Nah, it’ll still hopefully fit on the same control chips.
The code is organized into two main pieces:
- FSM: A microkernel, hardware abstraction layer, and UI toolkit. This handles the hardware details and provides an abstract API on which to build applications. It’s like a tiny operating system, like Windows or MacOS… sort of.
- Anduril: An “application” written to run on top of FSM. This is the part I’m rewriting at the moment… because it has grown enough that it’s kind of a mess.
There are some other simple applications too, but nobody really uses them. Like, there’s a clone of the Olight Baton interface, and a clone of the ZebraLight interface, and a simplified Anduril fork made for Fireflies. Tom was thinking about building a new version of Narsil on top of FSM too, but I’m not sure if he’ll bother. I started on a Meteor UI clone, but got distracted halfway through… and have considered writing a Unicorn clone too, except I haven’t found detailed enough info on how exactly the interface works.
These things would all share the same base layer, so they would be able to run on any of the supported devices. Users could basically pick their favorite hardware and their favorite UI, mixing and matching however they like.
If you’re interested in learning more about how it all works, I’d suggest starting with a simpler UI, like the Baton clone. Or I have a thread here which gives an introduction with some examples.