Week in review Nov 22 edition
Not nearly as exciting as the last update, but some small progress was made.
- Re-arranged the driver code so that more work happens in driver. This should result in a lot less thunking from user space to kernel space, and honestly, it’s just the right way to do it.
- Roughed in some switch matrix handling code. Doing this is what precipitated the driver rework. Should be able to have a working switch matrix “simultation” early this week.
- Made a trusty checklist of what needs to happen for “in machine” testing of switches. If all goes well, I could get to that this week (short week of work means more time to hack pinball!)
- Did a little research on my display frame rate issues. Might be able to make some changes to thread priorities, but the rate I’m getting is actually just fine. In fact I have plenty of leeway while still being functional, which is good as there are a lot of mechanics still to code.
- Set a simple roadmap to a minimal useable table. I think I should be able to reach that goal by the end of December. The roadmap, in short is: read switches, fire solenoids, code in simple game engine to hook switches to solenoids.
Trying not to think too far ahead though. Need to read the switches first.