Moved from the vRIO repository to live with the other hardware restoration work. Contains the PD01D221 reverse-engineering reference (FIRMWARE.md, recovered from the TMS27PC512 EPROM dump) and the working Matrix Portal S3 + HUB75 replica firmware (flashed and bench-tested 2026-07-22, including the G/B pin swap for these panels, the PIN_BUTTON_UP/DOWN fix, and power-on cursor rendering). The vPLASMA reference oracle (src/VPlasma.Core) and the VPlasma.Wire differential-test tool stay in the vRIO repo; PlasmaNew pre-move commit history is there too. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Plasma display replica — Adafruit Matrix Portal S3 + HUB75
A hardware replacement for the failing Babcock PD01D221 cockpit plasma display (../README.md, ../FIRMWARE.md). A modern microcontroller reads the same serial command stream the game sends and renders it to a modern LED matrix — a drop-in from the host's point of view, with none of the plasma physics or high voltage.
The firmware's command parser and fonts are ported verbatim from vRIO's
vPLASMA emulator (src/VPlasma.Core in the vRIO repo), which is the
reference oracle. Feed the replica and vPLASMA the same byte stream and they
produce the same frame.
Bill of materials
| Part | Notes |
|---|---|
| Adafruit Matrix Portal S3 | ESP32-S3 controller; plugs into the HUB75 header; native USB-C = the virtual COM port |
| 2 × Adafruit 64×32 RGB LED Matrix (P-pitch to taste; 1/16 scan) | chained → 128×32, the panel's native resolution |
| 5 V power supply, ≥ 4 A | the panels are the load; USB cannot power them |
| USB-C cable | data (and logic power) from the host PC |
An amber-leaning pitch and diffuser best mimic the neon-orange plasma; the
firmware already renders in orange (255,96,0 full / 110,40,0 half).
Wiring
- Chain the panels: panel A
OUT→ panel BIN, left-to-right, so the pair reads as one 128-wide canvas (x 0–63 = panel A, 64–127 = panel B). If the image comes out swapped, reverse the chain order. - Mount the Matrix Portal S3 onto panel A's
INHUB75 header. - Power: 5 V ≥ 4 A into the Matrix Portal's screw terminals; run the panels' power pigtails from the same 5 V. USB-C carries data (and powers the S3 logic) — do not rely on USB for panel current.
Build & flash
Arduino IDE (or arduino-cli):
- Boards Manager → install esp32 (Espressif). Select board "Adafruit
Matrix Portal S3". Set USB CDC On Boot: Enabled (so
Serialis the USB port the game opens). - Library Manager → install Adafruit Protomatter (pulls in Adafruit GFX / BusIO).
- Open
MatrixPortalPlasma/MatrixPortalPlasma.ino(keepPlasmaDisplay.*,plasma_fonts.h,demo_screens.hbeside it) and Upload.
The HUB75 pin arrays at the top of the .ino are Adafruit's published Matrix
Portal S3 values — except the G and B pins, which are exchanged because these
panels have the green and blue LEDs swapped (manufacturer-confirmed; symptom
was orange rendering as purple). If a different panel garbles, verify the
arrays against your installed Protomatter version.
Using it with the game
The Matrix Portal enumerates as a USB CDC COM port. In Windows Device Manager you can pin it to the COM number the host expects. Point the game's plasma output at it — under the DOSBox-X fork:
serial2 = directserial realport:COMx
Baud is cosmetic over USB CDC (the 9600 line-coding is accepted as a no-op),
so the display keeps up regardless. The link is one-way (the game writes, the
display listens), exactly as the cockpit drove the real panel.
No-host testing (onboard buttons)
- UP — toggle the built-in firmware demonstration (the real 10-screen
PLASMADOT demo,
demo_screens.h, extracted from the ROM). - DOWN — toggle the panel test: cycles diagnostic patterns (solid, border+grid, horizontal/vertical stripes, checkerboard) to expose dead dots and addressing faults — the multi-pattern sequence the real firmware runs.
- Power-on briefly lights every dot (confirms both panels), then clears.
Files
| File | |
|---|---|
MatrixPortalPlasma/MatrixPortalPlasma.ino |
sketch: Protomatter init, USB serial, render loop, buttons |
MatrixPortalPlasma/PlasmaDisplay.h/.cpp |
the PD01D221 parser + 128×32 framebuffer — a C++ port of VPlasmaDevice |
MatrixPortalPlasma/plasma_fonts.h |
the 8 real ROM fonts (PROGMEM), generated from tms27pc512.BIN |
MatrixPortalPlasma/demo_screens.h |
the 10 firmware demo screens (PROGMEM) |
Keeping it faithful — the differential test
PlasmaDisplay is a line-for-line port of VPlasmaDevice; keep the two in
sync (same commands, fonts, orientation/plot mapping). Validate the replica
by sending identical byte streams to the replica, to vPLASMA, and to the
real panel, then comparing the glass.
The VPlasma.Wire tool (in the vRIO repo: tools/VPlasma.Wire,
dotnet run --project tools/VPlasma.Wire -- … from that repo's root)
drives this:
# 1) Build a repeatable stream (or capture a real one — see below).
VPlasma.Wire synth --kind demo --out demo.bin
# 2) The vPLASMA golden image (pixel-exact reference PNG).
VPlasma.Wire render --in demo.bin --out demo-golden.png --scale 8
# 3) Replay the SAME bytes to each target, and photograph the glass:
VPlasma.Wire replay --in demo.bin --port COM3 # the real panel (RS-232)
VPlasma.Wire replay --in demo.bin --port COM7 # the Matrix Portal (USB-CDC)
Compare the two photos against demo-golden.png. synth kinds: selftest,
demo, banner, charset. render takes --orient v for vertical.
Capture a real session to build a test corpus non-intrusively — insert the
tool in the path (point the game at COM12, tool tees on to the real display
on COM3):
VPlasma.Wire capture --port COM12 --out session.bin --tee COM3
Then render/replay session.bin like any other stream.
Auto-compare a photo (cropped to the glass) against the golden image, or two streams against each other — each is reduced to 128×32 and diffed:
VPlasma.Wire diff --a demo-golden.png --b panel-photo.png --out delta.png
# prints "differing dots=N/4096 match=XX%", writes a red-on-mismatch image,
# exits 1 if they differ. Inputs may be .bin (ESC P) / .png / .txt (bitmap=).
Authoring plasma content (from TeslaSuite's plasma tools)
Generate display content from text or images and push it over the wire:
# Text in a Windows font, auto-sized to the panel → preview PNG + ESC P + hex:
VPlasma.Wire text --text "ALERT 12" --font "Arial" --png a.png --bin a.bin --hex a.txt
VPlasma.Wire replay --in a.bin --port COM7 # show it on the replica
# An image → the ESC P wire stream (and/or the game's bitmap= encoding):
VPlasma.Wire encode --in logo.png --bin logo.bin --hex logo.txt
# A bitmap= encoding → a preview PNG (and/or ESC P):
VPlasma.Wire decode --in logo.txt --png logo.png
Still deferred (as in vPLASMA, documented in ../FIRMWARE.md): the 10
double-buffered pages (ESC I/ESC i are consumed but single-page) and the
vector-graphics primitives (ESC A–F).