Ic... first I though software SPI is on ANY pin - but it meant to say: an SPI object on any of the SPI supported pin sets.
Instead of using the existing SPIx (instances), I crate a new one (from the SPI 'class' definition). That is the part I missed. Then I can call it what ever I want... like:
var spiLCD = new SPI(); spiLCD.setup(...); ...
var spiFRAM = new SPI(); spiLCD.setup(...); ...
var spiWifi = new SPI(); spiWifi.setup(...); ...
This are all my SPIs I have to work with. And since the onboard SD card sits fixed on one of the SPI pin sets, I already have to use the chip select. As long as the baud rate is compatible (I don't know if baud rate can switch after setup/connect), sharing the the pin sets should not be too much a challenge (I have another SD card in the game: the sd card on the display break out board, and it does not have separate pin outs... if I want to use it, it looks that I have to do some hardware setup - open/close solder-'jumpers'.
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Ic... first I though software SPI is on ANY pin - but it meant to say: an SPI object on any of the SPI supported pin sets.
Instead of using the existing SPIx (instances), I crate a new one (from the SPI 'class' definition). That is the part I missed. Then I can call it what ever I want... like:
This are all my SPIs I have to work with. And since the onboard SD card sits fixed on one of the SPI pin sets, I already have to use the chip select. As long as the baud rate is compatible (I don't know if baud rate can switch after setup/connect), sharing the the pin sets should not be too much a challenge (I have another SD card in the game: the sd card on the display break out board, and it does not have separate pin outs... if I want to use it, it looks that I have to do some hardware setup - open/close solder-'jumpers'.