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[RM2K3] HEY IS ANY OF THIS EVEN POSSIBLE?

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So, awhile back I was seeing Cherry's mouse and key plugin (or at least, from his cherrytree).

Then I was playing Bravely Default, and they had a "please take a picture" deal, which was later imported into the game itself as part of the background (yea, weird game). There was also a detected sleep mode feature that restored the SP meter.
And there was also Zelda: Phantom Hourglass where you could blow into the speaker to turn windmills, and in another part you could close the case and it solved a puzzle. Is any of this possible?

(Hmmm, the webcam might be, and here's microphone though I'm kinda newbish in programming so I'm unsure how to get it to work inside DynRPG). I'd like to have some of this stuff to mess with gamers, but they'd need to be able to use them.
Specifically, concentrating on webcam and mic, as many current laptops have those. The other stuff is kinda fluffiness.

Wow, even this. http://stackoverflow.com/questions/3355606/detect-laptop-lid-closure-and-opening
Anyone wanna try their hand at making the laptop console more like a DS?
In theory, sure, just about anything computer-related can be done in C++, and DynRPG gives us a way to incorporate C++ stuff into RM2K3. You can even use the onFrame callback in DynRPG to ensure that RM2K3 has to constantly check for signals from your plugin, although depending on what you're doing that might slow things down. Before I give you false hope, though, I'm afraid I'm much too busy with my own projects to work on such stuff myself. X)
Mmmm, it's okay. Though I hope someone will have time to work on this.

I'd like to have my games ask you to "Speak up, I can't hear you" and you have to make noise into the mic (I'm wagering you can't do specific voice passwords).

Actually, all of these are pretty cool. The lid open one, it looks like all you'd need to do is replace

 
if (isLidOpen)
{
//Do some action on lid open event
Debug.WriteLine("{0}: Lid opened!", DateTime.Now);
}
else
{
//Do some action on lid close event
Debug.WriteLine("{0}: Lid closed!", DateTime.Now);
}

the else part with a RPG::switches true setting, and then make a special event around it (something like if some previous events happen, and LidClosed is ON, turn another switch so it'll do the event even though when you open the event it would have turned off).

Same with the mic, you just need a sound, not a specific one. The tricky one is probably the webcam, as ideally, you'd want to be storing a specific picture.

All of them should be possible, but they are all probably far less simple than you think. Having it in C++ also doesn't make it simpler ( your c# code up there won't be compatible, so there will be a lot more to it than just editing the if-statement a tiny bit ). Bit curious what exactly you'd want to do with the lid detection thing as well, since you won't be able to do much after the lid closes anyway unless you want to circumvent the laptop going into sleep/hibernation mode, which probably could be considered more of a malware territory than a cool feature.

Including most of these features will boil down to you having to find c/c++ libraries, learning how to use them, including them into the project all while hoping you're still able to compile them with the compiler restrictions DynRPG imposes on you.
Actually, it's available in Power Options, under advanced settings. Advanced Settings -> Power buttons and lid -> lid close action, do nothing. But you'd have to tell your players about this feature, and if they're used to putting it to sleep that way they may be like "meh..." or do it only for that puzzle.

You can use the lid for fold over puzzles (the first time I saw it was for imprinting a design to a map on Phantom Hourglass for DS, but you could also do something like "the boss is in Heaven, you'll never get him now!" Wham! When you open, the game resumes and "Ow!!! You crushed me! How did you do that?" Or maybe a kissing scene where two people are just out of reach of each other on the screen, but that makes them slide closer)

In general, my experience with DynRPG is that it has been somewhat friendly to C++ native code, provided you can tell it where to store stuff. For example, I've tried working with file streams (no kidding, it made actual text files), no problem, and the same for making popup windows, working with variables and pointers internally (stores the info in .dyn), and even seen stuff like union or struct on other people's code. The main issue is getting it to run in a way that DynRPG will use it, that is, doing stuff like cout has no effect at all, because this is a non-native process to DynRPG, so it outputs somewhere in .dyn instead of on the screen). It has to recognize it as an input source (probably a lot like how the mouse dll works, really, except for the added fun of knowing how to access an internal mic)

Oh, so c# code is not compatible with c++? Mmmmm, yay, library hunting.

You should use GUID_LIDSWITCH_STATE_CHANGE instead of GUID_LIDCLOSE_ACTION to detect whether the Lid is closed/opened. The GUID value is 0xBA3E0F4D, 0xB817, 0x4094, 0xA2, 0xD1, 0xD5, 0x63, 0x79, 0xE6, 0xA0, 0xF3.

Let's start with the mic. The lid I can't really tell what's wrong with the above code.

http://support.microsoft.com/kb/181550

Microsoft gives this code, and it looks to be c++ (I honestly can't distinguish though). But it also looks not to have a complete code, as I see no return anywhere, or any main function. Maybe it'll give someone ideas, as it seems to contain the right libraries.

The headers needed appear to be windows.h and mmsystem.h This seems common to a couple different codes.
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