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Author Topic: I think it might be time for me to start up again.  (Read 2088 times)

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Howard_Casto

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I think it might be time for me to start up again.
« on: November 13, 2011, 01:44:13 am »
Well it's getting colder and this time of year most of my real world obligations tend to get finished up. 

I guess that means it's time for me to start coding again.

First on the list is mamehooker.  I left it in limbo because, quite frankly, I lost interest this summer.  it's almost ready for a release anyway, so I might as well bear down and try to finish it within the next month or so. 

I also have my universal controller adapter that I've been documenting over on the consoles board.  I just got sick of ordering parts in that case.  Since I'll soon be ordering a butt load of xmas gifts anyway I might as well take the time (and money) to order the rest of the materials I need. 

After that who knows, I might make something brand new for a change.  We shall see.


WARNING:  Even as write this I realize that AC: Revelations is released next week.  There could still be some delay before I go full tilt. 

BadMouth

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Re: I think it might be time for me to start up again.
« Reply #1 on: November 13, 2011, 09:29:08 am »
 :applaud:

Only working on what I'm interested in at the moment is how I do it.
It results in a lot of half finished projects laying around, but feels too much like an unpaid second job otherwise.  :-\

Howard_Casto

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Re: I think it might be time for me to start up again.
« Reply #2 on: November 14, 2011, 02:58:28 am »
I couldn't sleep tonight so I took a look at the mamehooker code.  I'm actually further along than I thought. 


The main holdup is the new "tweak" files for force feedback effects. 

You can now load a ".ffe" file as created by the directx sdk into your force feedback device and use that instead of the generic constant force.  Becuase these take a while to load I decided to expose every single property available for an effect and allow you to "bind" any property to a variable.  This allows you to bind the "speed" output of a game to the effects power, for example.  It's much mroe effective than simply turning the effect on and off.  Of course there are like 90 individual properties for feedback effects, so it's taking a while.

After that I'm fairly sure it is ready to go out.  Just a bit of documenting and bug checking.