As mentioned it's too early to pay attention to the specifics of any particular effect, since they are just things I'd already done that were convenient for testing, the important bit is that the polling is working and it now knows the state of the outputs to the driver board. Remember that we still don't know anything about the switches, only the lamps, flashers, and solenoids - but that's still quite a bit.
Now comes the complicated programming bit where I (with help) try to turn that information into something useful. As an example let's say we want to do a little show when you complete Quorra on the progress tree. That seems easy - it has a dedicated light so we just do the show when that light turns on, right? But we only want to do it once even though the lamp stays lit, so that means we need to have some state information about what the lamp was doing earlier. And the progress tree lamps flash if they are partially completed which means it needs to be able to distinguish between being on temporarily due to a flash and being on solidly for completion. Those lamps also get used for various lamp shows - we don't want to trigger the Quorra display if the lamp flashed because they completed some other mode, how do we test for that? We know they should be actively playing, so maybe we only trigger shows if a flipper has been active in the last second. How many ways can the mode be completed, can we test for those as well? Was the arcade kickout recently triggered? How about the auto launcher? It needs to be in multiball for this mode. Is there a specific lamp from the jackpot shot that we can test in combination with the Quorra mode lamp?
So getting the bus read working was a huge step forward, and I'm sure the video will make it seem like it's practically done, but there's still a lot left to figure out.
As always thanks for the support, it makes it a lot less tiresome to work on when people are excited.