -c step3
That’s telling MPF to start, using the file
as its config file.