1
0
mirror of synced 2024-11-12 01:20:49 +01:00

Update Output code and some other changes

This commit is contained in:
Aaron M 2019-12-11 16:22:13 +13:00
parent b85da55b25
commit ff692251a5
5 changed files with 742 additions and 439 deletions

View File

@ -113,9 +113,9 @@
</ClCompile>
<ClCompile Include="Game Files\HOTD4.cpp" />
<ClCompile Include="Game Files\GRID.cpp" />
<ClCompile Include="Game Files\OutputReading.cpp" />
<ClCompile Include="Game Files\InitialD0.cpp" />
<ClCompile Include="Game Files\OldMame.cpp" />
<ClCompile Include="Game Files\OutputReading.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="Game Files\Daytona3.h">
@ -230,15 +230,15 @@
<ClInclude Include="Game Files\GRID.h">
<Filter>Common Header Files</Filter>
</ClInclude>
<ClInclude Include="Game Files\OutputReading.h">
<Filter>Common Header Files</Filter>
</ClInclude>
<ClInclude Include="Game Files\InitialD0.h">
<Filter>Common Header Files</Filter>
</ClInclude>
<ClInclude Include="Game Files\OldMame.h">
<Filter>Common Header Files</Filter>
</ClInclude>
<ClInclude Include="Game Files\OutputReading.h">
<Filter>Common Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<MASM Include="DLLWrapper.asm" />

View File

@ -2815,6 +2815,8 @@ BOOL APIENTRY DllMain(HMODULE hModule, DWORD ulReasonForCall, LPVOID lpReserved)
if (haptic2)
{
SDL_HapticStopEffect(haptic2, effects.effect_sine_id_device2);
SDL_HapticStopAll(haptic2);
SDL_HapticClose(haptic2);
}
break;

View File

@ -92,7 +92,7 @@ int nascar(int ffnas) {
}
}
BOOL CALLBACK FindWindowBySubstr(HWND hwnd, LPARAM substring)
static BOOL CALLBACK FindWindowBySubstr(HWND hwnd, LPARAM substring)
{
const DWORD TITLE_SIZE = 1024;
TCHAR windowTitle[TITLE_SIZE];

File diff suppressed because it is too large Load Diff

View File

@ -1,6 +1,6 @@
***FFB Arcade Plugin***
Version 1.3
Version 1.3a
Brought to you by Boomslangnz, Ducon2016, Spazzy & pinkimo.
@ -10,6 +10,23 @@ While best efforts were made to try to resemble the real arcade force feedback,
in some cases eg Mario Kart GP DX, Pokken Tournament and Battle Gear 4,effects were created entirely from scratch
so are not using real force feedback values. Most games use correct ffb values however :)
***1.3a Changes***
- Changed to Output Reading to use rom name rather then using game's window title (FFB wouldn't work if showing FPS via Supermodel etc)
- Added Partial window title reading for Emulator in action (If in the future we end up with a game on MAME + Supermodel using same rom name etc)
- Added logging values to all Output games (MAME & Supermodel)
- FreeLibrary on MAME32 & MAME64 which was missing previously
- Changed Forced Spring to occur after 2.5 seconds rather then after first FFB Value sent on Outputs
- Added error messagebox if hidden window isnt created correctly on Outputs
- Forgot to mention last release that on Virtua Racing, set cabinet to Upright to recieve FFB values
***1.3 Changes***
- Added optional Spring Effect to Initial D Arcade Stage Zero