It is my fate to become involved with the PIC32 line. Mostly because that's where the USB host functions are, and USB is some sort of unstoppable curse upon the land. I ordered the PIC32 starter kit, and the USB starter kit, and now I must somehow rise to the competency level I have with my PIC16 and PIC18 parts. This isn't really the right time to sit down with a cup of coffee and the PIC32MX Family Data Sheet (646 pages) or maybe just the PIC32MX Family Reference Manual (1138 pages). Better to get my feet wet and learn the landscape first. I've been a happy CCS user for 9 years and now I must learn the Microchip way of C. CCS doesn't have a PIC32 compiler (yet?). Also throw in an upgrade to some recent MPLAB for good measure. Figure out how to install the USB connection to these eval boards--this time-- (do I install the driver first, or do I plug in the device first? The answer likes to change and it's hard to know if you've got the latest information--or even if it matters anymore). I'm looking for some connectedness with the 32-bit pioneers among us. I will be looking at the Microchip forum, too, but somehow that just doesn't have the same feel as the good old PICList. I've got a lot of experience under my belt, and I'd have to say about 50% of it came from reading the list. So maybe I'll post a tidbit or two as I run across them. So here's my startle moment for the day. The starter kit comes with a few sample programs. I spotted one, which was older, no longer used, apparently, but included nonetheless. It's a 3-button 3-lamp "Simon" game. So I brought that one up, and was poking around with the debugger. There's a switch() statement that looks at _gameState...kind of obvious what's going on there...but the switch statement only had like 2 cases. So most of the time it would just do nothing there. In the outer loop were statements to debounce the buttons, and then to set some flags based on the switches. The only other line is for that switch statement. Where's the rest of the logic?? I went back to the source code and did some searching on variables and function names and in particular, all the enumerated states that _gameState could have. And then I found the rest of the code. Inside the interrupt handler. Granted, there weren't any delay loops in there, although there's a lot of fiddling with the timer. So I suppose the code executes OK and then gets out...but still...we just try not to do stuff like that. I suppose they give projects like this to the new kids, and well, it works, doesn't it? (I'm not sure. One of the reasons for poking around is to figure out how the game is supposed to flow). Anyway, if I suddenly pop in with a question, this might provide some background. Barry -- http://www.piclist.com PIC/SX FAQ & list archive View/change your membership options at http://mailman.mit.edu/mailman/listinfo/piclist