Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: Darco Newsgroups: scee.yaroze.beginners Subject: Re: DUAL_SHOCK_ Date: Wed, 14 Oct 1998 07:47:40 -0400 Organization: SCEA News Server Lines: 25 Message-ID: <36248F5C.288EE5CD@datasys.net> References: <01bdb989$2e349ce0$3304bfc3@manolo> <01bde526$cebc3240$f2e832a2@gbain.wav.scee.sony.co.uk> <01bdba26$2857acc0$b5bff7c2@manolo> <3621ED2F.6DA361B0@datasys.net> <6vvvcr$nec3@chuka.playstation.co.uk> Reply-To: darco@bigfoot.com NNTP-Posting-Host: 284.dialup.datasys.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.05 [en] (Win95; U) Nick Slaven wrote: > > Darco wrote in message <3621ED2F.6DA361B0@datasys.net>... > >I've been thinking about this. The only way to figure this out would be > >to reverse engineer a game that uses the feedback system. > > But surely the game would be written using SONY proffessional > development libraries & hence you would be reverse engineeering > SONY code at the end of the day, which will have been "protected" > by some legal stuff somewhere, if not in your licence agreement. > Maybe I'm talking pants > > Nick S I am not bound by the profesional development tools, except for the fact that I can't use copyrighted material in my code that belongs to someone else. So revrese enginering would be only useful for obtaining concepts... Then I can go about implementation by my own method. If it wern't for reverse enginering, the computer industry would be not be as developed as it is now. It is a good thing, as long as you haven't surrendered your right to do so. . . Which we, as yaroze owners, all have. 'Darco