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Author Topic: C# C sharp D2XX ftdi wrappers  (Read 6182 times)
Nuke
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« on: July 28, 2008, 04:35:36 AM »

This sounds pretty interesting, FTDI have released .NET wrappers for their chips.

http://www.ftdichip.com/Projects/CodeExamples/CSharp.htm

what this means, is making .NET C# apps for USB Gecko should be a breeze.

When i got a little time, I will make a .NET API I think this should get some more coders interested due to the simple GUI building and construction of .NET apps.
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dexter0
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« Reply #1 on: July 28, 2008, 01:49:51 PM »

This is good news.  I love C#
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Nuke
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« Reply #2 on: July 28, 2008, 03:11:15 PM »

Just starting learning C# now but already prefer it to C++
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PizzaBoy
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« Reply #3 on: July 28, 2008, 04:32:25 PM »

I only coincidentally starting learning C# the other day. Much easier to use than C++ (I'm learning it to use the XNA framework to make small games for the new Xbox Live Community Games system).


I have always wondered if USBGecko could be used to add internet multiplayer to simple games. It might work like an emulator, where it halts the game, sends input across the net, gets input back, advances a frame, etc.

I think this would probably only work with very simple games that don't have a lot of randomness. A good game to test this on I think would be Super Monkey Ball Banana Blitz. Of course, getting games like Mario Party 8 to work over the net would probably cause the popularity of USBGecko to sky rocket.

EDIT - Now that I think about it, how do most wii games generate random numbers? If they only use input timings and the system clock, this might actually be possible. If the system clock was frozen, then only the input would have to be tracked between games.
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Nuke
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« Reply #4 on: July 28, 2008, 04:53:34 PM »

cool stuff, XNA game studio seems pretty neat. Its a shame Wii Ware didn't go the same route as Microsoft did with XNA
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Nuke
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« Reply #5 on: June 09, 2009, 04:15:00 AM »

better late than never,

http://wiird.l0nk.org/forum/index.php/topic,3550.0.html

sorry for bumping such an old thread.
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