1
0
mirror of synced 2024-11-23 22:40:57 +01:00

Add SWDC 2018 and MK USA

This commit is contained in:
Aaron M 2021-02-09 17:30:19 +13:00
parent e931f1fdd0
commit c3424aadaa
8 changed files with 436 additions and 1 deletions

View File

@ -256,6 +256,12 @@ GameId=18
FeedbackLength=5000
PowerMode=0
[SWDC 2018]
GameId=50
FeedbackLength=80
PowerMode=0
EscapeKeyExitViaPlugin=0
[Ford Racing]
GameId=7
FeedbackLength=600
@ -577,6 +583,45 @@ BridgeRumble=1
BridgeRumbleStrength=40
HideCursor=0
[Mario Kart Arcade GP DX USA]
GameId=51
DefaultCentering=-1
FeedbackLength=80
ConstantEffectForSteering=1
ConstantEffectForSteeringStrength=128
WeaponRumble=1
WeaponRumbleStrength=30
CoinRumble=1
CoinRumbleStrength=20
DriftRumble=1
DriftRumbleControllerStrengthMultiplier=100
HitGroundRumble=1
HitGroundRumbleStrength=15
BoostRumble=1
BoostRumbleStrength=50
MainShakeRumble=1
MainShakeRumbleStrength=100
DirtRumble=1
DirtRumbleStrength=30
GrassRumble=1
GrassRumbleStrength=20
SandRumble=1
SandRumbleStrength=10
WaterRumble=1
WaterRumbleWheelStrength=65
WaterRumbleControllerStrengthMultiplier=100
TileRumble=1
TileRumbleStrength=20
CarpetRumble=1
CarpetRumbleStrength=20
SpeedBumpRumble=1
SpeedBumpRumbleStrength=20
RoughTrackRumble=1
RoughTrackRumbleStrength=10
BridgeRumble=1
BridgeRumbleStrength=40
HideCursor=0
[Demul]
GameId=26
AutoCloseWindowError=0

View File

@ -34,6 +34,7 @@
<ClInclude Include="Game Files\InitialD0v211.h" />
<ClInclude Include="Game Files\KODrive.h" />
<ClInclude Include="Game Files\MAMESupermodel.h" />
<ClInclude Include="Game Files\MarioKartGPDXUSA.h" />
<ClInclude Include="Game Files\OutRun2Real.h" />
<ClInclude Include="Game Files\ButtonRumble.h" />
<ClInclude Include="Game Files\Demul.h" />
@ -49,6 +50,7 @@
<ClInclude Include="Game Files\LGI.h" />
<ClInclude Include="Game Files\LGI3D.h" />
<ClInclude Include="Game Files\StormRacerG.h" />
<ClInclude Include="Game Files\SWDC2018.h" />
<ClInclude Include="resource.h" />
<None Include="Config\FFBPlugin.ini">
<FileType>Document</FileType>
@ -76,6 +78,7 @@
<ClCompile Include="Game Files\InitialD0v211.cpp" />
<ClCompile Include="Game Files\KODrive.cpp" />
<ClCompile Include="Game Files\MAMESupermodel.cpp" />
<ClCompile Include="Game Files\MarioKartGPDXUSA.cpp" />
<ClCompile Include="Game Files\OutRun2Real.cpp" />
<ClCompile Include="Game Files\ButtonRumble.cpp" />
<ClCompile Include="Common Files\TeknoParrotGame.cpp" />
@ -103,6 +106,7 @@
<ClCompile Include="Game Files\SnoCross.cpp" />
<ClCompile Include="Game Files\SonicSegaAllStarsRacing.cpp" />
<ClCompile Include="Game Files\StormRacerG.cpp" />
<ClCompile Include="Game Files\SWDC2018.cpp" />
<ClCompile Include="Game Files\TestGame.cpp" />
<ClCompile Include="Game Files\Transformers.cpp" />
<ClCompile Include="Game Files\WackyRaces.cpp" />

View File

@ -133,6 +133,8 @@
<ClCompile Include="Game Files\DemulNascarInputs.cpp" />
<ClCompile Include="Game Files\StormRacerG.cpp" />
<ClCompile Include="Game Files\InitialD0v211.cpp" />
<ClCompile Include="Game Files\SWDC2018.cpp" />
<ClCompile Include="Game Files\MarioKartGPDXUSA.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="Game Files\Daytona3.h">
@ -301,6 +303,12 @@
<ClInclude Include="Game Files\InitialD0v211.h">
<Filter>Common Header Files</Filter>
</ClInclude>
<ClInclude Include="Game Files\SWDC2018.h">
<Filter>Common Header Files</Filter>
</ClInclude>
<ClInclude Include="Game Files\MarioKartGPDXUSA.h">
<Filter>Common Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<MASM Include="DLLWrapper.asm" />

View File

@ -50,6 +50,8 @@ along with FFB Arcade Plugin.If not, see < https://www.gnu.org/licenses/>.
#include "Game Files/InitialD7.h"
#include "Game Files/InitialD8.h"
#include "Game Files/MarioKartGPDX.h"
#include "Game Files/MarioKartGPDX1.10.h"
#include "Game Files/MarioKartGPDXUSA.h"
#include "Game Files/MAMESupermodel.h"
#include "Game Files/OutRun2Fake.h"
#include "Game Files/OutRun2Real.h"
@ -62,7 +64,6 @@ along with FFB Arcade Plugin.If not, see < https://www.gnu.org/licenses/>.
#include "Game Files/Machstorm.h"
#include "Game Files/AfterburnerClimax.h"
#include "Game Files/PokkenTournament.h"
#include "Game Files/MarioKartGPDX1.10.h"
#include "Game Files/SonicSegaAllStarsRacing.h"
#include "Game Files/StormRacerG.h"
#include "Game Files/M2Emulator.h"
@ -76,6 +77,7 @@ along with FFB Arcade Plugin.If not, see < https://www.gnu.org/licenses/>.
#include "Game Files/HOTD4.h"
#include "Game Files/Rambo.h"
#include "Game Files/R-Tuned.h"
#include "Game Files/SWDC2018.h"
#include "Game Files/Transformers.h"
#include "Game Files/H2Overdrive.h"
@ -1003,6 +1005,8 @@ const int R_Tuned = 46;
const int SEGA_RALLY_3_Other = 47;
const int Storm_Racer_G = 48;
const int INITIAL_D_0_211 = 49;
const int SWDC_2018 = 50;
const int MARIO_KART_GPDX_USA = 51;
HINSTANCE Get_hInstance()
{
@ -2360,6 +2364,9 @@ DWORD WINAPI FFBLoop(LPVOID lpParam)
case MARIO_KART_GPDX_110:
game = new MarioKartGPDX110;
break;
case MARIO_KART_GPDX_USA:
game = new MarioKartGPDXUSA;
break;
case Sonic_Sega_AllStars_Racing:
game = new SonicSegaAllStarsRacing;
break;
@ -2408,6 +2415,9 @@ DWORD WINAPI FFBLoop(LPVOID lpParam)
case R_Tuned:
game = new RTuned;
break;
case SWDC_2018:
game = new SWDC;
break;
case TEST_GAME_CONST:
case TEST_GAME_FRICTION:
case TEST_GAME_SINE:

View File

@ -0,0 +1,240 @@
/*This file is part of FFB Arcade Plugin.
FFB Arcade Plugin is free software : you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
FFB Arcade Plugin is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with FFB Arcade Plugin.If not, see < https://www.gnu.org/licenses/>.
*/
#include <string>
#include "MarioKartGPDXUSA.h"
void MarioKartGPDXUSA::FFBLoop(EffectConstants *constants, Helpers *helpers, EffectTriggers* triggers) {
wchar_t *settingsFilename = TEXT(".\\FFBPlugin.ini");
int ConstantEffectForSteering = GetPrivateProfileInt(TEXT("Settings"), TEXT("ConstantEffectForSteering"), 0, settingsFilename);
int ConstantEffectForSteeringStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("ConstantEffectForSteeringStrength"), 0, settingsFilename);
int WeaponRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("WeaponRumble"), 0, settingsFilename);
int WeaponRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("WeaponRumbleStrength"), 0, settingsFilename);
int CoinRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("CoinRumble"), 0, settingsFilename);
int CoinRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("CoinRumbleStrength"), 0, settingsFilename);
int DriftRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("DriftRumble"), 0, settingsFilename);
int DriftRumbleControllerStrengthMultiplier = GetPrivateProfileInt(TEXT("Settings"), TEXT("DriftRumbleControllerStrengthMultiplier"), 0, settingsFilename);
int HitGroundRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("HitGroundRumble"), 0, settingsFilename);
int HitGroundRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("HitGroundRumbleStrength"), 0, settingsFilename);
int BoostRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("BoostRumble"), 0, settingsFilename);
int BoostRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("BoostRumbleStrength"), 0, settingsFilename);
int MainShakeRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("MainShakeRumble"), 0, settingsFilename);
int MainShakeRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("MainShakeRumbleStrength"), 0, settingsFilename);
int DirtRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("DirtRumble"), 0, settingsFilename);
int DirtRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("DirtRumbleStrength"), 0, settingsFilename);
int GrassRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("GrassRumble"), 0, settingsFilename);
int GrassRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("GrassRumbleStrength"), 0, settingsFilename);
int SandRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("SandRumble"), 0, settingsFilename);
int SandRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("SandRumbleStrength"), 0, settingsFilename);
int WaterRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("WaterRumble"), 0, settingsFilename);
int WaterRumbleWheelStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("WaterRumbleWheelStrength"), 0, settingsFilename);
int WaterRumbleControllerStrengthMultiplier = GetPrivateProfileInt(TEXT("Settings"), TEXT("WaterRumbleControllerStrengthMultiplier"), 0, settingsFilename);
int TileRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("TileRumble"), 0, settingsFilename);
int TileRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("TileRumbleStrength"), 0, settingsFilename);
int CarpetRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("CarpetRumble"), 0, settingsFilename);
int CarpetRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("CarpetRumbleStrength"), 0, settingsFilename);
int SpeedBumpRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("SmallBumpRumble"), 0, settingsFilename);
int SpeedBumpRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("SmallBumpRumbleStrength"), 0, settingsFilename);
int RoughTrackRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("RoughTrackRumble"), 0, settingsFilename);
int RoughTrackRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("RoughTrackRumbleStrength"), 0, settingsFilename);
int BridgeRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("BridgeRumble"), 0, settingsFilename);
int BridgeRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("BridgeRumbleStrength"), 0, settingsFilename);
INT_PTR ff1 = helpers->ReadIntPtr(0xB96B74, /* isRelativeOffset */ true); //shake
INT_PTR ff2 = helpers->ReadIntPtr(0xB4F324,/* isRelativeOffset */ true);
UINT8 ff3 = helpers->ReadInt32(ff2 + 0x628, /* isRelativeOffset */ false); // terrain data
UINT8 ff5 = helpers->ReadInt32(ff2 + 0x658, /* isRelativeOffset */ false); //kart flying or on ground
INT_PTR ff6 = helpers->ReadIntPtr(0xB486BC,/* isRelativeOffset */ true);
INT_PTR ff7 = helpers->ReadIntPtr(ff6 + 0x2E0, /* isRelativeOffset */ false);
INT_PTR ff8 = helpers->ReadIntPtr(ff7 + 0xAC, /* isRelativeOffset */ false);
INT_PTR ff9 = helpers->ReadIntPtr(ff8 + 0xC, /* isRelativeOffset */ false);
INT_PTR ff10 = helpers->ReadIntPtr(ff9 + 0xC, /* isRelativeOffset */ false);
UINT8 ff11 = helpers->ReadByte(ff10 + 0x330, /* isRelativeOffset */ false); // 1 during race only
float Speed = helpers->ReadFloat32(ff2 + 0x558, /* isRelativeOffset */ false); //Speed of Kart
UINT8 ff13 = helpers->ReadByte(0xB4E330, /* isRelativeOffset */ true); //picking up coins
UINT8 ff14 = helpers->ReadByte(0xB9548D, /* isRelativeOffset */ true); //picking up weapon box
INT_PTR Wheelbase = helpers->ReadIntPtr(0xB4F2E0, /* isRelativeOffset */ true);
UINT8 Wheel = helpers->ReadByte(Wheelbase + 0x125, /* isRelativeOffset */ false); //0-255 steering
INT_PTR ff16 = helpers->ReadIntPtr(0xB441C8, /* isRelativeOffset*/ true);
UINT8 ff17 = helpers->ReadByte(ff2 + 0x674, /* isRelativeOffset */ false); // Drift
UINT8 ff18 = helpers->ReadByte(ff16 + 0x3A4, /* isRelativeOffset */ false); // Boost
int static oldcoins = 0;
int newcoins = ff13;
int static oldweapon = 0;
int newweapon = ff14;
int static oldhitground = 0;
int newhitground = ff5;
if ((ConstantEffectForSteering == 1) && (ff11 == 1))
{
if ((Wheel >= 0) & (Wheel < 128))
{
double percentForce = ((128 - Wheel) / (ConstantEffectForSteeringStrength / 1.0));
double percentLength = 100;
triggers->LeftRight(percentForce, 0, percentLength);
triggers->Constant(constants->DIRECTION_FROM_LEFT, percentForce);
}
else if ((Wheel > 127) & (Wheel < 256))
{
double percentForce = ((Wheel - 127) / (ConstantEffectForSteeringStrength / 1.0));
double percentLength = 100;
triggers->LeftRight(0, percentForce, percentLength);
triggers->Constant(constants->DIRECTION_FROM_RIGHT, percentForce);
}
}
if ((MainShakeRumble == 1) & (4194308 == ff1) & (ff11 == 1))
{
// Large Shake when hitting walls, other karts or getting hit by items
double percentForce = ((MainShakeRumbleStrength) / 100.0);
double percentLength = (500);
triggers->LeftRight(percentForce, percentForce, percentLength);
triggers->Sine(200, 200, percentForce);
}
else if ((BoostRumble == 1) & (ff18 == 1) & (ff11 == 1))
{
// Shake when Boost
double percentForce = ((BoostRumbleStrength) / 100.0);
double percentLength = (100);
triggers->LeftRight(percentForce, percentForce, percentLength);
triggers->Sine(60, 60, percentForce);
}
else if ((DriftRumble == 1) & (ff17 == 1) & (Wheel >= 0) & (Wheel < 128) & (ff11 == 1))
{
// Drift Effect including steering left
double percentForce = (((128 - Wheel) / 128.0) * (DriftRumbleControllerStrengthMultiplier / 100.0));
double percentLength = (100);
triggers->LeftRight(percentForce, 0, percentLength);
triggers->Friction(percentForce);
}
else if ((DriftRumble == 1) & (ff17 == 1) & (Wheel > 127) & (Wheel < 256) & (ff11 == 1))
{
// Drift Effect including steering right
double percentForce = (((Wheel - 127) / 128.0) * (DriftRumbleControllerStrengthMultiplier / 100.0));
double percentLength = (100);
triggers->LeftRight(0, percentForce, percentLength);
triggers->Friction(percentForce);
}
else if ((HitGroundRumble == 1) & (oldhitground != newhitground) & (ff5 == 1) & (ff11 == 1))
{
// Shake when hitting ground
double percentForce = ((HitGroundRumbleStrength) / 100.0);
double percentLength = (100);
triggers->LeftRight(percentForce, percentForce, percentLength);
triggers->Constant(constants->DIRECTION_FROM_LEFT, percentForce);
Sleep(50);
triggers->Constant(constants->DIRECTION_FROM_RIGHT, percentForce);
}
else if ((WeaponRumble == 1) & (oldweapon != newweapon) & (ff11 == 1))
{
// Shake when picking up new weapons or using them
double percentForce = ((WeaponRumbleStrength) / 100.0);
double percentLength = (300);
triggers->LeftRight(percentForce, percentForce, percentLength);
triggers->Sine(80, 50, percentForce);
}
else if ((CoinRumble == 1) & (oldcoins != newcoins) & (ff11 == 1))
{
// Shake when picking up coins
double percentForce = ((CoinRumbleStrength) / 100.0);
double percentLength = (200);
triggers->LeftRight(percentForce, percentForce, percentLength);
triggers->Sine(50, 50, percentForce);
}
else if ((DirtRumble == 1) & (3 == ff3) & (ff11 == 1) & (ff5 == 1) & (Speed > 0.1))
{
// small friction when driving on dirt while moving
double percentForce = ((DirtRumbleStrength) / 100.0);
double percentLength = (100);
triggers->LeftRight(percentForce, 0, percentLength);
triggers->Friction(percentForce);
}
else if ((SpeedBumpRumble == 1) & (10 == ff3) & (ff11 == 1) & (ff5 == 1) & (Speed > 0.1))
{
// Small constant when hitting bumps
double percentForce = ((SpeedBumpRumbleStrength) / 100.0);
double percentLength = (50);
triggers->LeftRight(percentForce, percentForce, percentLength);
triggers->Constant(constants->DIRECTION_FROM_RIGHT, percentForce);
triggers->Constant(constants->DIRECTION_FROM_RIGHT, 0);
}
else if ((GrassRumble == 1) & (4 == ff3) & (ff11 == 1) & (ff5 == 1) & (Speed > 0.1))
{
// Wheel rumbles while driving on grass
double percentForce = ((GrassRumbleStrength) / 100.0);
double percentLength = (50);
triggers->LeftRight(0, percentForce, percentLength);
triggers->Sine(50, 50, percentForce);
}
else if ((CarpetRumble == 1) & (9 == ff3) & (ff11 == 1) & (ff5 == 1) & (Speed > 0.1))
{
// Wheel rumbles while driving on carpet
double percentForce = ((CarpetRumbleStrength) / 100.0);
double percentLength = (50);
triggers->LeftRight(0, percentForce, percentLength);
triggers->Sine(50, 50, percentForce);
}
else if ((WaterRumble == 1) & (7 == ff3) & (ff11 == 1) & (ff5 == 1) & (Speed > 0.1) & (Wheel >= 0) & (Wheel < 128))
{
//wheel hard to turn while driving through water
double percentForce = ((WaterRumbleWheelStrength) / 100.0);
double percentForce1 = ((128 - Wheel / 128.0) * (WaterRumbleControllerStrengthMultiplier / 100.0));
double percentLength = (100);
triggers->LeftRight(percentForce1, 0, percentLength);
triggers->Friction(percentForce);
}
else if ((WaterRumble == 1) & (7 == ff3) & (ff11 == 1) & (ff5 == 1) & (Speed > 0.1) & (Wheel > 127))
{
double percentForce = ((WaterRumbleWheelStrength) / 100.0);
double percentForce1 = ((Wheel - 127 / 128.0) * (WaterRumbleControllerStrengthMultiplier / 100.0));
double percentLength = (100);
triggers->LeftRight(0, percentForce1, percentLength);
triggers->Friction(percentForce);
}
else if ((TileRumble == 1) & (12 == ff3) & (ff11 == 1) & (ff5 == 1) & (Speed > 0.1))
{
//Wheel rumbles lightly when driving over tiles
double percentForce = ((TileRumbleStrength) / 100.0);
double percentLength = (150);
triggers->LeftRight(0, percentForce, percentLength);
triggers->Friction(percentForce);
}
else if ((SandRumble == 1) & (14 == ff3) & (ff11 == 1) & (ff5 == 1) & (Speed > 0.1))
{
//Wheel rumbles lightly when driving over sand
double percentForce = ((SandRumbleStrength) / 100.0);
double percentLength = (50);
triggers->LeftRight(percentForce, 0, percentLength);
triggers->Sine(70, 70, percentForce);
}
else if ((RoughTrackRumble == 1) & (11 == ff3) & (ff11 == 1) & (ff5 == 1) & (Speed > 0.1))
{
//Wheel rumbles lightly when driving over rough part of track
double percentForce = ((RoughTrackRumbleStrength) / 100.0);
double percentLength = (100);
triggers->LeftRight(0, percentForce, percentLength);
triggers->Sine(40, 50, percentForce);
}
else if ((BridgeRumble == 1) & (8 == ff3) & (ff11 == 1) & (ff5 == 1) & (Speed > 0.1))
{
//Wheel rumbles moderately when driving over wooden bridges
double percentForce = ((BridgeRumbleStrength) / 100.0);
double percentLength = (100);
triggers->LeftRight(percentForce, percentForce, percentLength);
triggers->Sine(180, 150, percentForce);
}
oldcoins = newcoins;
oldweapon = newweapon;
oldhitground = newhitground;
}

View File

@ -0,0 +1,20 @@
/*This file is part of FFB Arcade Plugin.
FFB Arcade Plugin is free software : you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
FFB Arcade Plugin is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with FFB Arcade Plugin.If not, see < https://www.gnu.org/licenses/>.
*/
#pragma once
#include "../Common Files/Game.h"
class MarioKartGPDXUSA : public Game {
public:
void FFBLoop(EffectConstants *constants, Helpers *helpers, EffectTriggers* triggers);
};

88
Game Files/SWDC2018.cpp Normal file
View File

@ -0,0 +1,88 @@
/*This file is part of FFB Arcade Plugin.
FFB Arcade Plugin is free software : you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
FFB Arcade Plugin is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with FFB Arcade Plugin.If not, see < https://www.gnu.org/licenses/>.
*/
#include <string>
#include "SWDC2018.h"
static wchar_t* settingsFilename = TEXT(".\\FFBPlugin.ini");
static int EscapeKeyExitViaPlugin = GetPrivateProfileInt(TEXT("Settings"), TEXT("EscapeKeyExitViaPlugin"), 0, settingsFilename);
void SWDC::FFBLoop(EffectConstants* constants, Helpers* helpers, EffectTriggers* triggers) {
if (GetAsyncKeyState((VK_ESCAPE)) && (EscapeKeyExitViaPlugin == 1))
{
ExitProcess(0);
}
UINT8 ff1 = helpers->ReadByte(0x8E5CCF4, true);
UINT8 ff2 = helpers->ReadByte(0x8E5CCF5, true);
UINT8 ff3 = helpers->ReadByte(0x8E5CCF6, true);
if (ff1 == 80)
{
triggers->Spring(1.0);
}
else if (ff1 == 0x85)
{
if ((ff2 > 0x00) && (ff2 < 0x30))
{
double percentForce = ff2 / 47.0;
double percentLength = 100;
triggers->Rumble(percentForce, percentForce, percentLength);
triggers->Sine(40, 0, percentForce);
}
}
else if (ff1 == 0x86)
{
if ((ff3 > 0x00) && (ff3 < 0x4E))
{
double percentForce = ff3 / 77.0;
double percentLength = 100;
triggers->Spring(percentForce);
}
}
else if (ff1 == 0x84)
{
if ((ff2 == 0x00) && (ff3 > 0x37) && (ff3 < 0x80))
{
double percentForce = (128 - ff3) / 72.0;
double percentLength = 100;
triggers->Rumble(percentForce, 0, percentLength);
triggers->Constant(constants->DIRECTION_FROM_LEFT, percentForce);
}
else if ((ff2 == 0x01) && (ff3 > 0x00) && (ff3 < 0x49))
{
double percentForce = (ff3 / 72.0);
double percentLength = 100;
triggers->Rumble(0, percentForce, percentLength);
triggers->Constant(constants->DIRECTION_FROM_RIGHT, percentForce);
}
else
{
if ((ff2 == 0x00) && (ff3 > 0x00) && (ff3 < 0x38))
{
double percentForce = 1.0;
double percentLength = 100;
triggers->Rumble(percentForce, 0, percentLength);
triggers->Constant(constants->DIRECTION_FROM_LEFT, percentForce);
}
else if ((ff2 == 0x01) && (ff3 > 0x48))
{
double percentForce = 1.0;
double percentLength = 100;
triggers->Rumble(0, percentForce, percentLength);
triggers->Constant(constants->DIRECTION_FROM_RIGHT, percentForce);
}
}
}
}

20
Game Files/SWDC2018.h Normal file
View File

@ -0,0 +1,20 @@
/*This file is part of FFB Arcade Plugin.
FFB Arcade Plugin is free software : you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
FFB Arcade Plugin is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with FFB Arcade Plugin.If not, see < https://www.gnu.org/licenses/>.
*/
#pragma once
#include "../Common Files/Game.h"
class SWDC : public Game {
public:
void FFBLoop(EffectConstants* constants, Helpers* helpers, EffectTriggers* triggers);
};