Update changelog
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@ -246,7 +246,67 @@ GameId=13
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DefaultCentering=25
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FeedbackLength=500
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[Output Reading]
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[MAME 32bit Outputs]
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GameId=22
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SinePeriod=100
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SineFadePeriod=0
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SineStrength=100
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RumbleStrengthLeftMotor=100
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RumbleStrengthRightMotor=100
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EnableForceSpringEffect=0
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ForceSpringStrength=70
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Device2GUID=
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MinForceDevice2=0
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MaxForceDevice2=100
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EnableRumbleDevice2=1
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ReverseRumbleDevice2=0
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AlternativeFFBDevice2=0
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AlternativeMinForceLeftDevice2=0
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AlternativeMaxForceLeftDevice2=-100
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AlternativeMinForceRightDevice2=0
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AlternativeMaxForceRightDevice2=100
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[MAME 64bit Outputs]
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GameId=22
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SinePeriod=100
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SineFadePeriod=0
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SineStrength=100
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RumbleStrengthLeftMotor=100
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RumbleStrengthRightMotor=100
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EnableForceSpringEffect=0
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ForceSpringStrength=70
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Device2GUID=
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MinForceDevice2=0
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MaxForceDevice2=100
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EnableRumbleDevice2=1
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ReverseRumbleDevice2=0
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AlternativeFFBDevice2=0
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AlternativeMinForceLeftDevice2=0
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AlternativeMaxForceLeftDevice2=-100
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AlternativeMinForceRightDevice2=0
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AlternativeMaxForceRightDevice2=100
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[Supermodel 32bit Outputs]
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GameId=22
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SinePeriod=100
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SineFadePeriod=0
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SineStrength=100
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RumbleStrengthLeftMotor=100
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RumbleStrengthRightMotor=100
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EnableForceSpringEffect=0
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ForceSpringStrength=70
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Device2GUID=
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MinForceDevice2=0
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MaxForceDevice2=100
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EnableRumbleDevice2=1
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ReverseRumbleDevice2=0
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AlternativeFFBDevice2=0
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AlternativeMinForceLeftDevice2=0
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AlternativeMaxForceLeftDevice2=-100
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AlternativeMinForceRightDevice2=0
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AlternativeMaxForceRightDevice2=100
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[Supermodel 64bit Outputs]
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GameId=22
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SinePeriod=100
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SineFadePeriod=0
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@ -1,6 +1,6 @@
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***FFB Arcade Plugin***
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Version 1.1a
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Version 1.3
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Brought to you by Boomslangnz, Ducon2016, Spazzy & pinkimo.
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@ -10,6 +10,58 @@ While best efforts were made to try to resemble the real arcade force feedback,
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in some cases eg Mario Kart GP DX, Pokken Tournament and Battle Gear 4,effects were created entirely from scratch
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so are not using real force feedback values. Most games use correct ffb values however :)
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***1.3 Changes***
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- Added optional Spring Effect to Initial D Arcade Stage Zero
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- Added EnableRumbleDevice2 and ReverseRumbleDevice2 checkboxes to certain games that support 2P Rumble
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- Renamed MAME plugins to OldMame as they are outdated and nearly useless now. Only game worth keeping them for is Rave Racer since MAME doesn't support FFB Output yet
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- Added Output Reading support!! (HUGE Thanks to headkaze for making MAMEInterOp SDK)
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No more specific versions of MAME necessary and all past and present MAME versions can be supported, along with the likes of Supermodel Emulator and any others which support MAME Outputs.
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This has taken me all week to get the c++ code working correctly, then port across to FFB Plugin, and finally begin adding support to some games.
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Initial Supported Output Games
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***Supermodel Emulator***
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-Daytona USA 2 - Power Edition
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-Daytona USA 2 - Battle on the Edge
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-Scud Race
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-Scud Race Plus
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-Le Mans 24
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-Sega Rally 2
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-Dirt Devils
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-Emergency Call Ambulance
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***MAME***
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-Virtua Formula
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-Virtua Racing
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-San Francisco Rush
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-San Francisco Rush: The Rock
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-San Francisco Rush 2049
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-Cruis'n World
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-Off Road Challenge
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-Cruis'n USA
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-California Speed
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-Out Run
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-Turbo Out Run
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-Power Drift
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-OutRunners (Currently ONLY game which allows 2 Player FFB if you have 2 x wheels or controllers)
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Please Read Below Output Section For More Info or read FFBPluginReadme.txt before you message for help.
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***1.2 Changes***
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- Added Initial D Arcade Stage Zero FFB Support
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- Added ChaseHQ2 shader filter removal checkbox under Input/Misc setting in GUI
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- Sorry had wrong SDL2.dll for all 64bit games on last release
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***1.1a Changes***
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- Fixed issue with inputs not working correctly
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@ -306,7 +358,7 @@ Track selection menu & Name Entry has added control too now
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- Requires Visual Runtime Files https://www.techpowerup.com/download/visual-c-redistributable-runtime-package-all-in-one/
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- GUI Requires Visual Runtime 2015 (pretty sure its this lol) and has to be in same folder with metroframework.dll & SDL2.dll
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- GUI Requires Visual Runtime 2019 and has to be in same folder with metroframework.dll & SDL2.dll
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***CREDITS***
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@ -327,6 +379,8 @@ extremely generous.
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- POOTERMAN for making logo on GUI
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- headkaze for making MAMEInterOp SDK
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- Everyone who helps and gives back to this awesome scene. Thanks for everything!
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@ -340,8 +394,16 @@ extremely generous.
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-Daytona USA [dinput8.dll into m2 emulator 1.1a folder]
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-Daytona USA 2 - Power Edition [32bit or 64bit opengl32.dll into game exe folder depending on 32 or 64bit Supermodel Emulator]
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-Daytona USA 2 - Battle on the Edge [32bit or 64bit opengl32.dll into game exe folder depending on 32 or 64bit Supermodel Emulator]
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-Daytona Championship USA [dinput8.dll into game exe folder]
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-Dirt Devils [32bit or 64bit opengl32.dll into game exe folder depending on 32 or 64bit Supermodel Emulator]
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-Emergency Call Ambulance [32bit or 64bit opengl32.dll into game exe folder depending on 32 or 64bit Supermodel Emulator]
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-Ford Racing [dinput8.dll into game exe folder]
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-HOTD4 [opengl32.dll into Teknoparrot folder inside Main Teknoparrot folder]
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@ -350,17 +412,19 @@ extremely generous.
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-Indy 500 [dinput8.dll into m2 emulator 1.1a folder]
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-Initial D4 [opengl32.dll into Teknoparrot folder inside Main Teknoparrot folder]
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-Initial D Zero [dinput8.dll into game exe folder]
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-Initial D4 Japan [opengl32.dll into Teknoparrot folder inside Main Teknoparrot folder]
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-Initial D 4 [opengl32.dll into Teknoparrot folder inside Main Teknoparrot folder]
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-Initial D5 [opengl32.dll into Teknoparrot folder inside Main Teknoparrot folder]
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-Initial D 4 Japan [opengl32.dll into Teknoparrot folder inside Main Teknoparrot folder]
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-Initial D6 [dinput8.dll into game exe folder]
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-Initial D 5 [opengl32.dll into Teknoparrot folder inside Main Teknoparrot folder]
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-Initial D7 [dinput8.dll into game exe folder]
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-Initial D 6 [dinput8.dll into game exe folder]
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-Initial D8 [dinput8.dll into game exe folder]
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-Initial D 7 [dinput8.dll into game exe folder]
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-Initial D 8 [dinput8.dll into game exe folder]
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-Machstorm (Rumble only) [xinput1_3.dll into game exe folder]
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@ -368,12 +432,18 @@ extremely generous.
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-Pokken Tournament (Rumble only) [dinput8.dll into game exe folder]
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-Scud Race [32bit or 64bit opengl32.dll into game exe folder depending on 32 or 64bit Supermodel Emulator]
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-Scud Race Plus [32bit or 64bit opengl32.dll into game exe folder depending on 32 or 64bit Supermodel Emulator]
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-Sega Touring Car Championship [dinput8.dll into m2 emulator 1.1a folder]
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-Sega Racing Classic [dinput8.dll into game exe folder]
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-Sega Rally Championship [dinput8.dll into m2 emulator 1.1a folder]
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-Sega Rally 2 [32bit or 64bit opengl32.dll into game exe folder depending on 32 or 64bit Supermodel Emulator]
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-Sega Rally 3 [dinput8.dll into game exe folder]
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-Super GT 24h [dinput8.dll into m2 emulator 1.1a folder]
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@ -388,24 +458,37 @@ extremely generous.
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-Wangan Midnight Maximum Tune 5 (Update 5) [d3d11.dll into game exe folder]
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-San Francisco Rush, San Francisco Rush The Rock, San Francisco Rush 2049 & San Francisco Rush 2049 SE
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(will ONLY work on either Mame Binary 32 or 64 bit or MameUI64 for Mame version 0.199 or 0.206 [dinput8.dll into any mame 0.199 or mame 0.206 folder]
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-Le Mans 24 [32bit or 64bit opengl32.dll into game exe folder depending on 32 or 64bit Supermodel Emulator]
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-Rave Racer [dinput8.dll into any mame 0.199 folder]
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-Rave Racer
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TURN ON FEEDBACK STEERING IN GAME SETTINGS OR YOU WILL NOT RECIEVE FORCE FEEDBACK!
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(will ONLY work on either Mame Binary 32 or 64 bit or MameUI64 for Mame version 0.199 or 0.206 [dinput8.dll into any mame 0.199 or mame 0.206 folder]
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-California Speed
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(will ONLY work on either Mame Binary 32 or 64 bit or MameUI64 for Mame version 0.199 or 0.206 [dinput8.dll into any mame 0.199 or mame 0.206 folder]
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-San Francisco Rush [32bit or 64bit dinput8.dll into MAME folder depending on 32 or 64bit MAME]
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-Cruis'n World
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(will ONLY work on either Mame Binary 32 or 64 bit or MameUI64 for Mame version 0.199 or 0.206 [dinput8.dll into any mame 0.199 or mame 0.206 folder]
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-San Francisco Rush The Rock [32bit or 64bit dinput8.dll into MAME folder depending on 32 or 64bit MAME]
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-Cruis'n USA
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(will ONLY work on either Mame Binary 32 or 64 bit or MameUI64 for Mame version 0.199 or 0.206 [dinput8.dll into any mame 0.199 or mame 0.206 folder]
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-San Francisco Rush 2049 [32bit or 64bit dinput8.dll into MAME folder depending on 32 or 64bit MAME]
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-Off Road Challenge
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(will ONLY work on either Mame Binary 32 or 64 bit or MameUI64 for Mame version 0.199 or 0.206 [dinput8.dll into any mame 0.199 or mame 0.206 folder]
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-San Francisco Rush 2049 SE [32bit or 64bit dinput8.dll into MAME folder depending on 32 or 64bit MAME]
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-California Speed [32bit or 64bit dinput8.dll into MAME folder depending on 32 or 64bit MAME]
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-Cruis'n World [32bit or 64bit dinput8.dll into MAME folder depending on 32 or 64bit MAME]
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-Cruis'n USA [32bit or 64bit dinput8.dll into MAME folder depending on 32 or 64bit MAME]
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-Off Road Challenge [32bit or 64bit dinput8.dll into MAME folder depending on 32 or 64bit MAME]
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-Virtua Racing & Virtua Formula [32bit or 64bit dinput8.dll into MAME folder depending on 32 or 64bit MAME]
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-OutRun [32bit or 64bit dinput8.dll into MAME folder depending on 32 or 64bit MAME]
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-Turbo OutRun [32bit or 64bit dinput8.dll into MAME folder depending on 32 or 64bit MAME]
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-OutRunners [32bit or 64bit dinput8.dll into MAME folder depending on 32 or 64bit MAME]
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-Power Drift [32bit or 64bit dinput8.dll into MAME folder depending on 32 or 64bit MAME]
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-GTI Club Supermini Festa [dinput8.dll into game exe folder]
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@ -441,7 +524,9 @@ MaxForce= **Maximum FFB force with 100 being highest value available**
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DeviceGUID= **Set Device GUID to connect to specific wheel or controller**
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EnableRumble= **Turn Off (0) if your wheel supports rumble effect. For controllers, turn on (1)**
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EnableRumble= **Turn Off (0) if your wheel supports rumble effect. For controllers, turn on (1), This is for DeviceGUID**
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ReverseRumble= **Turn Off (0) if your rumble effect is correct for motors. Turn on (1) if you want to reverse motor rumble, This is for DeviceGUID**
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Logging= **Turn On (1) to allow log.txt to be made to log plugin. Device GUID is given in here**
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@ -461,10 +546,20 @@ AlternativeFFB= **This is for certain wheels where roll effect does not work cor
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Device2GUID= **Set Device 2 GUID to connect to secondary specific wheel or controller (buttons only)**
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MinForceDevice2= **Device 2 Minimum FFB force with 0 being lowest value available**
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MaxForceDevice2= **Device 2 Maximum FFB force with 100 being highest value available**
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EnableRumbleDevice2= **Turn Off (0) if your wheel supports rumble effect. For controllers, turn on (1), This is for Device2GUID**
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ReverseRumbleDevice2= **Turn Off (0) if your rumble effect is correct for motors. Turn on (1) if you want to reverse motor rumble, This is for Device2GUID**
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AlternativeFFBDevice2= **This is for Device 2 where certain wheels where roll effect does not work correctly normally (such as PWM2M2 or Thrustmaster 300rs etc). Set 1 to turn on **
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*** GUI SUPPORT ***
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- REQUIRES visual runtime 2015,SDL2.dll & Metroframework.dll. SDL2.dll & Metroframework.dll are supplied in each plugin folder
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- REQUIRES visual runtime 2019,SDL2.dll & Metroframework.dll. SDL2.dll & Metroframework.dll are supplied in each plugin folder
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- Is designed to be used in conjunction with FFBPlugin.ini files included with each plugin folder. Place all plugin files into game exe folder(unless Lindbergh)
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@ -502,6 +597,26 @@ to change in FFBPlugin.ini.
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After setting up Axis and Buttons then Disable ShowButtonNumbersForSetup & ShowAxisSetup if enabled and play!
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*** OUTPUT SUPPORT ***
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(For MAME)
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- Create a ini file on root of MAME folder called Mame.ini and place inside it and save
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#
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# OSD OUTPUT OPTIONS
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#
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output windows
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- Ensure either MAME32.dll or MAME64.dll is with FFB Plugin files in MAME folder depending on 32bit or 64bit MAME
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(For SUPERMODEL EMULATOR)
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- If you wish to use FFB Plugin over Supermodel's FFB then disable Supermodel's FFB.
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- When you launch game, ensure you have command -outputs=win for FFB Plugin to recieve Output Values etc
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*** TROUBLESHOOTING ***
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OMG FFB DOESN'T WORK!!
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