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QuestionHow to capture (read) feedback data from games in C# or C++ ( like vibration, force feedback, gunshot, explosion) Pin
Member 113408333-May-20 21:53
Member 113408333-May-20 21:53 
AnswerRe: How to capture feedback data from games ( like vibration, force feedback, gunshot, explosion) Pin
Pete O'Hanlon3-May-20 21:02
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Member 113408333-May-20 21:53
Member 113408333-May-20 21:53 
GeneralRe: How to capture feedback data from games ( like vibration, force feedback, gunshot, explosion) Pin
Richard MacCutchan3-May-20 23:21
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Richard MacCutchan3-May-20 21:05
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AnswerRe: How to capture (read) feedback data from games in C# or C++ ( like vibration, force feedback, gunshot, explosion) Pin
kalberts4-May-20 0:00
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Member 113408334-May-20 2:05
Member 113408334-May-20 2:05 
GeneralRe: How to capture (read) feedback data from games in C# or C++ ( like vibration, force feedback, gunshot, explosion) Pin
kalberts4-May-20 3:26
kalberts4-May-20 3:26 
It seems as if you assume that all sorts of output more or less by definition go through some standard code that is instrumented for hooking up listeners (or piping the information through a plugin for processing before bneing passed on).

While such hook (/plugin) mechanisms have become increasingly more common in recent years, they are always explicitly programmed in the software you want to hook into. It could be implemented in some library, not necessarily in the application specific code.

Games have always had extreme performace requirements, and they use a big bag of tricks to avoid a waste of resources. This is not where you would expect the developers to waste CPU cycles on checking the list of hooked procedures, both because there usually wouldn't be any, and because it could mess up time dependent routines, introducing unexpected delays. Game software often works at a low level with the hardware available, for performance reasons, avoiding over-generalized, less efficient libraries.

If these games e.g. use standard Windows message passing to communicate with that gamepad, you might be able to intercept those Windows messages. Don't expect it to be straightforward - sitting outside a process and spying on every Widows message it sends, opens a well of security holes. I wouldn't waste too much enery on it: Most likely, the game code talks directly to a harware driver that implements no hook mechanism.

Your safest bet would be to make a physical probe that senses the signal going to the gamepad. What kind of interface is used? For USB, you can find "breakout boxes" that listens to the data in and out lines: The very most primitive ones give you the physical line voltage; more fancy ones process it into digital messages. For wireless systems, e.g. Bluetooth, probes usually give you the payload of the BT frame, but don't expect any higher level protocol interpretation - these probes are essentially used by people working at the level of signal transmission, not application level protocols. Furthermore, BT traffic is frequently encrypted, which might give you trouble. Even though a USB breakout requires intercepting the cable, in may be a lot easier because the channel is nor likely to be encrypted.
AnswerRe: How to capture (read) feedback data from games in C# or C++ ( like vibration, force feedback, gunshot, explosion) Pin
Gerry Schmitz4-May-20 14:20
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QuestionHow can I augment an array inside an .exe-file? Pin
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