Programming Q. How to start a new plugin project?


New member
I just picked up my remote a few days ago, and after replacing all the caps on my VP6, my copmuter is finally stable and I can begin to use it again. I'm trying to write a plugin for use with ShowShifter. Writing the code was no problem, it took me all of 10 minutes. The problem I am having is how to create a project for the plugin using VisualStudio.NET. I thought I made the project correctly, everything compiled, ubt the plugin wouldnt load into the ATI software.

In a hurry to get remote functiunoality for ShowShifter, I renamed my "remote.c" to "Winamp.c", opened up the dsw file in the AMMO SDK, converted the project to a .NET soultion and compiled it. I then renamed the compiled "winamp.dll" to "remote.dll", loaded it into the remote wonder software, and it worked.

I would like to add some new functionality to the plugin and make it more user friendly, perhaps a config box and stuff. I would really like to know what I have to do in .NET to make a new solution/project.

The method I tried was to make a new Win32 Project, and under the Advanced Settings, I selected Windows DLL. But obviously I did something wrong. I noticed that the SDK contains a .def file for dll entry point definitions. And I'm also aware that if I use c++, ill have to extern() all the function entry points.

I've never really gotten into wrinting dll's, I understand the code, but am not sure how to set up the project. Any help would be apreciated.


Edit: It looks like I need to do something with the .rc and .def files. Anyone know of a place where I can get more information on ths?
Last edited:
Win32 Project: DLL sounds good to me. The DEF, you can just copy from the Winamp sample - just change the name if you want. A version resource is needed - this you can add the same way you add resources (icons dialogs etc). You can just do a ...

extern "C" {
#include "ammo.h"

... in your C++ code so your exports don't get their names mangled.

I have some VC++ 7 samples here.