Update Output code and some other changes
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@ -113,9 +113,9 @@
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</ClCompile>
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</ClCompile>
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<ClCompile Include="Game Files\HOTD4.cpp" />
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<ClCompile Include="Game Files\HOTD4.cpp" />
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<ClCompile Include="Game Files\GRID.cpp" />
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<ClCompile Include="Game Files\GRID.cpp" />
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<ClCompile Include="Game Files\OutputReading.cpp" />
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<ClCompile Include="Game Files\InitialD0.cpp" />
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<ClCompile Include="Game Files\InitialD0.cpp" />
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<ClCompile Include="Game Files\OldMame.cpp" />
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<ClCompile Include="Game Files\OldMame.cpp" />
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<ClCompile Include="Game Files\OutputReading.cpp" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClInclude Include="Game Files\Daytona3.h">
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<ClInclude Include="Game Files\Daytona3.h">
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@ -230,15 +230,15 @@
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<ClInclude Include="Game Files\GRID.h">
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<ClInclude Include="Game Files\GRID.h">
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<Filter>Common Header Files</Filter>
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<Filter>Common Header Files</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="Game Files\OutputReading.h">
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<Filter>Common Header Files</Filter>
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</ClInclude>
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<ClInclude Include="Game Files\InitialD0.h">
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<ClInclude Include="Game Files\InitialD0.h">
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<Filter>Common Header Files</Filter>
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<Filter>Common Header Files</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="Game Files\OldMame.h">
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<ClInclude Include="Game Files\OldMame.h">
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<Filter>Common Header Files</Filter>
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<Filter>Common Header Files</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="Game Files\OutputReading.h">
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<Filter>Common Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<MASM Include="DLLWrapper.asm" />
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<MASM Include="DLLWrapper.asm" />
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@ -2815,6 +2815,8 @@ BOOL APIENTRY DllMain(HMODULE hModule, DWORD ulReasonForCall, LPVOID lpReserved)
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if (haptic2)
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if (haptic2)
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{
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{
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SDL_HapticStopEffect(haptic2, effects.effect_sine_id_device2);
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SDL_HapticStopEffect(haptic2, effects.effect_sine_id_device2);
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SDL_HapticStopAll(haptic2);
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SDL_HapticClose(haptic2);
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}
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}
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break;
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break;
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@ -92,7 +92,7 @@ int nascar(int ffnas) {
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}
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}
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}
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}
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BOOL CALLBACK FindWindowBySubstr(HWND hwnd, LPARAM substring)
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static BOOL CALLBACK FindWindowBySubstr(HWND hwnd, LPARAM substring)
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{
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{
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const DWORD TITLE_SIZE = 1024;
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const DWORD TITLE_SIZE = 1024;
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TCHAR windowTitle[TITLE_SIZE];
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TCHAR windowTitle[TITLE_SIZE];
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File diff suppressed because it is too large
Load Diff
@ -1,6 +1,6 @@
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***FFB Arcade Plugin***
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***FFB Arcade Plugin***
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Version 1.3
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Version 1.3a
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Brought to you by Boomslangnz, Ducon2016, Spazzy & pinkimo.
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Brought to you by Boomslangnz, Ducon2016, Spazzy & pinkimo.
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@ -10,6 +10,23 @@ 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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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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so are not using real force feedback values. Most games use correct ffb values however :)
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***1.3a Changes***
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- 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)
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- 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)
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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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- Changed Forced Spring to occur after 2.5 seconds rather then after first FFB Value sent on Outputs
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- Added error messagebox if hidden window isnt created correctly on Outputs
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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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***1.3 Changes***
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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 optional Spring Effect to Initial D Arcade Stage Zero
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