Output changes
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@ -1753,7 +1753,7 @@ DWORD WINAPI FFBLoop(LPVOID lpParam)
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{
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hlp.log("In FFBLoop");
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if ((configGameId != 22) && (configGameId != 29) && (configGameId != 34)) //For games which need code to run quicker etc. Some games will crash if no sleep added
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if ((configGameId != 29) && (configGameId != 34)) //For games which need code to run quicker etc. Some games will crash if no sleep added
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{
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Sleep(2500);
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}
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@ -28,6 +28,7 @@ HINSTANCE ProcDLL = NULL;
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static wchar_t* settingsFilename = TEXT(".\\FFBPlugin.ini");
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static int configFeedbackLength = GetPrivateProfileInt(TEXT("Settings"), TEXT("FeedbackLength"), 120, settingsFilename);
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static int configGameId = GetPrivateProfileInt(TEXT("Settings"), TEXT("GameId"), 0, settingsFilename);
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static int SinePeriod = GetPrivateProfileInt(TEXT("Settings"), TEXT("SinePeriod"), 0, settingsFilename);
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static int SineFadePeriod = GetPrivateProfileInt(TEXT("Settings"), TEXT("SineFadePeriod"), 0, settingsFilename);
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static int SineStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("SineStrength"), 0, settingsFilename);
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@ -351,8 +352,16 @@ DWORD WINAPI ThreadForOutputs(LPVOID lpParam)
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DWORD WINAPI ThreadForForcedSpring(LPVOID lpParam)
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{
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Sleep(2500);
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ForceSpringEffect = true;
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if (configGameId == 34)
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{
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Sleep(2500);
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ForceSpringEffect = true;
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}
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else
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{
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ForceSpringEffect = true;
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}
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return 0;
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}
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@ -2494,10 +2503,20 @@ void OutputReading::FFBLoop(EffectConstants* constants, Helpers* helpers, Effect
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std::string ffs = std::to_string(newstateFFB);
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helpers->log((char*)ffs.c_str());
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if (newstateFFB == 0x00)
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{
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MAEffect = false;
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}
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stateFFB = newstateFFB;
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}
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else if (name == MB_Steering_Wheel_motor)
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{
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if (newstateFFB == 0x00)
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{
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MAEffect = false;
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}
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stateFFBDevice2 = newstateFFB;
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}
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@ -2581,11 +2600,6 @@ void OutputReading::FFBLoop(EffectConstants* constants, Helpers* helpers, Effect
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{
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if (Emulator == MAME)
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{
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if (name == wheel)
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{
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stateFFB = newstateFFB;
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}
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if (!HardDrivinFrame)
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{
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HardDrivinFrame = true;
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@ -2614,7 +2628,7 @@ void OutputReading::FFBLoop(EffectConstants* constants, Helpers* helpers, Effect
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sprintf(test, "hex print: %d", HardDrivinFFB);
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OutputDebugStringA(test);
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if (HardDrivinFFB > 0)
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/* if (HardDrivinFFB > 0)
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{
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double percentForce = HardDrivinFFB / 100.0;
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double percentLength = 100;
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@ -2629,7 +2643,7 @@ void OutputReading::FFBLoop(EffectConstants* constants, Helpers* helpers, Effect
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double percentLength = 100;
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triggers->Rumble(0, percentForce, percentLength);
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triggers->Constant(constants->DIRECTION_FROM_RIGHT, percentForce);
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}
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} */
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}
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}
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}
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@ -18,7 +18,7 @@ so are not using real force feedback values. Most games use correct ffb values h
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- Added logging values to all Output games (MAME & Supermodel)
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- FreeLibrary on MAME32 & MAME64 which was missing previously
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- FreeLibrary on MAME32 & MAME64 dll which was missing previously
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- Changed Forced Spring to occur after 2.5 seconds rather then after first FFB Value sent on Outputs
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@ -26,6 +26,10 @@ so are not using real force feedback values. Most games use correct ffb values h
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- Modified GUI Page so Supermodel Outputs only shows relevant information for Supermodel Games
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- Added Sleep before loading MAME Output as this caused issues on some pcs where Outputs values were not recieved
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- Progress made on Hard Drivin' & Race Drivin' (Big thanks to Ducon 2016 for creating math formula and helping with this) but not possible yet to work
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- Forgot to mention last release that on Virtua Racing, set cabinet to Upright to recieve FFB values
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