Spring Changes
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@ -16,6 +16,8 @@ xcopy ".\Release.x64\dinput8.dll" ".\Release.Win32\PokkenTournament" /Y
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xcopy ".\Release.x64\SDL2.dll" ".\Release.Win32\PokkenTournament" /Y
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xcopy ".\Release.x64\dinput8.dll" ".\Release.Win32\Supermodel 64bit Outputs" /Y
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xcopy ".\Release.x64\SDL2.dll" ".\Release.Win32\Supermodel 64bit Outputs" /Y
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xcopy ".\Release.x64\dinput8.dll" ".\Release.Win32\Spring Effect 64bit" /Y
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xcopy ".\Release.x64\SDL2.dll" ".\Release.Win32\Spring Effect 64bit" /Y
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xcopy ".\Release.x64\dinput8.dll" ".\Release.Win32\Flycast" /Y
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xcopy ".\Release.x64\SDL2.dll" ".\Release.Win32\Flycast" /Y
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xcopy ".\Release.x64\dinput8.dll" ".\Release.Win32\WMMT5" /Y
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@ -121,11 +121,20 @@ EnableDamper=0
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DamperStrength=100
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FFBOrRumble=0
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[Spring Effect]
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[Spring Effect 32bit]
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GameId=74
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FeedbackLength=500
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EnableDamper=0
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DamperStrength=100
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SpringEnable=1
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SpringStrength=100
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[Spring Effect 64bit]
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GameId=74
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FeedbackLength=500
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EnableDamper=0
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DamperStrength=100
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SpringEnable=1
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SpringStrength=100
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[GRID Real]
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17
DllMain.cpp
17
DllMain.cpp
@ -1811,8 +1811,21 @@ void TriggerSpringEffectInfinite(double strength)
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tempEffect.condition.direction.dir[0] = 1;
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tempEffect.constant.direction.dir[1] = 1; //Y Position
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SHORT minForce = (SHORT)(strength > 0.001 ? (configMinForce / 100.0 * 32767.0) : 0); // strength is a double so we do an epsilon check of 0.001 instead of > 0.
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SHORT maxForce = (SHORT)(configMaxForce / 100.0 * 32767.0);
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SHORT minForce;
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SHORT maxForce;
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if (EnableForceSpringEffect)
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{
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minForce = (SHORT)(0); // strength is a double so we do an epsilon check of 0.001 instead of > 0.
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maxForce = (SHORT)(ForceSpringStrength / 100.0 * 32767.0);
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}
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else
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{
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minForce = (SHORT)(strength > 0.001 ? (configMinForce / 100.0 * 32767.0) : 0); // strength is a double so we do an epsilon check of 0.001 instead of > 0.
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maxForce = (SHORT)(configMaxForce / 100.0 * 32767.0);
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}
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SHORT range = maxForce - minForce;
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SHORT coeff = (SHORT)(strength * range + minForce);
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@ -1 +1 @@
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v2.0.0.32
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v2.0.0.33
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