knowlege/handling about the ignore list is the biggest step
If any new directX effect is created, these values are compared to detect the same effect.
This because a game "normaly" starts in with the same effect values.
A FF effect has all the values that are shown in the main yoda page where you can expand them.
This is not a consistant 40 values and not all values shown are used. There are effect types (constant, sine, square ...) all that together have that 40 checked values.The ignore list does not variate between the different effect types (constant, sine ...) it is one big list where some values may not be used with your current exported effect.
A checked checkbox means: ignore the size of this value at the effect "creation".
Some effects may change their starting value from game to game, because the game programmer is outputing a real ingame value imediately after the force feedback effect is initalized.
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