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303 Commits
5.30 ... 5.41

Author SHA1 Message Date
icex2
db12f21fd2 Update changelog for 5.41 release 2022-06-12 19:47:44 +02:00
icex2
d009502c9f Add basic documentation for tricoro CN 2022-06-12 19:47:27 +02:00
2d9f8a0741a7573b189035dcb819847ecb5d981d
aa147022c6 Add iidxhook5-cn, support IIDX tricoro CN
alternative name: (狂热节拍 IIDX 2)
2022-06-10 22:54:13 +00:00
icex2
8bcadcfa8f doc/game-errorcodes: Add the well known IIDX network error on boot 2022-06-11 00:45:54 +02:00
icex2
993e6718b3 doc/game-error-codes: Extend USB IO errors 2022-06-11 00:45:54 +02:00
icex2
2939106841 doc: Add links to game error code documentation 2022-06-11 00:45:52 +02:00
icex2
91bb3b4278 doc/game-error-codes: Add information about backup data error 2022-06-11 00:45:07 +02:00
icex2
9c49839e57 Add document with game error codes
Reasoning given in document why this should be part of btools
2022-06-11 00:45:07 +02:00
icex2
52d907e0c6 doc/iidxhook: Improve faq item video codec background video
Add some more information making it easier to identify the entry
2022-06-11 00:45:07 +02:00
QCDLZCLW3K
f8a09580ea Support pop'n music 15-18
* popnhook1 for pop'n 15 - 18 has been added
* popnio has been added
* inject.exe has new syntax for loading hook DLLs, `real.dll=hook.dll`. This will trigger an early IAT hook where it will load the EXE suspended without resolving imports, replace the reference to real.dll in the import table with hook.dll, and then resolve everything before launching. This allows for ezusb.dll to be hooked properly.
* launcher.exe also has a new early IAT hook feature now. Use `-I real.dll=hook.dll`. The idea is the same as described above for inject.exe.
* Updated ezusb constant namings based on what is visible in ezusb.dll's debug statements.

The launcher.exe implementation of early IAT hooking means that someone can implement popnhook2.dll for 19 and above. I have tried pop'n music Sunny Park using a modified version of popnhook1 and it seems to work to some degree: the I/O check and security check returns OK which means the ezusb hooking used in popnhook1 is also working for the later games using `launcher.exe -I ezusb.dll=ezusb2-popn-shim.dll ...`. The process is rather invasive (manually resolving all imports means more chances to fail) so it has been implemented in such a way that the launcher will work the same as it has before as long as `-I` isn't specified.

One questionable thing I am not confident about is the `texture_usage_fix` hack flag I added in the conf. As the comment says, pop'n music 16 will work in Windows XP without the flag being set, but the game will immediately crash on later OSes without the flag being set in my experience. No other games had this issue in my experience. Enabling it in other games doesn't seem to have any negative effects.
2022-06-10 22:46:59 +00:00
icex2
6e06685551 Bump version to 5.41 for next development cycle 2022-06-07 20:20:30 +02:00
icex2
efca967553 Update changelog for 5.40 release 2022-06-07 20:19:04 +02:00
QCDLZCLW3K
6c1bb3db82 Documentation fixes, MR feedback 2022-06-07 18:17:54 +00:00
icex2
bec809fbaa doc: Add further references from root readme to docs 2022-06-07 18:17:54 +00:00
icex2
9775f2c853 doc: Add root ddrhook readme 2022-06-07 18:17:54 +00:00
icex2
26c9d7fe0a doc: Add documentation for ddrhook1 and 2 2022-06-07 18:17:54 +00:00
icex2
6b81cd7535 docs: Formatting, highlighting and minor re-phrasing 2022-06-07 18:17:54 +00:00
Will Xyen
b3b6c3f499 ddrhook1: fix build (missing flag) 2022-06-06 21:51:09 -07:00
QCDLZCLW3K
0586ea50aa Add ddr-12 EU support 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
cafa60d0f6 Clean up old variables 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
76c2c49c13 Add ddr-12-us.zip to bemanitools.zip 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
6d38aa5f4a Add support for DDR X2 US 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
c1c5685e3a Force game to always think a debugger isn't present 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
050e52b21e revert: Use process_hijack_startup instead of hooking an early function 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
ab50c70f71 Fix conf description string 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
2223947dd8 Split USB memory path configurations 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
0294eed22b Add in check for updates folder too 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
d7235c3c2c Add in more filesystem hooks 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
402d0d4ca4 Fix bemanitools.zip build 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
89fe822919 Fix window mode for X2 and X3 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
75583897c1 Be more careful about USB memory errors 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
58d297458c ddr: Disable cursor during fullscreen 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
ba528488f0 Fix typo in README 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
7692e14b0b Fix ddr-16-x64.zip build 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
4cc81f48f3 ddr: Fix windowed mode regressions 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
da736d2968 Refactor d3d9 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
c3f9ce7e91 Fixes based on PR feedback 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
41de45d459 Update README 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
bda239a2ba Use process_hijack_startup instead of hooking an early function 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
1e32d1a9a8 Fix DDR X2 and X3 not booting 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
852d770629 Nearly complete USB memory support 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
4be866e69e Add support for DDR X 2022-05-30 02:00:49 +00:00
Will Xyen
537b1fa384 sdvxhook2: fix crash when using sdvxhook2 on certain OS versions 2022-05-27 23:26:17 +00:00
Will Xyen
bd2d722031 sdvxio-bio2: set title pop lights to 50% by default 2022-05-27 23:26:17 +00:00
95c6cd771e00602e3ec82fccba1b3741fdb7f7ca
4f8f6c0f7a jb ripples: Create dev/nvram if not exists in gamestart.bat 2022-05-23 19:10:44 +00:00
96021c6f149619c2abfb151ec48670b44f896293
51a018b0cf Add sdvx generator lights to sdvxio-bio2. 2022-05-20 03:49:29 +00:00
icex2
04442a6dbc Bump version to 5.40 for next development cycle 2022-05-19 01:02:01 +02:00
icex2
85a080e6b3 Update changelog for 5.39 release 2022-05-19 00:02:20 +02:00
95c6cd771e00602e3ec82fccba1b3741fdb7f7ca
28633ded37 jbhook2 and jbhook3 gfx updates
- Fix jbhook3 window mode
- Remove -f option for framed window, no value
- Add -s option to show mouse cursor on window
2022-05-13 19:26:00 +00:00
QCDLZCLW3K
721897d7b0 Separate key algorithm and core code for rp2 and rp3 2022-05-12 10:25:53 +09:00
QCDLZCLW3K
926bbf2e10 Small refactor for rp2 and rp3 + add new sign keys 2022-05-12 05:18:07 +09:00
Will Toohey
ce75e149f7 Sane default for vertical window (true) 2022-04-03 21:40:18 +10:00
Will Toohey
57d9d976ff jbhook2: get p3io sidcode from ea3-config, don't hardcode 2022-04-03 21:32:33 +10:00
Will Toohey
7e731916e2 Move p3io-specific jbhook-util funcs to their own static lib 2022-04-03 21:02:38 +10:00
icex2
dd9b8faafe Bump version to 5.39 for next development cycle 2022-04-02 11:16:58 +02:00
icex2
50ff026b85 Update changelog and docs for 5.38 release 2022-04-02 10:51:43 +02:00
Will Xyen
0ff6134b79 sdvxhook: address comments 2022-03-15 16:50:03 -07:00
Will Xyen
ae35b859d9 sdvxio-kfca: add volume overrides 2022-03-15 00:39:10 -07:00
Will Xyen
3cf3d44945 sdvxhook2: add nvapi and power hooks 2022-03-15 00:38:46 -07:00
icex2
2a80083af2 Update changelog for 5.37 2022-01-04 22:15:24 +01:00
icex2
66e0467ad3 Version bump in readme 2022-01-04 22:13:54 +01:00
icex2
c5f0116294 Add supported jubeat games to list of games 2022-01-04 22:13:39 +01:00
Will Toohey
ddfa814387 jbhook2: Move hooking further back where possible
This fixes a failure to boot (due to aciomgr hanging)
on jubeat knit append on my cab
2022-01-03 19:57:28 +10:00
Will Toohey
088d4bf338 jbhook2: fix broken windowed toggle 2022-01-03 19:56:10 +10:00
Will Toohey
f1a7621e2b jbhook1: also use ICCB 2022-01-03 18:32:31 +10:00
Will Toohey
4a3d5fa189 jbhook2: also use ICCB mode (fixes copious) 2022-01-03 17:03:44 +10:00
Will Toohey
0f2828da40 jbhook: make errors right-side-up as well 2022-01-03 16:48:12 +10:00
Will Toohey
ba2016b5bc jbhook: Fix security error when booting knit append 2022-01-03 16:46:56 +10:00
Will Toohey
b42c9aa93b jbhook: Finalise half-baked "rotate window" hooks 2022-01-03 14:57:43 +10:00
Will Toohey
8de259c639 jbhook: Add some better documentation 2022-01-03 14:30:20 +10:00
Will Toohey
0d54587787 jbhook: fix missing heap sizes in gamestart.bat 2022-01-03 14:13:33 +10:00
Will Toohey
4721ba2d3c p3ioemu: reorganise code for easy reading 2022-01-03 14:12:23 +10:00
Will Toohey
1105a2a130 jubeat: support p3io games 2021-12-31 20:23:31 +10:00
icex2
8ab92872ad Improve debugability for inline scripts in ci pipeline
Instead of a single big block of code which only shows up as a
single command executed, have each command on a separate "line"
so they show up on debug output. If one line fails, it's easier
to tell which one failed
2021-12-28 23:41:37 +01:00
icex2
a16dc82cef Bugfix gitlab-ci
Artifacts need to be yielded from build stage in order to have
these available in the following stages
2021-12-28 23:41:04 +01:00
icex2
729f5abcc0 Output to stderr instead of stdout in release message script
stdout is used for actual data output which is captured by
the ci pipeline. stderr shows up properly in debug output
2021-12-28 23:40:21 +01:00
Felix
6e0e5031ac avs: add additional avs_net_interface fields for newer AVS 2021-10-25 23:21:02 +00:00
Will Xyen
f17e8d6739 Bump version to 5.37 2021-10-11 14:01:45 -07:00
Will Xyen
ac02609948 dist: add IIDX28 support 2021-10-11 13:59:02 -07:00
icex2
c644db03ae doc/iidxhook3: Clarify usage of EAMID on iidx 14-17, network error
Add some additional symptoms and reasoning as this is different
for 14 to 17 compared to any other iidx version on how to use
the PCBID you get from server operators.
2021-09-27 21:50:16 +02:00
Will Xyen
7d5398b6af acio: minor fixes 2021-09-13 13:38:27 -07:00
Will Xyen
cac09f8f87 bio2: add definitions for 20th anniversary model 2021-09-13 02:51:19 +00:00
Will Xyen
85c9c444f1 aciotest: add RVOL test, and change to use product types instead of names 2021-09-13 02:51:19 +00:00
Will Xyen
8f2ce1f1b3 acio: add RVOL node definition 2021-09-13 02:51:19 +00:00
Will Xyen
d3bf381a4f aciodrv: add method to get product type of node
some devices share product codes (KFCA->RVOL), we really should be using type to differentiate them.
2021-09-13 02:51:19 +00:00
Will Xyen
3acbc7f251 acioemu: update name of AC_IO_ICCA_CMD_DEVICE_CONTROL 2021-09-13 02:51:19 +00:00
Will Xyen
839903ab48 acio: add MDXF node definition 2021-09-13 02:51:19 +00:00
Will Xyen
c929141e71 ddrhook: move common hooks to ddrhook-util 2021-09-13 02:51:19 +00:00
icex2
1477480836 Remove hardware docs, moved to arcade-docs project
These didn't really belong to this project to begin with but
didn't find a good home until recently. Already moved to
arcade-docs repository
2021-09-12 23:58:28 +02:00
icex2
bf4322e855 Add reference to arcade-docs project to documentation 2021-09-12 23:57:55 +02:00
icex2
3eed0a4ab3 Formatting 2021-09-12 23:56:45 +02:00
icex2
a9ade9d9d4 Refine CI/CD pipeline
Make use of GitLab features like the package registry to store dist
packages, GitLab releases and broadcast the release to different
channels.

Overall, this enables developers to be push out releases for frequently
since the amount of manual work is reduced.
2021-07-11 18:03:06 +00:00
Will Xyen
26336805d2 iidxhook: fix eamuse hook not using a sane port as the default when none are specified (#64) 2021-07-08 22:25:45 -07:00
Will Xyen
7d0e916b9f changelog: mention wavepass support in 5.35 2021-06-23 11:35:43 -07:00
Will Xyen
a03a5604ec Bump version to 5.36 2021-06-23 11:23:08 -07:00
Will Xyen
54e7d783ef Update changelog for 5.35 2021-06-23 11:17:29 -07:00
CrazyRedMachine
4ea1397af2 aciodrv: add PANB support (+ aciotest handler)
add aciodrv-proc module

explanation : PANB works differently from other acio devices ; you send
one "start auto input" command without expecting a reply, and then the
piano keeps spamming "recv poll" commands on the acio bus and never replies
to any other commands.. failure to process these messages quickly enough
will saturate the serial buffer and cause checksum errors after a while.

for this reason, aciodrv-proc module was added in order to create a
thread which manages these recv poll commands and keeps the latest
known button state in memory so that it can be retrieved easily.
2021-05-03 20:14:21 +02:00
icex2
fb593df4a1 Update Bug.md, fix comment not closing 2021-05-02 10:54:45 +00:00
icex2
f0c33663e9 Update bug template, add info to run with default config 2021-05-02 10:54:24 +00:00
icex2
87ee37d059 Fix typo in log message 2021-05-02 10:39:55 +00:00
Will Xyen
5688fb7319 aciodrv: refactor aciodrv_device_init function 2021-05-01 10:42:55 -07:00
Will Xyen
d529ee484f aciodrv: Update aciodrv_device_init to properly reset the device 2021-05-01 10:30:02 -07:00
Will Xyen
7c43fb7163 doc: Make doc.zip include the whole folder
Also update vigem docs
2021-04-30 20:24:13 -07:00
Will Xyen
652d2ef633 aciodrv: fix pointer logging 2021-04-26 12:50:22 -07:00
Will Toohey
78884aebad Clarify how eamio-icca works with jbio-p4io 2021-04-06 21:04:34 +10:00
Will Toohey
549f00bfb3 Add default jbio-h44b.conf to /dist 2021-04-06 20:58:47 +10:00
Will T
aab45f145f Add missing backticks in jbio-p4io.md 2021-04-06 10:54:20 +00:00
Will Toohey
6171f0dc60 Make h44b light mapping explicit 2021-04-06 20:52:19 +10:00
Will Toohey
2f05760f4e Add enum p4io_roundplug_type for clarity 2021-04-06 20:35:14 +10:00
Will Toohey
7b5e4772ea Clarify p4io_cmd_init's lack of response checking 2021-04-06 20:30:47 +10:00
Will Toohey
e266aed1f9 p4io/usb: clarify jamma reads use interrupt handle 2021-04-06 20:28:08 +10:00
Will Toohey
0b0e7faef0 jbio-magicbox: comment nonfunctional jb_io_set_panel_mode 2021-04-06 20:25:07 +10:00
Will Toohey
53866130cb p4io: change magic AA to P4IO_SOF 2021-04-06 20:23:01 +10:00
Will Toohey
dbb8c45a9f H44B drv: add missed deinit code, comments 2021-04-06 20:19:19 +10:00
Will Toohey
8ed7d6db71 remove spurious warning 2021-04-04 18:35:21 +10:00
Will Toohey
4c746df6a8 Fix warnings on format strings 2021-04-04 17:19:16 +10:00
Will Toohey
7d485e7c7e Improve robustness of p4iodrv/usb 2021-04-04 17:16:19 +10:00
Will Toohey
deb6e5cf77 Fix const warning in aciodrv-icca 2021-04-04 16:41:59 +10:00
Will Toohey
2a03690772 Update jbio for testmenu support and add jbio-p4io 2021-04-04 16:41:45 +10:00
Will Xyen
6ce4cce500 eamio-icca: Fix state being mis-fired during felica poll (causing errors in IIDX13-18) 2021-03-21 04:19:39 +00:00
ab3a6534ca292e2c3580175f809ec08257496a8e
c6e59bae9b Updates dev.s-ul.eu URLs and fixes bad doc link for vigem 2021-03-19 18:09:07 +00:00
Will Xyen
31e15ec5ea sdvxhook: re-order hooks so eamio-icca can be used 2021-03-17 16:06:31 -07:00
Will Xyen
9cef7c03d0 aciodrv: address some magic numbers with felica polling 2021-03-17 14:42:14 -07:00
Will Xyen
f9b37c7a72 aciodrv: Add wavepass support to ICCA (#1)
Tested with:
aciotest / eamiotest:
 - DDR Slotted: Node 1: type 3, flag 0, version 1.1.0, product ICCA, build date: Oct 26 2005 13:55:03
 - DDR Slotted: Node 2: type 3, flag 0, version 1.1.0, product ICCA, build date: Oct 26 2005 13:55:03
(tested with just 1, as well as a pair)

aciotest / eamiotest / IIDX10,12,27:
 - IIDX Wavepass: Node 1: type 3, flag 0, version 1.5.1, product ICCB, build date: Apr 12 2010 09:29:00
 - IIDX Wavepass: Node 2: type 3, flag 0, version 1.5.1, product ICCB, build date: Apr 12 2010 09:29:00
(IIDX13 errors on card-in, probably issue with how eamio is being used as previously eamio-icca had no use on it)

aciotest / eamiotest / sdvx1-5:
 - SDVX Wavepass: Node 1: type 3, flag 0, version 1.5.1, product ICCB, build date: Apr 12 2010 09:29:00

aciotest:
 - Jubeat Wavepass:  Node 1: type 3, flag 0, version 1.7.3, product ICCC, build date: Oct 05 2012 20:26:53
 - Museca Wavepass:  Node 2: type 3, flag 0, version 1.7.4, product ICCC, build date: Feb 27 2013 16:44:51
2021-03-17 10:34:30 -07:00
Will Xyen
609c19b0ca sdvxio-kfca: fix build 2021-03-16 16:51:10 -07:00
Will Xyen
75b27d5992 aciomgr: move internal init stuff to manager-init.h 2021-03-16 22:06:21 +00:00
Will Xyen
965df98093 aciomgr: cleanup and address comments 2021-03-16 22:06:21 +00:00
Will Xyen
0c06d224cc eamio-icca: fix config prefix 2021-03-16 22:06:21 +00:00
Will Xyen
fb3d2ea312 eamio-icca: add config to allow port to be set
also fixes issue where no logging would show up in eamiotest
2021-03-16 22:06:21 +00:00
Will Xyen
089253a537 aciomgr: Add acio manager dll 2021-03-16 22:06:21 +00:00
Will Xyen
a4436747de aciodrv: fix build warnings for logging format strings 2021-03-16 22:06:21 +00:00
a5a845f95bba57bc03c1a6bfabfbca25c2de8e01
43b11c8778 doc: minor update to bio2-sub-io-turntable-bypass-cable 2021-03-16 00:48:47 +00:00
Will Xyen
dd7fd860b5 launcher: add 2.15.9 def
(same as 2.15.8 except with new kbt, and different log ordinals)
2021-02-12 02:11:07 -08:00
Will Xyen
18842a1dd3 d3d9ex: override adapter mode information when all the info is pre-provided by the user
This speeds up IIDX load times, as well as allows you to use "unsupported" resolutions/refresh rates on weird monitors
2021-02-06 16:25:33 -08:00
Will Xyen
18f6d9ef70 d3d9ex: add windowed position setting 2021-02-04 23:38:54 -08:00
Will Xyen
592967e191 d3d9ex: revert previous window size fix, and fix it properly 2021-02-04 23:04:56 -08:00
Will Xyen
6614cc801e d3d9ex: fix framed and window sizes for IIDX 2021-02-04 22:57:29 -08:00
Will Xyen
8e1151ac02 aciodrv: address review
also some formatting fixes
2021-01-19 21:10:34 -08:00
Will Xyen
4b60cb6c6c aciodrv: fix pointer format, and missing close context 2021-01-14 11:05:46 -08:00
Will Xyen
770bae4169 aciodrv: support multi-sized response packets by divining the packet size 2021-01-14 10:57:38 -08:00
Will Xyen
49d0bc638b aciodrv: refactor to support multiple active drivers (with specified ports) 2021-01-14 10:02:27 -08:00
icex2
837affc66c Readme: Update with release process steps for devs 2021-01-07 22:01:52 +01:00
icex2
ec76ba075f gitlab-ci: Fix pipeline to include build step for tagged release 2021-01-07 20:30:09 +00:00
icex2
f438f04f2a gitlab-ci: Build + automatic upload of tagged releases 2021-01-07 21:05:41 +01:00
icex2
865980991e Bump version to 5.35 2021-01-06 22:17:30 +01:00
icex2
37384c15ec Update changelog for 5.34 2021-01-06 22:05:11 +01:00
icex2
f0d62cc938 Bump version to 5.34 2021-01-06 21:44:31 +01:00
icex2
bf067de633 iidxio-bio2: Add missing aciodrv on finit to cleanup acio stuff 2021-01-06 20:34:34 +00:00
icex2
f3b07aeb0a iidxio-ezusb: Fix same flushing issue on shutdown as bio2 2021-01-06 20:34:34 +00:00
icex2
a1a67697c4 iidxio-bio2: Properly fix flushing on shutdown
Moved this hardware/iidxio impl specific logic from vigem-iidxio
to iidxio-bio2. Other hardware impls should follow this if
necessary to ensure a transparent and deterministic interface
(as good as possible)
2021-01-06 20:34:33 +00:00
icex2
ce5b1b2eac vigem-iidxio: Reduce random flickering cab-light on tt spin 2021-01-06 20:34:33 +00:00
icex2
3f2aed65e4 vigem-iidxio: Add default configuration to dist files
Aligns with established idea in BT5 to always provide default configs
2021-01-06 20:34:33 +00:00
icex2
22f3845609 vigem/doc: Minor fixes and improvements 2021-01-06 20:34:33 +00:00
icex2
de0d70d808 vigem-iidxio: Improve responsiveness on fast direction change TT 2021-01-06 20:34:33 +00:00
icex2
12c52bb0d8 vigem-iidxio: Major refactoring incorporating features from Grim's branch
- 3 turntable modes: analog (raw), relative and button mapped
- re-structure main to make it easier to maintain and less
repetitive code
2021-01-06 20:34:33 +00:00
icex2
279d4de4b3 vigem-iidxio: Fix cab light sequencer blink on TT spin
Similar to the TT analog to button code in main
2021-01-06 20:34:32 +00:00
icex2
2b52fbe211 vigem-iidxio: Bugfix missing break in switch 2021-01-06 20:34:32 +00:00
icex2
78e7c05876 vigem-iidxio: Refactor configuration
Add more properties from Grim's implementation to support the
additional features. Re-structure struct to be less repetitive
on variable names.
2021-01-06 20:34:32 +00:00
icex2
9a5418f6a3 vigem-iidxio: Fix Luncatic Rave 2 incompatible button mappings
Reported by Grim:
LR2 cannot make use of the d-pad as buttons for inputs because
reasons. Create a third virtual gamepad to allow handling all
inputs as "normal buttons" including turntables.
2021-01-06 20:34:32 +00:00
icex2
2363498f73 vigem-iidxio: Support multiple different light sequence modes
Add new one suggested and implemented by Grim to flash the neons
when spinning the turntables
2021-01-06 20:34:32 +00:00
icex2
edbbe5ae67 iidxio-ezusb: Bugfix random input/outputs on startup 2021-01-06 20:34:32 +00:00
icex2
d799b69d12 doc: Add index README for vigem stuff, add vigem info to root readme 2021-01-06 20:34:31 +00:00
icex2
91f83cd975 doc: Collect vigem related documentation in own subfolder in doc 2021-01-06 20:34:31 +00:00
icex2
adeabbea19 doc: Add vigem-iidxio documentation 2021-01-06 20:34:31 +00:00
icex2
41187091b0 vigem-iidxio: Add vigem implementation with iidxio interface
This uses vigem to create two virtual xbox gamepads and hooks
up the iidxio API to them. It allows you to use anything that
implements the BT5's iidxio API as a game controller, e.g.
iidxio-bio2, iidxio-ezusb1/2 to play any game that supports
xbox game controllers, e.g. lunatic rave, IIDX infinitas.

Further features include setting your own custom 16seg text
from a configuration file or enable some hardcoded light
sequence to make your cabinet look bad ass even when playing
"Big Rigs: Over the Road Racing"
2021-01-06 20:34:31 +00:00
icex2
5658658d3a vigem-sdvxio: Add missing free for cleaning up vigem client 2021-01-06 20:34:31 +00:00
icex2
79a74b2d2f vigem-sdvxio: Make private functions static 2021-01-06 20:34:31 +00:00
icex2
51484b1d3d iidxiotest: Bugfix, properly turn off lights on exit 2021-01-06 18:08:18 +00:00
Will Xyen
df8f3bc96a iidxhook9: set TT multiplier 2021-01-02 20:11:03 +00:00
icex2
ec435e7a7b iidxio-bio2 conf: Improve doc, port optional if autodetect on 2021-01-02 12:07:00 +00:00
icex2
f8a01ed92f dist/iidx: Add default iidxio-bio2 conf
We have stock/default configs for everything else, e.g. hooks.
2021-01-02 12:07:00 +00:00
Matt Bilker
2b1dd866d0 dist: add jubeat heap size
- Sourced from L44-011's bootstrap.xml

Jubeat clan 2018081401 clean data ran out of memory.

jubeat clan 2018081401 has a slightly larger achievement_info.xml
so that may have caused the problem.
2020-12-31 17:56:57 +01:00
Will Xyen
7d129a3e63 launcher: Actually init the default service override options and make override_urlslash_value more clear 2020-12-21 10:03:48 -08:00
Will Xyen
29db89cebe launcher: allow overriding service url and url slash from the command line 2020-12-21 09:59:06 -08:00
icex2
f7e1c8b3f9 doc: Add a bunch of root readme files to various levels, enhance doc
Not complete, but a start to make documentation browsable and
therefore more accessible.
2020-12-20 17:06:27 +01:00
icex2
f667ae5601 doc: Add doc for using bio2 exit hook 2020-12-20 17:06:13 +01:00
icex2
4b061bdf8f Add iidx-bio2-exit-hook: Exit games with bio2 with button combination
Press Start P1 + Start P2 + Effect + VEFX at the same time to
terminate the game. Useful for multi game setups running some
sort of game loader/selector and not having to use a keyboard.
2020-12-20 16:39:00 +01:00
icex2
13600db1d5 iidx-ezusb1/2 exit hook: Replace duplicate code with util function 2020-12-20 16:38:06 +01:00
icex2
e4126500ef util/proc: Create util module for handling process related stuff 2020-12-20 16:37:40 +01:00
icex2
049f1b4564 doc/hardware: Add information about bio2 turntable bypass cable 2020-12-20 15:25:16 +01:00
icex2
687c000000 doc/iidxhook9: Add notes about BIO2 driver usage 2020-12-20 15:25:16 +01:00
icex2
1b593a8e23 doc: Improve visibility of iidxio API implementations 2020-12-20 15:25:16 +01:00
icex2
24178121f0 doc: Add iidxio-bio2 documentation 2020-12-20 15:25:16 +01:00
icex2
62ad4e0616 hardware doc: ezusb RJ45 to DIN8 connector pinout
Can be used to build adapter cables to up-/downgrade cabinets with
C02 to IO2 and IO2 to C02 wiring.
2020-12-20 15:25:16 +01:00
icex2
c348a41d22 bi2a-iidx: Fix incorrect init command data
Taken from a communication dump of the real IO with iidx 27,
this needs to be 0x2D in order to get a fully working setup with
BIO2 and sub IO board connected.
2020-12-20 15:25:16 +01:00
icex2
ef377f40d8 bi2a: Clarify data field usage on init command
The single byte is a specific parameter required to initialize
the IO correctly. Otherwise, it either will only work partially
or not worked at all. The full impact and meaning of that byte
is not entirely known, yet.
2020-12-20 15:25:16 +01:00
icex2
0c88518a1f bio2: Add BIO2_BI2A_CMD_INIT command
Turns out this is different from the generic CLEAR command used
on other ACIO devices. Has further implications when initializing
BIO2 boards for specific games, e.g. IIDX.
2020-12-20 15:25:16 +01:00
icex2
0bc87db8da dev doc: Documented BIO2 package dumps used for debugging 2020-12-20 15:25:16 +01:00
icex2
53f8cb3bf3 iidxio-bio2: Add iidxio implementation using bio2 iidx driver
Use the original bio2 hardware with anything that supports BT5's
iidxio interface, e.g. old IIDX versions of BT5.
2020-12-20 15:25:16 +01:00
icex2
41edfec702 bio2drv: Add implementation for iidx
Basically, a copy-paste of SDVX KFCA with minor tweaks.
2020-12-20 15:25:16 +01:00
icex2
c6c3bdb075 bio2/iidx: Add enums to easily map top lamps and panel buttons
Naturally, this also serves as documentation
2020-12-20 15:25:16 +01:00
icex2
b3a89012ca bio2/iidx: Deduplicate node command, use common acio base command 2020-12-20 15:25:16 +01:00
icex2
f0bc87f1d6 iidxiotool: Fix incorrect top lamp order for setting output 2020-12-20 15:25:16 +01:00
icex2
7508c43119 bt5 api/iidxio: Add missing enum to easily identify top lamp order 2020-12-20 15:25:16 +01:00
icex2
34be731211 doc/api: Add missing sdvxio implementations to list 2020-12-20 15:25:16 +01:00
icex2
bac1ce62e5 Module.mk: Apply lex sort to includes 2020-12-20 15:25:16 +01:00
icex2
58689bbc30 Add missing iidx 27 avs version info to list 2020-12-20 15:25:16 +01:00
icex2
d5e186ffe2 bio2/iidx: Swap in and out struct names to align with sdvx definitions
From hosts perspective:
- "in" for inputs received from device
- "out" for outputs to send to device
2020-12-20 15:25:16 +01:00
icex2
34c95561c4 bio2: Update unknown commands
Credits to xyen for this
2020-12-20 15:25:16 +01:00
icex2
81d697d59a doc/iidxhook9: Add doc to FAQ how and when to use force screen res 2020-12-19 23:18:36 +01:00
icex2
3bdda4d123 dist/iidx: Update dist config file with new parameters force screen res 2020-12-19 23:18:36 +01:00
icex2
ea8842b58a d3d9ex: Add force screen resolution feature
For details, see the commit adding doc to the iidxhook9 readme
2020-12-19 23:18:34 +01:00
icex2
e89889806b d3d9ex: Add new config parameters for forcing screen resolution 2020-12-19 16:57:11 +01:00
icex2
b3b2f8f433 d3d9ex: Log parameters of CreateDeviceEx for debugging and tracing 2020-12-19 16:37:02 +01:00
icex2
1cdf330cbf iidxhook8/9 faq: Add force refresh rate on high freq monitors entry 2020-12-19 01:52:07 +01:00
Will Xyen
89c3ada28f iidxhook9: Add turntable multiplier 2020-12-09 17:22:40 -08:00
aa0f384305e16816d055f34ff91a93cad4c6d179
d9cb953b67 Update README.md 2020-11-26 03:52:56 +00:00
icex2
7ebb80d600 doc/iidxhook1: Add info about AMD GPU scaling causing slow downs 2020-11-15 00:22:16 +01:00
Will Xyen
e737d60893 Actually implement the coin mech in BIO2 based games
Properly fixes #45
2020-11-10 18:08:16 -08:00
Will Toohey
f39843b41f Better comments in ch341.h 2020-11-08 15:32:42 +01:00
Will Toohey
98d0debd05 Cleanup 2020-11-08 15:32:42 +01:00
Will Toohey
950584f025 Formatting 2020-11-08 15:32:42 +01:00
Will Toohey
e4081c057f Add jbio-magicbox.dll 2020-11-08 15:32:42 +01:00
icex2
8c3030354a Improve contributing documentation
- Summary of "golden rules" in main readme
- Improve contirbution document by outlining steps
2020-11-08 13:05:13 +01:00
icex2
9777eddaa0 gitlab: Update bug template to point out how to log to file 2020-11-08 12:02:39 +01:00
icex2
671723febd doc/iidxhook: Update documentation, explain new io feature switches 2020-11-08 00:24:52 +01:00
icex2
c1f6166e1b dist/iidx: Update default configs with new io config entries 2020-11-08 00:24:39 +01:00
icex2
538650f7ac iidxhook7: Support new IO config feature switches 2020-11-08 00:23:44 +01:00
icex2
efd243fd9d iidxhook6: Support new IO config feature switches 2020-11-08 00:23:35 +01:00
icex2
383b301d3c iidxhook5: : Support new IO config feature switches 2020-11-08 00:23:21 +01:00
icex2
a9d201691a iidxhook4: Support new IO config feature switches 2020-11-08 00:22:25 +01:00
icex2
ebb6f811b4 sqash 2020-11-08 00:22:12 +01:00
icex2
9e96cf074f iidxhook-util: Add config for io stuff
Switches to disable card reader and IO emulation
2020-11-08 00:20:55 +01:00
icex2
e6766d4a3b Update readme with supported games, iidx27 2020-10-27 20:10:10 +01:00
icex2
843d78bc4b Update changelog for 5.33 release 2020-10-27 19:51:48 +01:00
Will Xyen
0792b29f3d iidxhook9: Add iidxhook support for versions that use dx9ex and some other features 2020-10-24 12:17:55 -07:00
Will Xyen
e1d4810743 mempatch-hook: fix CRLF 2020-10-24 11:15:58 -07:00
Will Xyen
2110abc269 [avs] add avs_is_active import 2020-10-23 17:31:49 -07:00
icex2
fc22f76988 doc: Add missing supported iidx version to iidxhook8 2020-10-20 23:45:19 +02:00
Will Xyen
3d4df4cd64 [memfile] Add support for faking files in memory 2020-10-18 14:46:34 -07:00
Will Xyen
be5a773cb7 [iohook] Fix iohook_init race condition 2020-10-18 14:45:49 -07:00
Will Xyen
3ed6ac6290 [tools] Add x64 mempatch-hook 2020-10-06 20:01:41 -07:00
icex2
e49149b03d Update README.md, add pipeline status 2020-10-03 20:38:05 +00:00
Will Xyen
af507e6dcb vigem-sdvxio: Remove unused header 2020-09-27 18:59:24 -07:00
Will Xyen
a9ebc30ea7 vigem-sdvxio: Add relative mode and address comments 2020-09-26 22:54:12 -07:00
Will Xyen
4f3135439d vigem-sdvxio: Add readme 2020-09-13 20:16:37 -07:00
Will Xyen
2d1c09d4e6 sdvxhook: code-format 2020-09-13 19:46:16 -07:00
Will Xyen
164d56b6eb vigem-sdvxio: Add implementation 2020-09-13 19:45:52 -07:00
Will Xyen
1712f10f66 minor bugfixes 2020-09-12 07:53:00 -07:00
Will T
128496901e Add jbiotest for testing jubeat IO impls 2020-09-12 09:12:35 +00:00
icex2
65a45740d2 launcher: Log OS version on startup 2020-09-02 22:04:55 +02:00
icex2
8bd0f44e24 inject: Log OS version on startup 2020-09-02 22:04:55 +02:00
icex2
7733912ae2 util: Add OS module to get version information of Windows
Data we always need when things go wrong, log it on boot.
2020-09-02 22:04:53 +02:00
icex2
55c9f5a521 hooks for inject: Fix log output in DllMain
With the new inject tool, the output of OutputDebugString is
available on console and file logging.
2020-09-02 22:03:26 +02:00
icex2
917dc88826 util/log: Remove log_error, replace occurances with log_warning
log_error was using the log_writer_fatal impl which conflicts with
how this is used on AVS. Therefore, achieve a visible "error"
message in inject by using log_warning + ERROR string in the message
2020-09-02 19:53:07 +00:00
icex2
475d438ec7 inject/debugger: Avoid code dupe 2020-09-02 19:53:07 +00:00
icex2
f23d3531a2 util/signal: Expose signal_exception_code_to_str
Can be re-used in inject/debugger to avoid code duplication
2020-09-02 19:53:07 +00:00
icex2
32c3428c59 inject/logger: Add timestamps to log messages 2020-09-02 19:53:07 +00:00
icex2
ee034a1f08 inject: Fix windows psapi mess by explicitly defining version
Otherwise, the compiler does not link the correct version of that
API. See the requirements section at the bottom of the page here:
https://docs.microsoft.com/en-us/windows/win32/api/psapi/nf-psapi-getmodulebasenamea
2020-09-02 19:53:06 +00:00
icex2
54b321c7d9 inject: Major refactoring
This addresses one major issue and multiple minor ones:
Major:
Inject's debugger is not attached to the process before
injecting DLL files. This misses out on OutputDebugString
calls by anything logging in the DllMain functions of the hook
dlls.

Minor:
- Fix coloring of log entries
- Add ASCII header to easily determine start
- Fix file logging, log _everything_ to a single log file
- Enhance inject's debugger: log further debug events to incrase
visibility on issues, proper exception handling for inject
- Re-iterated code structure of inject
2020-09-02 19:53:06 +00:00
icex2
de894ae5ce util/log: Add log_error which logs errors but does not abort
This is required for tools/applications that want or have to fail
gracefully but still need to highlight the severity in the log.
2020-09-02 19:53:06 +00:00
icex2
1d25abc10b util: Add signal module introducing signal and exception handling
Right now, this prints to the console using the util/log logger
only. Stacktrace on exception still needs to be added.
2020-09-02 19:53:05 +00:00
icex2
beea9e7bb7 util/log: Add TODO pointing out design flaw 2020-09-02 19:53:05 +00:00
icex2
fbb69d4550 Makefile: Fix minor inconsistency 2020-09-02 19:53:05 +00:00
icex2
e0fe9bcf94 Makefile: Fix clang format command 2020-09-02 19:53:05 +00:00
icex2
f9c0733af3 Adapt everything in BT5 to new capnhook API
This includes:
- Renaming of functions (iohook_invoke_next)
- Slight interface changes (com_proxy_wrap, iohook_push_handler)
- De-duplicate stuff from utils (iobuf, hr)
2020-09-02 19:35:15 +00:00
icex2
a016f27652 hook: Update capnhook source files from latest master
https://github.com/decafcode/capnhook
2020-09-02 19:35:15 +00:00
Will Xyen
3a1005f1f8 sdvxio: Add atomics to kfca/bio2 2020-08-16 20:58:12 -07:00
Will Xyen
f1700ca551 sdvxio-bio2: Add better comments to amp command, and sleep in fini 2020-08-15 11:37:03 -07:00
Will Xyen
60b081b01c Merge branch 'sdvxio-bio2' of dev.s-ul.eu:djhackers/bemanitools into sdvxio-bio2 2020-08-14 19:11:57 -07:00
Will Xyen
89989ae49c doc: add documentation for sdvxio-bio2 2020-08-15 02:11:45 +00:00
Will Xyen
ff1b9ff9a2 sdvxio-bio2: Add sdvxio BIO2 along with bio2drv and aciotest updates 2020-08-15 02:11:45 +00:00
Will Xyen
4c0f60fc93 sdvx: Allow setting digital amp level from sdvxio
For SDVX 1-4: passes amp values through as-is

For SDVX5: ignores the amp volume control (as the game uses windows volume controls, which will work without any hooks)
2020-08-15 02:11:45 +00:00
Will Xyen
caba39843f bio2: bio2_bi2a_state -> bi2a_sdvx_state 2020-08-15 02:11:45 +00:00
Will Xyen
f028bdeb20 iidxhook-util: allow setting specified ICCA emulation version 2020-08-15 02:11:44 +00:00
Will Xyen
bfbb7103ef bio2emu: refactor BIO2 emulation 2020-08-15 02:11:44 +00:00
Will Xyen
95e073271f doc: add documentation for sdvxio-bio2 2020-08-14 19:05:44 -07:00
Will Xyen
cdefc2b09e sdvxio-bio2: Add sdvxio BIO2 along with bio2drv and aciotest updates 2020-08-14 18:44:05 -07:00
Will Xyen
9246e7f9e0 sdvx: Allow setting digital amp level from sdvxio
For SDVX 1-4: passes amp values through as-is

For SDVX5: ignores the amp volume control (as the game uses windows volume controls, which will work without any hooks)
2020-08-14 04:38:38 -07:00
icex2
bbb5157460 Version bump 5.33 2020-08-13 13:15:41 +02:00
icex2
e0cfc8c948 Bump to version 5.32 and update changelog 2020-08-13 13:14:54 +02:00
Will Xyen
69ef963451 Merge branch 'master' of dev.s-ul.eu:djhackers/bemanitools 2020-08-12 12:31:14 -07:00
icex2
93cfb591b7 iidxio-ezusb: Update documentation 2020-08-12 18:01:22 +00:00
icex2
3396c09fbf ezusb-iidx: Add macro to enable D01 board emulation
Used for dumping firmware, only. C02 and D01 boards only differ
in the FPGA firmware written to the board on boot up. This doesn't
matter for emulation, but when using a real IO board with
iidxio-ezusb.dll, a different FPGA firmware is required to be
flashed in order to get working turntables, top unit lights etc
2020-08-12 18:01:22 +00:00
icex2
bd8dc18b30 iidxio-ezusb: Support coin mech input 2020-08-11 22:05:46 +02:00
Will Xyen
86517bd001 bio2: bio2_bi2a_state -> bi2a_sdvx_state 2020-08-02 23:16:28 -07:00
Will Xyen
172c83a854 iidxhook-util: allow setting specified ICCA emulation version 2020-08-02 23:03:04 -07:00
Will Xyen
c7137659bc bio2emu: refactor BIO2 emulation 2020-08-02 23:02:13 -07:00
Will Xyen
8e9abf9906 launcher: Set soft_id_code before calling init as some games use it then 2020-07-24 08:47:25 -07:00
Will Xyen
62bb717582 hdxs: Is really an HDXB 1.0.1 apparently
Also update enum hdxs_rgb_light_idx to start from 0 since that's what the function does
2020-07-10 11:06:13 -07:00
Will Xyen
4816fb809d launcher: Use more descriptive error message for ERROR_MOD_NOT_FOUND 2020-07-06 18:03:25 +00:00
Tau
2a2c77f255 Add ddrhook "COM4" passthrough mode 2020-07-01 21:03:47 +02:00
icex2
55513bac41 Update changelog for 5.31 release 2020-07-01 20:33:35 +02:00
Will Xyen
9c37ef71ba ddrio: add some more comments 2020-06-29 11:23:01 -07:00
Will Xyen
a0a1dea397 ddrhook: Add HDXS acio device + emu 2020-06-29 06:52:07 -07:00
Will Xyen
3c26a3f315 ddrio: Add hdxs output functions
Also fixes IDS_DDR_P1_BOTTOM_LIGHT schema being incorrectly mapped (on SD)
2020-06-29 06:51:25 -07:00
Will Xyen
b408cd9687 config: fix number of lights being loaded wrong if config is outdated 2020-06-29 06:49:22 -07:00
Will Xyen
be4df516fd ddrio: Fix p3io and extio lighting output being swapped with one another
the header, mm and smx modules had it right

also fixes p3io responses being the wrong size in 2 cases
2020-06-29 06:47:31 -07:00
Will Xyen
d1080905e5 ddrhook: Adds 64 bit ddr build and related dependencies 2020-06-29 06:43:29 -07:00
Tau
f87a51bbe4 Silence cabinet type spam under DDR A 2020-06-28 22:10:27 -07:00
635e512cccf1256559f0c600d8185deae60a6840
2a4d3e2865 Moved location of ddrio-smx.md to doc/ddrhook/ddrio-smx.md, fixed some formatting, clarified joystick config. 2020-06-28 15:37:29 -04:00
635e512cccf1256559f0c600d8185deae60a6840
6697ff7df1 Included SMX md file with step-by-step instructions and additional info. 2020-06-28 14:47:51 -04:00
Will Xyen
682fe8aa1b crc: forgot an include 2020-06-24 19:25:46 -07:00
Will Xyen
7d533f60cb acioemu: add support for 1.7.0 and encrypted polls 2020-06-25 00:57:59 +00:00
233596621999a3accb78d883a9ab4d1f3460d772
e5331fbc7c jbhook: add adapter hook 2020-06-14 02:22:07 +02:00
10f2d26b708e9205de6ce889920e36b5596f4908
77527e346b popn hid lights 2020-06-08 11:17:22 +02:00
Will Xyen
1d0a96fa20 aciodrv: Make init more consistent by reading until we actually get a 0xAA
(reboots / command interruptions will cause incorrect state on device side)
2020-05-27 08:51:16 -07:00
icex2
63e19aaaf6 Remove src.zip from distribution package
No need to include the source code with the repository being public.
2020-05-11 00:27:11 +02:00
icex2
4c59f16d46 Update gitlab-ci, build project with Dockerfile 2020-05-11 00:27:09 +02:00
icex2
7157fdedb7 Update readme/development doc about docker building 2020-05-11 00:24:21 +02:00
icex2
13d29cb62e Add Dockerfile for building bemanitools with docker 2020-05-11 00:23:53 +02:00
icex2
bf48715466 test: Fix compiler warning 2020-05-11 00:23:29 +02:00
icex2
24b490e36b Bump version to 5.31 2020-04-27 22:00:50 +02:00
547 changed files with 26733 additions and 4549 deletions

View File

@@ -1,73 +1,136 @@
image: debian
#
# This pipeline requires packages to be switched on under the repository settings. Otherwise, you will 403s when
# uploading to the package repo is triggered.
#
# Variables to setup in GitLab CI/CD settings of the project
#
# The variables with BASE64 postfixes need to contain the base64 encoded data. Otherwise, masking
# in GitLab won't work due to not matching their pre-defined regex
#
# CI_PIGSTALL_DATA_PREFIX_BASE64
# CI_PIGSTALL_LINK_BASE64
# CI_PIGSTALL_PHP_SESSION_ID
# CI_PIGSTALL_SESSION_BASE64
#
# CI_TOOLS_UPLOAD_KEY
# CI_TOOLS_UPLOAD_URL
# CI_TOOLS_URL
image: docker:stable
variables:
DOCKER_TLS_CERTDIR: "/certs"
DIST_PACKAGE_RELATIVE_PATH: "build/docker/bemanitools.zip"
PACKAGE_REGISTRY_URL: "${CI_API_V4_URL}/projects/${CI_PROJECT_ID}/packages/generic/bemanitools"
services:
- docker:19.03.8-dind
stages:
- build
- test
- upload
- release
- releasetag
build:
stage: build
only:
refs:
- master
- tags
before_script:
- apt-get update && apt-get -qq install clang mingw-w64 git make zip > /dev/null
- apk update && apk add make > /dev/null
script:
- make
- make build-docker
artifacts:
name: "$CI_COMMIT_SHORT_SHA-$CI_JOB_NAME"
paths:
- build
expire_in: 1 week
upload-package-registry:
stage: upload
image: curlimages/curl:latest
only:
refs:
- master
test:
allow_failure: true
stage: test
- tags
dependencies:
- build
before_script:
- apt-get update && apt-get -qq install make wine unzip > /dev/null
- dpkg --add-architecture i386 && apt-get update && apt-get -qq install wine32 > /dev/null
script:
- ls
- make run-tests
only:
refs:
- master
release:
stage: release
variables:
GIT_STRATEGY: none
dependencies:
- build
before_script:
- apt-get update && apt-get -qq install zip > /dev/null
script:
- mv build/bemanitools.zip ./bemanitools.zip
- find . -mindepth 1 ! -regex '^./bemanitools.zip' -delete
- unzip bemanitools.zip
- rm bemanitools.zip
artifacts:
name: "$CI_COMMIT_SHORT_SHA-$CI_JOB_NAME"
paths:
- ./*
only:
refs:
- master
releasetag:
stage: releasetag
dependencies: []
before_script:
- apt-get update && apt-get -qq install curl > /dev/null
script:
- |
curl --silent --show-error \
--data "{\"tag_name\": \"${CI_COMMIT_TAG}\", \"name\": \"${CI_PROJECT_NAME}-${CI_COMMIT_TAG}\", \"description\": \"${CI_COMMIT_TAG_MESSAGE:-No release notes.}\"}" \
--header "Content-Type: application/json" \
--header "Private-Token: ${CI_PRIVATE_TOKEN}" \
--request POST \
"${CI_API_V4_URL}/projects/${CI_PROJECT_ID}/releases"
if [ "${CI_COMMIT_TAG}" ]; then
version="${CI_COMMIT_TAG}"
else
version="${CI_COMMIT_SHORT_SHA}"
fi
- |
curl \
--silent \
--fail \
--show-error \
--header "JOB-TOKEN: ${CI_JOB_TOKEN}" \
--upload-file "${DIST_PACKAGE_RELATIVE_PATH}" \
$PACKAGE_REGISTRY_URL/${version}/bemanitools.zip
upload-tools-page:
stage: upload
image: curlimages/curl:latest
only:
- tags
refs:
- tags
dependencies:
- build
script:
- |
curl \
--silent \
--fail \
--show-error \
--connect-timeout 5 \
--max-time 10 \
--retry 5 \
-F "key=${CI_TOOLS_UPLOAD_KEY}" \
-F "filename=${CI_PROJECT_NAME}-v${CI_COMMIT_TAG}.zip" \
-F "file=@${DIST_PACKAGE_RELATIVE_PATH}" \
${CI_TOOLS_UPLOAD_URL}
release-gitlab:
stage: release
image: registry.gitlab.com/gitlab-org/release-cli:v0.8.0
only:
refs:
- tags
script:
- version="$CI_COMMIT_TAG"
- release_message="$(scripts/ci/create-release-message.sh "${version}" < CHANGELOG.md)"
- |
release-cli create \
--name "bemanitools ${version}" \
--description="${release_message}" \
--tag-name ${version} \
--assets-link "{\"name\":\"Distribution binaries\",\"url\":\"${PACKAGE_REGISTRY_URL}/${version}/bemanitools.zip\"}"
release-pigstall:
stage: release
image: curlimages/curl:latest
only:
refs:
- tags
script:
- version="${CI_COMMIT_TAG}"
- changelog_excerpt="$(scripts/ci/create-release-message.sh "${version}" < CHANGELOG.md)"
- release_message="$(printf "bemanitools ${version} released\n${CI_TOOLS_URL}/bemanitools-v${version}.zip\n${changelog_excerpt}")"
- session="$(echo "$CI_PIGSTALL_SESSION_BASE64" | base64 -d)"
- data_prefix="$(echo "$CI_PIGSTALL_DATA_PREFIX_BASE64" | base64 -d)"
- link="$(echo "$CI_PIGSTALL_LINK_BASE64" | base64 -d)"
- |
curl \
--silent \
--fail \
--connect-timeout 5 \
--max-time 10 \
--retry 5 \
--show-error \
-H 'Content-Type: application/x-www-form-urlencoded' \
-H "Cookie: PHPSESSID=$CI_PIGSTALL_PHP_SESSION_ID; session=${session}" \
--data-raw "${data_prefix}&body=${release_message}" \
"${link}"

View File

@@ -8,9 +8,12 @@
<!--- Tell us what happens instead of the expected behavior -->
## Detailed Description
<!--- Provide a detailed description of the issue. Include links to screenshots or videos if necessary -->
<!--- Provide a detailed description of the issue. Include links to screenshots or videos if
necessary -->
## Steps to reproduce
<!-- Try running the game with a default configuration as well. If that also causes issues, please point that out here in the report. This might speed up the debugging process.-->
<!--- Provide a detailed step by step description how to reproduce this issue -->
1.
2.
@@ -29,16 +32,43 @@
### Log output
See attachment.
<!--- Provide log output as attachment. Make sure to censor sensitive data like PCBIDs or device names if necessary -->
<!---
Provide FULL log output, e.g. inject.log or launcher.log. Please do not guess which things
are relevant or not. Without knowing, you might leave out things that are relevant for the developers. You have to enable log output explicitly if not done already.
For inject.exe and launcher.exe, add `-Y logfile.log` to the command line args to output to a file, e.g. `gamestart.bat -Y logfile.log`.
!!!!!!
REMOVE ANY SENSITIVE DATA LIKE PCBIDS OR DEVICE NAMES BY REPLACING IT THEM WITH
[REDACTED]
BEFORE UPLOADING/POSTING ANY LOG DATA!!!
Use the search and replace feature of any kind of text editor.
!!!!!!
-->
### Configuration files
See attachment.
<!--- Provide any configuration files that you used, e.g. iidxhook-XX.conf. Make sure to censor sensitive data like
PCBIDs -->
<!--- Provide any configuration files that you used, e.g. iidxhook-XX.conf. This file is located in
the same directory as launcher.exe or inject.exe.
!!!!!!
REMOVE ANY SENSITIVE DATA LIKE PCBIDS OR DEVICE NAMES BY REPLACING IT THEM WITH
[REDACTED]
BEFORE UPLOADING/POSTING ANY LOG DATA!!!
Use the search and replace feature of any kind of text editor.
!!!!!!
-->
### Command line arguments
<!--- Provide how you run the game from the command line, e.g. which gamestart.bat you used and any additional arguments
that you provided to it. Also provide the contents of the gamestart.bat you used if you altered it. -->
<!--- Provide how you run the game from the command line, e.g. which gamestart.bat you used and any
additional arguments that you provided to it. Also provide the contents of the gamestart.bat you
used if you altered it. -->
### APIs used
* <!--- List all APIs you used as a bullet list, e.g. iidxio-keyboard, eamio-keyboard -->

View File

@@ -1,4 +1,75 @@
# Release history
Note for CI/CD: Ensure the version formatting in the sections is kept identical to the versions
given in tags. The pipeline will pick this up and cuts out the relevant section for release notes.
## 5.41
* Feature: Support pop'n music 15-18 using popnhook1
* Feature: Support IIDX tricoro CN using iidxhook5-cn
* Various documentation improvements
## 5.40
* Feature: Support DDR X and X2 US/EU using ddrhook1 including memory card emulation
* Fix: sdvxhook2 crashing on some OS versions
* Feature: Support sdvx generator lights in sdvxio
## 5.39
* jbhook3: Fix window mode, remove window frame option, add show cursor on window option
* Code simplification and cleanup round plug modules
* Code structure improvements p3io jubeat
## 5.38
* sdvxhook2: Support sound voltex exceed gear
## 5.37
* jbhook1: Support jubeat (1) and ripples
* jbhook2: Support jubeat knit and copious
* jbhook3: Support jubeat saucer, prop, qubell, clan and festo
## 5.36
* iidxhook9: Support for IIDX28
* Various bugfixes
## 5.35
* Jubeat: Add jbio-p4io
* Nostalgia: Add nostio-panb
* Misc: Add wavepass support to aciodrv-icca (and eamio-icca)
* Misc: Refactor aciodrv to support multiple devices using the same port (with aciomgr)
* Misc: Fix d3d9ex windowed hook not behaving correctly (size/framed)
* Misc: Fix docs not being included with release
* Various bugfixes
## 5.34
* IIDX: Support IO and card reader feature switches to disable emulation in iidxhook4-7
* Jubeat: jbio implementation for magicbox hardware
* Misc: Various documentation improvements
* IIDX: Turntable multiplier (can also be used as inverted) for iidxhook9
* IIDX: iidxhook9, add force screen resolution option to fix sometimes wrong auto res detection by
iidx27 causing inaccurate/wrong refresh rates on monitor check
* IIDX: iidxio BIO2 implementation -> Use BIO2 hardware with any iidxhook or other software
supporting BT5's iidxio interface
* IIDX: BIO2 exit hook, exit the game pressing Start P1 + Start P2, Effect and VEFX
* launcher: Allow overriding service URL from command line
* IIDX: vigem-iidxio, tool to allow using iidxio (ezusb, ezusb2 or bio2) to emulate XBOX controllers
to play other non arcade games that support xinput, e.g. Lunatic Rave (note: Infinitas does not
work with this since it only supports direct input)
## 5.33
* iidxhook9: Support for IIDX27
* sdvxio-bio2: Driver for real sdvx5 cabinet IO hardware
* vigem-sdvxio: Tool to allow using sdvxio (kfca or bio2) to emulate an xbox controller
* Various bugfixes and refactoring for inject and launcher
## 5.32
* Various bugfixes
## 5.31
* DDR: Fix p3io and extio lights not working / being swapped when using geninput
* DDR: Add HDXS light support
* DDR: Add 64 bit support
* DDR: Add option to use COM4 as the p3io rs232 port instead of emulating (for use with acrealio etc.)
* Jubeat: Add network adapter hook
* Misc: Fix aciodrv sometimes hanging on boot (eamio-icca and sdvxio-kfca)
## 5.30
* SDVX: sdvxhook2 headphone force and cursor confining config options
* DDR: Add light support for SMX gen 4 pads

View File

@@ -1,30 +1,83 @@
# Contributing
Please have a look at the issue board about what's currently going on. If you see an issue that is not assigned yet and
that you can and want to work on, please leave a comment to reach out to one of our developers. You can also ask
questions and discuss the issue.
This document outlines different types of contributions and how YOU can help us to improve the
project. Read it, as it provides guidelines that are there to help you and the maintainers.
# Bug reports
Please check if the bug was already reported by searching the existing issues. If it does, feel free to leave a comment
that you also have this issue. Add additional information, screenshots, log files etc. The more information and details
we have, the easier it might get to solve the issue.
## Reporting and discussions: Issues section on gitlab
In order to avoid having to manage ongoing discussions and bug reports on different communication
channels, e.g. forums, messangers or other closed groups, we ask everyone to treat the issue
section on gitlab as the place to open their relevant discussions and bug reports regarding the
project.
When creating new issues, use our template for reporting bugs. It tells you what kind of information we need.
The maintainers of the project do not have the time nor motivation to micromanage on the various
channels and enter all data here to have it collected. This is a simple task that *ANYONE* can do
allowing the maintainers and developers to spend their time on the codebase.
# Pull requests: bugfixes, new features or other code contributions
Pull requests are welcome! May it be a PR to an already known issue or a new feature that you consider as a valuable
contribution, please open a PR. If you want to start working on a new feature that was proposed in an issue, yet, it
is recommended to reach out to the developers about this, first, to discuss if this contribution is valuable to the
project. Otherwise, you might waste your time on implementing something that won't make it into master.
## Bug reports
Follow these steps when reporting bugs to ensure you provide all information we *always* need and
make your report valuable and actionable.
Please read our [development guidelines](doc/development.md) as they contain valuable information that your contribution
meets our standards.
1. On the bemanitools repository, go `Issues` on the left-hand sidebar.
1. Use the search function to check if there is an already open issue regarding what you want to
report
1. If that applies, read the open issue to check what's already covered regarding the bug
1. Provide additional information or things that are missing. Upload your log files,
screenshots, videos etc. Be careful to remove sensitive information like PCBIDs
1. Give a thumbs up to the issue to show you are interested/affected as well
1. If no existing issue avilable, create a new one
1. Come up with a descriptive title
1. **USE OUR BUG REPORTING TEMPLATE**: Pick it by selecting `Bug` on the `Description` section
1. Follow the sections and their instructions provided by the template and fill them in. All fields
are mandatory to provide a comprehensive report if not stated otherwise
1. When finished, submit the issue
Fork the upstream repository and start developing on your personal fork. Make sure to test your changes with games that
are affected by them. Pay attention to the target platform/hardware you are testing on! This is valuable information
that should be included in the PR.
## Pull requests: bugfixes, new features or other code contributions
Pull requests are welcome! May it be a merge request to an already known issue or a new feature that
you consider as a valuable contribution, please open a MR.
Once you completed your implementation, open a pull request on the upstream repository to propose your changes. We will review your contribution and get back to you about any changes or when we merge them to our upstream repository. Your changes, once approved, will be included in the next release.
**!!! Maintaining documentation by adding new or improving existing documentation is as important as
code !!!**
# Roadmap
No concrete roadmap or timeline exists. We want to continue adding support for new games as well as old games (some of
the old games supported by BT4 are not supported, yet).
If you want to start working on a new feature that was proposed in an issue, yet, it is recommended
to reach out to the active developers about this, first, to discuss if this contribution is valuable
to the project. Otherwise, you might waste your time on implementing something that won't make it
into master.
Please read our [development guidelines](doc/development.md) as they contain valuable information
that your contribution meets our standards. This is not meant to annoy people but ensures
consistency that the project stays maintainable for everyone.
Steps for contributing to the repository using a merge request:
1. If you are new to git, take a bit of time to learn the basics which are very simple, e.g. Google
for "git tutorial for non-programmers"
1. Fork the upstream repository (Fork button on the top right on the main page of the repository)
1. You can start editing files like documentation easily inside gitlab which might be the prefered
option for many non-coders
1. Clone your fork to your local machine and start working on stuff
1. Ensure you push your changes to your fork on gitlab
1. When done, go to the `Merge Requests` section on the left sidebar of the upstream repository
1. Hit the `New merge request` button
1. Select the `master` branch as the source branch
1. Select whatever branch you worked, likely `master` if you didn't change that, as the target
branch
1. Hit `Compare branches and continue`
1. Provide a descriptive title of what your change is about
1. **USE OUR MR TEMPLATES**
1. If you submit a bugfix, use the `Bugfix` tempalte and fill in the sections
1. If you submit a new feature, use the `Feature` template and fill in the sections
1. If you submit some minor fixes or documentation improvements, there is no template for that.
Please provide a expressive description what you did and *why* you did that
1. If any of your changes are tied to one or multiple issues, link them in the description
1. When done, hit `Submit merge request`
The maintainers will take a look at your submission and provide their feedback. The intention of
this process is to ensure the contribution meets the quality standards. Please also see this is
a learning opportunity, especially with your first contribution, if a lot of comments and change
requests are being made. The maintainers are open to discuss their suggestions/feedback if
reasonable feedback is given back to them.
Once all discussion is resolved and the involved maintainers approved your submission, it will be
merged into master and also included in the next release.
## Roadmap
No concrete roadmap or timeline exists. We want to continue adding support for new games as well as
old games (some of the old games supported by BT4 are not supported, yet).

32
Dockerfile Normal file
View File

@@ -0,0 +1,32 @@
FROM fedora:31
LABEL description="Build environment for bemanitools"
RUN yum -y install \
git \
make \
zip \
clang \
mingw64-gcc.x86_64 \
mingw32-gcc.x86_64 \
wine.x86_64
RUN mkdir /bemanitools
WORKDIR /bemanitools
# Order optimized for docker layer caching
COPY run-tests-wine.sh run-tests-wine.sh
COPY CHANGELOG.md CHANGELOG.md
COPY CONTRIBUTING.md CONTRIBUTING.md
COPY LICENSE LICENSE
COPY GNUmakefile GNUmakefile
COPY Module.mk Module.mk
COPY README.md README.md
COPY doc doc
COPY dist dist
COPY src src
# .git folder required or building fails when version is generated
COPY .git .git
# Building
RUN make

View File

@@ -11,19 +11,24 @@ BUILDDIR ?= build
# Internal variables
#
depdir := $(BUILDDIR)/dep
objdir := $(BUILDDIR)/obj
bindir := $(BUILDDIR)/bin
builddir_docker := $(BUILDDIR)/docker
toolchain_32 := i686-w64-mingw32-
toolchain_64 := x86_64-w64-mingw32-
docker_container_name := "bemanitools-build"
docker_image_name := "bemanitools:build"
gitrev := $(shell git rev-parse HEAD)
cppflags := -I src -I src/main -I src/test -DGITREV=$(gitrev)
cflags := -O2 -pipe -ffunction-sections -fdata-sections \
-Wall -std=c99
cflags_release := -Werror
ldflags := -Wl,--gc-sections -static-libgcc
depdir := $(BUILDDIR)/dep
objdir := $(BUILDDIR)/obj
bindir := $(BUILDDIR)/bin
toolchain_32 := i686-w64-mingw32-
toolchain_64 := x86_64-w64-mingw32-
gitrev := $(shell git rev-parse HEAD)
cppflags := -I src -I src/main -I src/test -DGITREV=$(gitrev)
cflags := -O2 -pipe -ffunction-sections -fdata-sections \
-Wall -std=c99 -DPSAPI_VERSION=1
cflags_release := -Werror
ldflags := -Wl,--gc-sections -static-libgcc
#
# The first target that GNU Make encounters becomes the default target.
@@ -33,6 +38,7 @@ ldflags := -Wl,--gc-sections -static-libgcc
all: build
.PHONY: \
build-docker \
clean \
code-format \
print-building \
@@ -52,27 +58,36 @@ print-building \
version
print-building:
@echo "Build gitrev "$(gitrev)"..."
$(V)echo "Build gitrev "$(gitrev)"..."
print-release:
@echo "Starting release build..."
$(V)echo "Starting release build..."
clean:
@echo "Cleaning up..."
$(V)echo "Cleaning up..."
$(V)rm -rf $(BUILDDIR)
code-format:
@echo "Applying clang-format..."
# -style=file enables reading .clang-format
@find src/ -iname *.h -o -iname *.c | xargs clang-format -i -style=file
$(V)echo "Applying clang-format..."
$(V)find src/ -name '*.c' -o -name '*.h' | xargs clang-format -i -style=file
run-tests:
@echo "Running tests..."
@./run-tests-wine.sh
$(V)echo "Running tests..."
$(V)./run-tests-wine.sh
# Generate a version file to identify the build
version:
@echo "$(gitrev)" > version
$(V)echo "$(gitrev)" > version
build-docker:
$(V)docker rm -f $(docker_container_name) 2> /dev/null || true
$(V)docker build -t $(docker_image_name) -f Dockerfile .
$(V)docker create --name $(docker_container_name) $(docker_image_name)
$(V)rm -rf $(builddir_docker)
$(V)mkdir -p $(builddir_docker)
$(V)docker cp $(docker_container_name):/bemanitools/build $(builddir_docker)
$(V)mv $(builddir_docker)/build/* $(builddir_docker)
$(V)rm -r $(builddir_docker)/build
#
# Pull in module definitions
@@ -211,7 +226,7 @@ $$(dll_$1_$2_$3) $$(implib_$1_$2_$3): $$(obj_$1_$2_$3) $$(abslib_$1_$2_$3) \
$(V)echo ... $$(dll_$1_$2_$3)
$(V)$$(toolchain_$1)gcc -shared \
-o $$(dll_$1_$2_$3) -Wl,--out-implib,$$(implib_$1_$2_$3) \
$$^ $$(ldflags_$3)
-Wl,--start-group $$^ -Wl,--end-group $$(ldflags_$3)
$(V)$$(toolchain_$1)strip $$(dll_$1_$2_$3)
$(V)$$(toolchain_$1)ranlib $$(implib_$1_$2_$3)
@@ -241,7 +256,7 @@ impdef_$1_$2_$3 ?= src/imports/import_$1_$2_$3.def
$$(bindir_$1_$2)/lib$3.a: $$(impdef_$1_$2_$3) | $$(bindir_$1_$2)
$(V)echo ... $$@ [dlltool]
$(V)$$(toolchain_$1)dlltool -l $$@ -d $$<
$(V)$$(toolchain_$1)dlltool --kill-at -l $$@ -d $$<
endef

385
Module.mk
View File

@@ -21,12 +21,20 @@
#
# 4: Patch 2: beatmania IIDX 14 GOLD
#
# 4: Patch 3: pop'n music 15 ADVENTURE
#
# 6: Patch 5: beatmania IIDX 15 DJ Troopers
#
# 7: Patch 1: pop'n music 16 PARTY
#
# 8: Patch 3: beatmania IIDX 16 Empress
# jubeat
#
# 10: Patch 4: DanceDanceRevolution X2
# 9: Patch 0: pop'n music 17 THE MOVIE
#
# 10: Patch 1: pop'n music 18 Sengoku Retsuden
# Patch 2: jubeat Knit
# Patch 4: DanceDanceRevolution X2
#
# 11: Patch 1: beatmania IIDX 18 Resort Anthem
# pop'n music 19 Tune Street
@@ -54,9 +62,11 @@
#
# 17: Patch 0: beatmania IIDX 25 CANNON BALLERS
# beatmania IIDX 26 Rootage
# beatmania IIDX 27 HEROIC VERSE
#
# Patch 3: SOUND VOLTEX VIVID WAVE
#
#
cflags += \
-DWIN32_LEAN_AND_MEAN \
@@ -69,15 +79,19 @@ cflags += \
# Each AVS-dependent project should consume the earliest AVS import definition
# that is still ABI-compatible with the real build its target links against.
avsvers_32 := 1700 1603 1601 1508 1403 1304 1101 803 0
avsvers_64 := 1700 1603 1601 1508
avsvers_32 := 1700 1603 1601 1508 1403 1304 1101 1002 803 0
avsvers_64 := 1700 1603 1601 1509 1508
imps += avs avs-ea3
include src/main/aciodrv/Module.mk
include src/main/aciodrv-proc/Module.mk
include src/main/acioemu/Module.mk
include src/main/aciomgr/Module.mk
include src/main/aciotest/Module.mk
include src/main/asio/Module.mk
include src/main/bio2drv/Module.mk
include src/main/bio2emu-iidx/Module.mk
include src/main/bio2emu/Module.mk
include src/main/bsthook/Module.mk
include src/main/bstio/Module.mk
@@ -85,30 +99,35 @@ include src/main/camhook/Module.mk
include src/main/cconfig/Module.mk
include src/main/config/Module.mk
include src/main/d3d9exhook/Module.mk
include src/main/ddrhook/Module.mk
include src/main/ddrio/Module.mk
include src/main/ddrio-smx/Module.mk
include src/main/ddrhook-util/Module.mk
include src/main/ddrhook1/Module.mk
include src/main/ddrhook2/Module.mk
include src/main/ddrio-mm/Module.mk
include src/main/ddrio-smx/Module.mk
include src/main/ddrio/Module.mk
include src/main/dinput/Module.mk
include src/main/eamio/Module.mk
include src/main/eamio-icca/Module.mk
include src/main/eamio/Module.mk
include src/main/eamiotest/Module.mk
include src/main/ezusb/Module.mk
include src/main/ezusb-emu/Module.mk
include src/main/ezusb-iidx/Module.mk
include src/main/ezusb-iidx-emu/Module.mk
include src/main/ezusb-iidx-fpga-flash/Module.mk
include src/main/ezusb-iidx-sram-flash/Module.mk
include src/main/ezusb-iidx/Module.mk
include src/main/ezusb-tool/Module.mk
include src/main/ezusb2/Module.mk
include src/main/ezusb/Module.mk
include src/main/ezusb2-dbg-hook/Module.mk
include src/main/ezusb2-emu/Module.mk
include src/main/ezusb2-iidx/Module.mk
include src/main/ezusb2-iidx-emu/Module.mk
include src/main/ezusb2-iidx/Module.mk
include src/main/ezusb2-popn-emu/Module.mk
include src/main/ezusb2-popn-shim/Module.mk
include src/main/ezusb2-tool/Module.mk
include src/main/ezusb-iidx-emu/Module.mk
include src/main/ezusb2/Module.mk
include src/main/geninput/Module.mk
include src/main/hook/Module.mk
include src/main/hooklib/Module.mk
include src/main/iidx-bio2-exit-hook/Module.mk
include src/main/iidx-ezusb-exit-hook/Module.mk
include src/main/iidx-ezusb2-exit-hook/Module.mk
include src/main/iidx-irbeat-patch/Module.mk
@@ -118,41 +137,58 @@ include src/main/iidxhook2/Module.mk
include src/main/iidxhook3/Module.mk
include src/main/iidxhook4/Module.mk
include src/main/iidxhook5/Module.mk
include src/main/iidxhook5-cn/Module.mk
include src/main/iidxhook6/Module.mk
include src/main/iidxhook7/Module.mk
include src/main/iidxhook8/Module.mk
include src/main/iidxio/Module.mk
include src/main/iidxhook9/Module.mk
include src/main/iidxio-bio2/Module.mk
include src/main/iidxio-ezusb/Module.mk
include src/main/iidxio-ezusb2/Module.mk
include src/main/iidxio/Module.mk
include src/main/iidxiotest/Module.mk
include src/main/inject/Module.mk
include src/main/jbio-magicbox/Module.mk
include src/main/jbio-p4io/Module.mk
include src/main/jbio/Module.mk
include src/main/jbhook/Module.mk
include src/main/jbiotest/Module.mk
include src/main/jbhook-util/Module.mk
include src/main/jbhook-util-p3io/Module.mk
include src/main/jbhook1/Module.mk
include src/main/jbhook2/Module.mk
include src/main/jbhook3/Module.mk
include src/main/launcher/Module.mk
include src/main/mempatch-hook/Module.mk
include src/main/mm/Module.mk
include src/main/p3io/Module.mk
include src/main/p3ioemu/Module.mk
include src/main/p4iodrv/Module.mk
include src/main/p4ioemu/Module.mk
include src/main/popnhook-util/Module.mk
include src/main/popnhook1/Module.mk
include src/main/popnio/Module.mk
include src/main/pcbidgen/Module.mk
include src/main/sdvxhook/Module.mk
include src/main/sdvxhook2/Module.mk
include src/main/sdvxhook2-cn/Module.mk
include src/main/sdvxio/Module.mk
include src/main/sdvxhook2/Module.mk
include src/main/sdvxio-bio2/Module.mk
include src/main/sdvxio-kfca/Module.mk
include src/main/sdvxio/Module.mk
include src/main/security/Module.mk
include src/main/unicorntail/Module.mk
include src/main/util/Module.mk
include src/main/vefxio/Module.mk
include src/main/vigem-iidxio/Module.mk
include src/main/vigem-sdvxio/Module.mk
include src/main/vigemstub/Module.mk
include src/test/cconfig/Module.mk
include src/test/d3d9hook/Module.mk
include src/test/iidxhook-util/Module.mk
include src/test/iidxhook8/Module.mk
include src/test/security/Module.mk
include src/test/test/Module.mk
include src/test/util/Module.mk
include src/test/iidxhook8/Module.mk
#
# Distribution build rules
@@ -169,8 +205,10 @@ $(zipdir)/tools.zip: \
build/bin/indep-32/ezusb-iidx-fpga-flash.exe \
build/bin/indep-32/ezusb-iidx-sram-flash.exe \
build/bin/indep-32/iidxiotest.exe \
build/bin/indep-32/iidx-bio2-exit-hook.dll \
build/bin/indep-32/iidx-ezusb-exit-hook.dll \
build/bin/indep-32/iidx-ezusb2-exit-hook.dll \
build/bin/indep-32/jbiotest.exe \
build/bin/indep-32/pcbidgen.exe \
dist/iidx/ezusb-boot.bat \
dist/iidx/ezusb2-boot.bat \
@@ -183,27 +221,24 @@ $(zipdir)/tools.zip: \
$(V)zip -j $@ $^
$(zipdir)/tools-x64.zip: \
build/bin/indep-64/aciotest.exe \
build/bin/indep-64/eamiotest.exe \
build/bin/indep-64/iidxiotest.exe \
build/bin/indep-64/iidx-bio2-exit-hook.dll \
build/bin/indep-64/iidx-ezusb-exit-hook.dll \
build/bin/indep-64/iidx-ezusb2-exit-hook.dll \
build/bin/indep-64/jbiotest.exe \
build/bin/indep-64/mempatch-hook.dll \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/src.zip: .git/HEAD $(zipdir)/
$(V)echo ... $@
$(V)git archive -o $@ HEAD
$(zipdir)/iidx-09-to-12.zip: \
build/bin/indep-32/iidxhook1.dll \
build/bin/indep-32/config.exe \
build/bin/indep-32/eamio.dll \
build/bin/indep-32/eamio-icca.dll \
build/bin/indep-32/geninput.dll \
build/bin/indep-32/iidxio.dll \
build/bin/indep-32/iidxio-ezusb.dll \
build/bin/indep-32/iidxio-ezusb2.dll \
build/bin/indep-32/vefxio.dll \
build/bin/indep-32/inject.exe \
dist/iidx/config.bat \
@@ -227,11 +262,8 @@ $(zipdir)/iidx-13.zip: \
build/bin/avs2_0-32/iidxhook2.dll \
build/bin/indep-32/config.exe \
build/bin/indep-32/eamio.dll \
build/bin/indep-32/eamio-icca.dll \
build/bin/indep-32/geninput.dll \
build/bin/indep-32/iidxio.dll \
build/bin/indep-32/iidxio-ezusb.dll \
build/bin/indep-32/iidxio-ezusb2.dll \
build/bin/indep-32/vefxio.dll \
build/bin/indep-32/inject.exe \
dist/iidx/config.bat \
@@ -246,11 +278,8 @@ $(zipdir)/iidx-14-to-17.zip: \
build/bin/avs2_0-32/iidxhook3.dll \
build/bin/indep-32/config.exe \
build/bin/indep-32/eamio.dll \
build/bin/indep-32/eamio-icca.dll \
build/bin/indep-32/geninput.dll \
build/bin/indep-32/iidxio.dll \
build/bin/indep-32/iidxio-ezusb.dll \
build/bin/indep-32/iidxio-ezusb2.dll \
build/bin/indep-32/vefxio.dll \
build/bin/indep-32/inject.exe \
dist/iidx/config.bat \
@@ -272,11 +301,8 @@ $(zipdir)/iidx-18.zip: \
build/bin/avs2_1101-32/launcher.exe \
build/bin/indep-32/config.exe \
build/bin/indep-32/eamio.dll \
build/bin/indep-32/eamio-icca.dll \
build/bin/indep-32/geninput.dll \
build/bin/indep-32/iidxio.dll \
build/bin/indep-32/iidxio-ezusb.dll \
build/bin/indep-32/iidxio-ezusb2.dll \
build/bin/indep-32/vefxio.dll \
dist/iidx/config.bat \
dist/iidx/gamestart-18.bat \
@@ -291,11 +317,8 @@ $(zipdir)/iidx-19.zip: \
build/bin/avs2_1304-32/launcher.exe \
build/bin/indep-32/config.exe \
build/bin/indep-32/eamio.dll \
build/bin/indep-32/eamio-icca.dll \
build/bin/indep-32/geninput.dll \
build/bin/indep-32/iidxio.dll \
build/bin/indep-32/iidxio-ezusb.dll \
build/bin/indep-32/iidxio-ezusb2.dll \
build/bin/indep-32/vefxio.dll \
dist/iidx/config.bat \
dist/iidx/gamestart-19.bat \
@@ -310,11 +333,8 @@ $(zipdir)/iidx-20.zip: \
build/bin/avs2_1508-32/launcher.exe \
build/bin/indep-32/config.exe \
build/bin/indep-32/eamio.dll \
build/bin/indep-32/eamio-icca.dll \
build/bin/indep-32/geninput.dll \
build/bin/indep-32/iidxio.dll \
build/bin/indep-32/iidxio-ezusb.dll \
build/bin/indep-32/iidxio-ezusb2.dll \
build/bin/indep-32/vefxio.dll \
dist/iidx/config.bat \
dist/iidx/gamestart-20.bat \
@@ -324,16 +344,29 @@ $(zipdir)/iidx-20.zip: \
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/iidx-20-cn.zip: \
build/bin/avs2_1304-32/iidxhook5-cn.dll \
build/bin/indep-32/config.exe \
build/bin/indep-32/eamio.dll \
build/bin/indep-32/geninput.dll \
build/bin/indep-32/iidxio.dll \
build/bin/indep-32/vefxio.dll \
build/bin/indep-32/inject.exe \
dist/iidx/config.bat \
dist/iidx/gamestart-20-cn.bat \
dist/iidx/iidxhook-20-cn.conf \
dist/iidx/vefx.txt \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/iidx-21-to-24.zip: \
build/bin/avs2_1601-32/iidxhook7.dll \
build/bin/avs2_1601-32/launcher.exe \
build/bin/indep-32/config.exe \
build/bin/indep-32/eamio.dll \
build/bin/indep-32/eamio-icca.dll \
build/bin/indep-32/geninput.dll \
build/bin/indep-32/iidxio.dll \
build/bin/indep-32/iidxio-ezusb.dll \
build/bin/indep-32/iidxio-ezusb2.dll \
build/bin/indep-32/vefxio.dll \
dist/iidx/config.bat \
dist/iidx/gamestart-21.bat \
@@ -354,11 +387,8 @@ $(zipdir)/iidx-25-to-26.zip: \
build/bin/avs2_1700-64/launcher.exe \
build/bin/indep-64/config.exe \
build/bin/indep-64/eamio.dll \
build/bin/indep-64/eamio-icca.dll \
build/bin/indep-64/geninput.dll \
build/bin/indep-64/iidxio.dll \
build/bin/indep-64/iidxio-ezusb.dll \
build/bin/indep-64/iidxio-ezusb2.dll \
build/bin/indep-64/vefxio.dll \
dist/iidx/config.bat \
dist/iidx/gamestart-25.bat \
@@ -370,6 +400,50 @@ $(zipdir)/iidx-25-to-26.zip: \
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/iidx-27-to-28.zip: \
build/bin/avs2_1700-64/iidxhook9.dll \
build/bin/avs2_1700-64/launcher.exe \
build/bin/indep-64/config.exe \
build/bin/indep-64/eamio.dll \
build/bin/indep-64/geninput.dll \
build/bin/indep-64/iidxio.dll \
build/bin/indep-64/vefxio.dll \
dist/iidx/config.bat \
dist/iidx/gamestart-27.bat \
dist/iidx/gamestart-28.bat \
dist/iidx/iidxhook-27.conf \
dist/iidx/iidxhook-28.conf \
dist/iidx/vefx.txt \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/iidx-hwio-x86.zip: \
build/bin/indep-32/aciomgr.dll \
build/bin/indep-32/eamio-icca.dll \
build/bin/indep-32/iidxio-bio2.dll \
build/bin/indep-32/iidxio-ezusb.dll \
build/bin/indep-32/iidxio-ezusb2.dll \
dist/iidx/iidxio-bio2.conf \
build/bin/indep-32/vigem-iidxio.exe \
dist/iidx/vigem-iidxio.conf \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/iidx-hwio-x64.zip: \
build/bin/indep-64/aciomgr.dll \
build/bin/indep-64/eamio-icca.dll \
build/bin/indep-64/iidxio-bio2.dll \
build/bin/indep-64/iidxio-ezusb.dll \
build/bin/indep-64/iidxio-ezusb2.dll \
dist/iidx/iidxio-bio2.conf \
build/bin/indep-64/vigem-iidxio.exe \
dist/iidx/vigem-iidxio.conf \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/jb-01.zip: \
build/bin/avs2_803-32/jbhook1.dll \
build/bin/indep-32/inject.exe \
@@ -384,28 +458,79 @@ $(zipdir)/jb-01.zip: \
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/jb-02.zip: \
build/bin/avs2_1002-32/jbhook1.dll \
build/bin/indep-32/inject.exe \
build/bin/indep-32/config.exe \
build/bin/indep-32/eamio.dll \
build/bin/indep-32/geninput.dll \
build/bin/indep-32/jbio.dll \
dist/jb/config.bat \
dist/jb/gamestart-02.bat \
dist/jb/jbhook-02.conf \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/jb-03.zip: \
build/bin/avs2_1101-32/jbhook2.dll \
build/bin/avs2_1101-32/launcher.exe \
build/bin/indep-32/config.exe \
build/bin/indep-32/eamio.dll \
build/bin/indep-32/geninput.dll \
build/bin/indep-32/jbio.dll \
dist/jb/config.bat \
dist/jb/gamestart-03.bat \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/jb-04.zip: \
build/bin/avs2_1304-32/jbhook2.dll \
build/bin/avs2_1304-32/launcher.exe \
build/bin/indep-32/config.exe \
build/bin/indep-32/eamio.dll \
build/bin/indep-32/geninput.dll \
build/bin/indep-32/jbio.dll \
dist/jb/config.bat \
dist/jb/gamestart-03.bat \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/jb-05-to-07.zip: \
build/bin/avs2_1508-32/jbhook.dll \
build/bin/avs2_1508-32/jbhook3.dll \
build/bin/avs2_1508-32/launcher.exe \
build/bin/indep-32/config.exe \
build/bin/indep-32/eamio.dll \
build/bin/indep-32/geninput.dll \
build/bin/indep-32/jbio.dll \
dist/jb/config.bat \
dist/jb/gamestart.bat \
dist/jb/gamestart-04.bat \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/jb-08.zip: \
build/bin/avs2_1700-32/jbhook.dll \
build/bin/avs2_1700-32/jbhook3.dll \
build/bin/avs2_1700-32/launcher.exe \
build/bin/indep-32/config.exe \
build/bin/indep-32/eamio.dll \
build/bin/indep-32/geninput.dll \
build/bin/indep-32/jbio.dll \
dist/jb/config.bat \
dist/jb/gamestart.bat \
dist/jb/gamestart-04.bat \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/jb-hwio.zip: \
build/bin/indep-32/aciomgr.dll \
build/bin/indep-32/eamio-icca.dll \
build/bin/indep-32/jbio-magicbox.dll \
build/bin/indep-32/jbio-p4io.dll \
dist/jb/jbio-h44b.conf \
dist/jb/eamio-icc.conf \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -j $@ $^
@@ -417,21 +542,19 @@ $(zipdir)/sdvx-01-to-04.zip: \
build/bin/indep-32/eamio.dll \
build/bin/indep-32/geninput.dll \
build/bin/indep-32/sdvxio.dll \
build/bin/indep-32/sdvxio-kfca.dll \
dist/sdvx/config.bat \
dist/sdvx/gamestart.bat \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/sdvx-05.zip: \
$(zipdir)/sdvx-05-to-06.zip: \
build/bin/avs2_1700-64/launcher.exe \
build/bin/avs2_1700-64/sdvxhook2.dll \
build/bin/indep-64/config.exe \
build/bin/indep-64/eamio.dll \
build/bin/indep-64/geninput.dll \
build/bin/indep-64/sdvxio.dll \
build/bin/indep-64/sdvxio-kfca.dll \
dist/sdvx5/config.bat \
dist/sdvx5/gamestart.bat \
dist/sdvx5/sdvxhook2.conf \
@@ -453,10 +576,68 @@ $(zipdir)/sdvx-05-cn.zip: \
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/ddr-12-to-16.zip: \
build/bin/avs2_1508-32/launcher.exe \
build/bin/avs2_1508-32/ddrhook.dll \
build/bin/avs2_1508-32/unicorntail.dll \
$(zipdir)/sdvx-hwio-x86.zip: \
build/bin/indep-32/aciomgr.dll \
build/bin/indep-32/eamio-icca.dll \
build/bin/indep-32/sdvxio-kfca.dll \
build/bin/indep-32/sdvxio-bio2.dll \
build/bin/indep-32/vigem-sdvxio.exe \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/sdvx-hwio-x64.zip: \
build/bin/indep-64/aciomgr.dll \
build/bin/indep-64/eamio-icca.dll \
build/bin/indep-64/sdvxio-kfca.dll \
build/bin/indep-64/sdvxio-bio2.dll \
build/bin/indep-64/vigem-sdvxio.exe \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/ddr-11.zip: \
build/bin/indep-32/inject.exe \
build/bin/avs2_803-32/ddrhook1.dll \
build/bin/avs2_803-32/unicorntail.dll \
build/bin/indep-32/config.exe \
build/bin/indep-32/ddrio.dll \
build/bin/indep-32/ddrio-mm.dll \
build/bin/indep-32/ddrio-smx.dll \
build/bin/indep-32/eamio.dll \
build/bin/indep-32/geninput.dll \
dist/ddr/config.bat \
dist/ddr/gamestart-11.bat \
dist/ddr/gamestart-11-us.bat \
dist/ddr/ddr-11.conf \
dist/ddr/ddr-11-us.conf \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/ddr-12-us.zip: \
build/bin/indep-32/inject.exe \
build/bin/avs2_1002-32/ddrhook1.dll \
build/bin/avs2_1002-32/unicorntail.dll \
build/bin/indep-32/config.exe \
build/bin/indep-32/ddrio.dll \
build/bin/indep-32/ddrio-mm.dll \
build/bin/indep-32/ddrio-smx.dll \
build/bin/indep-32/eamio.dll \
build/bin/indep-32/geninput.dll \
dist/ddr/config.bat \
dist/ddr/gamestart-12-us.bat \
dist/ddr/gamestart-12-eu.bat \
dist/ddr/ddr-12-us.conf \
dist/ddr/ddr-12-eu.conf \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/ddr-12.zip: \
build/bin/avs2_1002-32/launcher.exe \
build/bin/avs2_1002-32/ddrhook2.dll \
build/bin/avs2_1002-32/unicorntail.dll \
build/bin/indep-32/config.exe \
build/bin/indep-32/ddrio.dll \
build/bin/indep-32/ddrio-mm.dll \
@@ -465,7 +646,37 @@ $(zipdir)/ddr-12-to-16.zip: \
build/bin/indep-32/geninput.dll \
dist/ddr/config.bat \
dist/ddr/gamestart-12.bat \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/ddr-13.zip: \
build/bin/avs2_1304-32/launcher.exe \
build/bin/avs2_1304-32/ddrhook2.dll \
build/bin/avs2_1304-32/unicorntail.dll \
build/bin/indep-32/config.exe \
build/bin/indep-32/ddrio.dll \
build/bin/indep-32/ddrio-mm.dll \
build/bin/indep-32/ddrio-smx.dll \
build/bin/indep-32/eamio.dll \
build/bin/indep-32/geninput.dll \
dist/ddr/config.bat \
dist/ddr/gamestart-13.bat \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/ddr-14-to-16.zip: \
build/bin/avs2_1508-32/launcher.exe \
build/bin/avs2_1508-32/ddrhook2.dll \
build/bin/avs2_1508-32/unicorntail.dll \
build/bin/indep-32/config.exe \
build/bin/indep-32/ddrio.dll \
build/bin/indep-32/ddrio-mm.dll \
build/bin/indep-32/ddrio-smx.dll \
build/bin/indep-32/eamio.dll \
build/bin/indep-32/geninput.dll \
dist/ddr/config.bat \
dist/ddr/gamestart-14.bat \
dist/ddr/gamestart-15.bat \
dist/ddr/gamestart-16.bat \
@@ -473,6 +684,22 @@ $(zipdir)/ddr-12-to-16.zip: \
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/ddr-16-x64.zip: \
build/bin/avs2_1603-64/launcher.exe \
build/bin/avs2_1603-64/ddrhook2.dll \
build/bin/avs2_1603-64/unicorntail.dll \
build/bin/indep-64/config.exe \
build/bin/indep-64/ddrio.dll \
build/bin/indep-64/ddrio-mm.dll \
build/bin/indep-64/ddrio-smx.dll \
build/bin/indep-64/eamio.dll \
build/bin/indep-64/geninput.dll \
dist/ddr/config.bat \
dist/ddr/gamestart-16.bat \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/bst.zip: \
build/bin/avs2_1603-64/bsthook.dll \
build/bin/avs2_1603-64/launcher.exe \
@@ -487,11 +714,28 @@ $(zipdir)/bst.zip: \
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/popn-15-to-18.zip: \
build/bin/avs2_803-32/popnhook1.dll \
build/bin/indep-32/config.exe \
build/bin/indep-32/inject.exe \
build/bin/indep-32/geninput.dll \
build/bin/indep-32/eamio.dll \
build/bin/indep-32/popnio.dll \
build/bin/indep-32/ezusb2-popn-shim.dll \
dist/popn/gamestart-15.bat \
dist/popn/gamestart-16.bat \
dist/popn/gamestart-17.bat \
dist/popn/gamestart-18.bat \
dist/popn/popnhook-15.conf \
dist/popn/popnhook-16.conf \
dist/popn/popnhook-17.conf \
dist/popn/popnhook-18.conf \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/doc.zip: \
doc/iidxhook \
doc/sdvxhook \
doc/jbhook \
doc/tools \
doc/ \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -r $@ $^
@@ -524,7 +768,12 @@ $(BUILDDIR)/tests.zip: \
$(BUILDDIR)/bemanitools.zip: \
$(zipdir)/bst.zip \
$(zipdir)/ddr-12-to-16.zip \
$(zipdir)/ddr-11.zip \
$(zipdir)/ddr-12.zip \
$(zipdir)/ddr-12-us.zip \
$(zipdir)/ddr-13.zip \
$(zipdir)/ddr-14-to-16.zip \
$(zipdir)/ddr-16-x64.zip \
$(zipdir)/doc.zip \
$(zipdir)/iidx-09-to-12.zip \
$(zipdir)/iidx-13.zip \
@@ -532,15 +781,25 @@ $(BUILDDIR)/bemanitools.zip: \
$(zipdir)/iidx-18.zip \
$(zipdir)/iidx-19.zip \
$(zipdir)/iidx-20.zip \
$(zipdir)/iidx-20-cn.zip \
$(zipdir)/iidx-21-to-24.zip \
$(zipdir)/iidx-25-to-26.zip \
$(zipdir)/iidx-27-to-28.zip \
$(zipdir)/iidx-hwio-x86.zip \
$(zipdir)/iidx-hwio-x64.zip \
$(zipdir)/jb-01.zip \
$(zipdir)/jb-02.zip \
$(zipdir)/jb-03.zip \
$(zipdir)/jb-04.zip \
$(zipdir)/jb-05-to-07.zip \
$(zipdir)/jb-08.zip \
$(zipdir)/src.zip \
$(zipdir)/jb-hwio.zip \
$(zipdir)/popn-15-to-18.zip \
$(zipdir)/sdvx-01-to-04.zip \
$(zipdir)/sdvx-05.zip \
$(zipdir)/sdvx-05-to-06.zip \
$(zipdir)/sdvx-05-cn.zip \
$(zipdir)/sdvx-hwio-x86.zip \
$(zipdir)/sdvx-hwio-x64.zip \
$(zipdir)/tools.zip \
$(zipdir)/tools-x64.zip \
CHANGELOG.md \

173
README.md
View File

@@ -1,7 +1,8 @@
# Bemanitools 5
[![pipeline status](https://dev.s-ul.eu/djhackers/bemanitools/badges/master/pipeline.svg)](https://dev.s-ul.eu/djhackers/bemanitools/commits/master)
[![pipeline status](https://dev.s-ul.net/djhackers/bemanitools/badges/master/pipeline.svg)](https://dev.s-ul.net/djhackers/bemanitools/commits/master)
Version: 5.41
Version: 5.30</br>
[Release history](CHANGELOG.md)
A collection of tools to run [various Bemani arcade games](#list-of-supported-games).
@@ -11,63 +12,99 @@ BT5 uses a cleaner approach than BT4 did; specifically, all input and lighting i
spoken by the real IO PCBs, instead of replacing chunks of game code like BT4. The benefits of this approach are a more
authentic gameplay experience, and easier support for a broader range of releases from each game series.
# List of supported games
* BeatStream
* BeatStream (bst.zip) using bsthook
* BeatStream アニムトライヴ (bst.zip) using bsthook
* Dance Dance Revolution
* Dance Dance Revolution X2 (ddr-12-to-16.zip) using ddrhook
* Dance Dance Revolution X3 vs. 2ndMIX (ddr-12-to-16.zip) using ddrhook
* Dance Dance Revolution 2013 (ddr-12-to-16.zip) using ddrhook
* Dance Dance Revolution 2014 (ddr-12-to-16.zip) using ddrhook
* Dance Dance Revolution A (ddr-12-to-16.zip) using ddrhook
* Beatmania IIDX
* Beatmania IIDX 9th Style (iidx-09-to-12.zip) using [iidxhook1](doc/iidxhook/iidxhook1.md)
* Beatmania IIDX 10th Style (iidx-09-to-12.zip) using [iidxhook1](doc/iidxhook/iidxhook1.md)
* Beatmania IIDX 11 IIDX RED (iidx-09-to-12.zip) using [iidxhook1](doc/iidxhook/iidxhook1.md)
* Beatmania IIDX 12 HAPPY SKY (iidx-09-to-12.zip) using [iidxhook1](doc/iidxhook/iidxhook1.md)
* Beatmania IIDX 13 DistorteD (iidx-13.zip) using [iidxhook2](doc/iidxhook/iidxhook2.md)
* Beatmania IIDX 14 GOLD (iidx-14-to-17.zip) using [iidxhook3](doc/iidxhook/iidxhook3.md)
* Beatmania IIDX 15 DJ TROOPERS (iidx-14-to-17.zip) using [iidxhook3](doc/iidxhook/iidxhook3.md)
* Beatmania IIDX 16 EMPRESS (iidx-14-to-17.zip) using [iidxhook3](doc/iidxhook/iidxhook3.md)
* Beatmania IIDX 17 SIRIUS (iidx-14-to-17.zip) using [iidxhook3](doc/iidxhook/iidxhook3.md)
* Beatmania IIDX 18 Resort Anthem (iidx-18.zip) using [iidxhook4](doc/iidxhook/iidxhook4.md)
* Beatmania IIDX 19 Lincle (iidx-19.zip) using [iidxhook5](doc/iidxhook/iidxhook5.md)
* Beatmania IIDX 20 Tricoro (iidx-20.zip) using [iidxhook6](doc/iidxhook/iidxhook6.md)
* Beatmania IIDX 21 SPADA (iidx-21-to-24.zip) using [iidxhook7](doc/iidxhook/iidxhook7.md)
* Beatmania IIDX 22 PENDUAL (iidx-21-to-24.zip) using [iidxhook7](doc/iidxhook/iidxhook7.md)
* Beatmania IIDX 23 copula (iidx-21-to-24.zip) using [iidxhook7](doc/iidxhook/iidxhook7.md)
* Beatmania IIDX 24 SINOBUZ (iidx-21-to-24.zip) using [iidxhook7](doc/iidxhook/iidxhook7.md)
* Beatmania IIDX 25 CANNON BALLERS (iidx-25-to-26.zip) using [iidxhook8](doc/iidxhook/iidxhook8.md)
* Beatmania IIDX 26 Rootage (iidx-25-to-26.zip) using [iidxhook8](doc/iidxhook/iidxhook8.md)
* jubeat
* jubeat (experimental/buggy) (jb-01.zip) using [jbhook1](doc/jbhook1/jbhook1.md)
* jubeat saucer (fulfill) (jb-05-to-07.zip) using jbhook
* jubeat prop (jb-05-to-07.zip) using jbhook
* jubeat Qubell (jb-05-to-07.zip) using jbhook
* jubeat clan (jb-08.zip) using jbhook
* SOUND VOLTEX
* SOUND VOLTEX BOOTH (sdvx-01-to-04.zip) using sdvxhook
* SOUND VOLTEX II -infinite infection- (sdvx-01-to-04.zip) using sdvxhook
* SOUND VOLTEX III GRAVITY WARS (sdvx-01-to-04.zip) using sdvxhook
* SOUND VOLTEX IV HEAVENLY HAVEN (sdvx-01-to-04.zip) using sdvxhook
* SOUND VOLTEX Vivid Wave (sdvx-05.zip) using sdvxhook2
## Documentation
Browse our [documentation](doc/README.md) as it might already cover various questions and concerns
you are looking for or about to ask.
# Supported platforms
## Contributions and bug reporting
[Read the dedicated CONTRIBUTING.md documentation](CONTRIBUTING.md).
The tl;dr version and golden rules of the sections in the document:
* **EVERYONE** can contribute, this is **NOT** limited to people coding
* [Open an issue on gitlab for discussions, feature requests and bug reports](CONTRIBUTING.md#reporting-and-discussions-issues-section-on-github)
* [ALWAYS report bugs as issues and ALWAYS use the available bug template](CONTRIBUTING.md#bug-reports)
* [Everyone is allowed to submit changes which are not just limited to code by opening merge requests](CONTRIBUTING.md#pull-requests-bugfixes-new-features-or-other-code-contributions)
* [Documentation improvements can and even should be contributed by non developers](CONTRIBUTING.md#pull-requests-bugfixes-new-features-or-other-code-contributions)
## Supported games
The following games are supported with their corresponding hook-libraries.
* BeatStream
* BeatStream (`bst.zip`): bsthook
* BeatStream アニムトライヴ (`bst.zip`): bsthook
* [Dance Dance Revolution](doc/ddrhook/README.md)
* Dance Dance Revolution X (`ddr-11.zip`): [ddrhook1](doc/ddrhook/ddrhook1.md)
* Dance Dance Revolution X2 (US/EU regions) (`ddr-12-us.zip`): [ddrhook1](doc/ddrhook/ddrhook1.md)
* Dance Dance Revolution X2 (JP region) (`ddr-12.zip`): [ddrhook2](doc/ddrhook/ddrhook2.md)
* Dance Dance Revolution 2013 (`ddr-14-to-16.zip`): [ddrhook2](doc/ddrhook/ddrhook2.md)
* Dance Dance Revolution 2014 (`ddr-14-to-16.zip`): [ddrhook2](doc/ddrhook/ddrhook2.md)
* Dance Dance Revolution A (`ddr-14-to-16.zip`): [ddrhook2](doc/ddrhook/ddrhook2.md)
* [Beatmania IIDX](doc/iidxhook/README.md)
* Beatmania IIDX 9th Style (`iidx-09-to-12.zip`): [iidxhook1](doc/iidxhook/iidxhook1.md)
* Beatmania IIDX 10th Style (`iidx-09-to-12.zip`): [iidxhook1](doc/iidxhook/iidxhook1.md)
* Beatmania IIDX 11 IIDX RED (`iidx-09-to-12.zip`): [iidxhook1](doc/iidxhook/iidxhook1.md)
* Beatmania IIDX 12 HAPPY SKY (`iidx-09-to-12.zip`): [iidxhook1](doc/iidxhook/iidxhook1.md)
* Beatmania IIDX 13 DistorteD (`iidx-13.zip`): [iidxhook2](doc/iidxhook/iidxhook2.md)
* Beatmania IIDX 14 GOLD (`iidx-14-to-17.zip`): [iidxhook3](doc/iidxhook/iidxhook3.md)
* Beatmania IIDX 15 DJ TROOPERS (`iidx-14-to-17.zip`): [iidxhook3](doc/iidxhook/iidxhook3.md)
* Beatmania IIDX 16 EMPRESS (`iidx-14-to-17.zip`): [iidxhook3](doc/iidxhook/iidxhook3.md)
* Beatmania IIDX 17 SIRIUS (`iidx-14-to-17.zip`): [iidxhook3](doc/iidxhook/iidxhook3.md)
* Beatmania IIDX 18 Resort Anthem (`iidx-18.zip`): [iidxhook4](doc/iidxhook/iidxhook4.md)
* Beatmania IIDX 19 Lincle (`iidx-19.zip`): [iidxhook5](doc/iidxhook/iidxhook5.md)
* Beatmania IIDX tricoro CN (狂热节拍 IIDX 2) (`iidx-20-cn.zip`): [iidxhook5-cn](doc/iidxhook/iidxhook5-cn.md)
* Beatmania IIDX 20 Tricoro (`iidx-20.zip`): [iidxhook6](doc/iidxhook/iidxhook6.md)
* Beatmania IIDX 21 SPADA (`iidx-21-to-24.zip`): [iidxhook7](doc/iidxhook/iidxhook7.md)
* Beatmania IIDX 22 PENDUAL (`iidx-21-to-24.zip`): [iidxhook7](doc/iidxhook/iidxhook7.md)
* Beatmania IIDX 23 copula (`iidx-21-to-24.zip`): [iidxhook7](doc/iidxhook/iidxhook7.md)
* Beatmania IIDX 24 SINOBUZ (`iidx-21-to-24.zip`): [iidxhook7](doc/iidxhook/iidxhook7.md)
* Beatmania IIDX 25 CANNON BALLERS (`iidx-25-to-26.zip`): [iidxhook8](doc/iidxhook/iidxhook8.md)
* Beatmania IIDX 26 Rootage (`iidx-25-to-26.zip`): [iidxhook8](doc/iidxhook/iidxhook8.md)
* Beatmania IIDX 27 Heroic Verse (`iidx-27-to-28.zip`): [iidxhook9](doc/iidxhook/iidxhook9.md)
* Beatmania IIDX 28 BISTROVER (`iidx-27-to-28.zip`): [iidxhook9](doc/iidxhook/iidxhook9.md)
* [jubeat](doc/jbhook/README.md)
* jubeat (`jb-01.zip`): [jbhook1](doc/jbhook/jbhook1.md)
* jubeat ripples (`jb-02.zip`): [jbhook1](doc/jbhook/jbhook1.md)
* jubeat knit (`jb-03.zip`): [jbhook2](doc/jbhook/jbhook2.md)
* jubeat copious (`jb-04.zip`): [jbhook2](doc/jbhook/jbhook2.md)
* jubeat saucer (fulfill) (`jb-05-to-07.zip`): [jbhook3](doc/jbhook/jbhook3.md)
* jubeat prop (`jb-05-to-07.zip`): [jbhook3](doc/jbhook/jbhook3.md)
* jubeat qubell (`jb-05-to-07.zip`): [jbhook3](doc/jbhook/jbhook3.md)
* jubeat clan (`jb-08.zip`): [jbhook3](doc/jbhook/jbhook3.md)
* jubeat festo (`jb-08.zip`): [jbhook3](doc/jbhook/jbhook3.md)
* [pop'n music](doc/popnhook/README.md)
* pop'n music 15 ADVENTURE (`popn-15-to-18.zip`) using [popnhook1](doc/popnhook/popnhook1.md)
* pop'n music 16 PARTY♪ (`popn-15-to-18.zip`) using [popnhook1](doc/popnhook/popnhook1.md)
* pop'n music 17 THE MOVIE (`popn-15-to-18.zip`) using [popnhook1](doc/popnhook/popnhook1.md)
* pop'n music 18 せんごく列伝 (`popn-15-to-18.zip`) using [popnhook1](doc/popnhook/popnhook1.md)
* SOUND VOLTEX
* SOUND VOLTEX BOOTH (`sdvx-01-to-04.zip`): sdvxhook
* SOUND VOLTEX II -infinite infection- (`sdvx-01-to-04.zip`): sdvxhook
* SOUND VOLTEX III GRAVITY WARS (`sdvx-01-to-04.zip`): sdvxhook
* SOUND VOLTEX IV HEAVENLY HAVEN (`sdvx-01-to-04.zip`): sdvxhook
* SOUND VOLTEX Vivid Wave (`sdvx-05-to-06`): sdvxhook2
* SOUND VOLTEX EXCEED GEAR (`sdvx-05-to-06`): sdvxhook2
## ViGEm clients: Expose BT5 APIs as XBOX game controllers
Play your favorite non-bemani arcade games with any hardware, e.g. real cabinet hardware, that
implements BT5 APIs.
See the dedicated [readme](doc/vigem/README.md) for details.
## Supported platforms
Our main platforms are currently Windows XP and Windows 7 which are also the target platforms on the original hardware
of those games. However, as it gets more difficult to get and maintain hardware comptible with Windows XP, this might
change in the future. Many games also run on very recent Windows 10 builds but bear with us that it's hard to keep up
with Windows updates breaking legacy software.
# Distribution contents
Check the [list of supported games](#list-of-supported-games) to grab the right files for your game. BT5 also includes
## Distribution contents
Check the [list of supported games](#supported-games) to grab the right files for your game. BT5 also includes
a *tools* subpackage (tools.zip) as well as the full source code (src.zip).
You will find *.md files in various sub-packages that give you further instructions for setup, usage, error information
or FAQ. We advice you to read them as your questions and concerns might already be answered by them. If not, let us
know if there is any information that you consider helpful or important to know and should be added.
# Setup and dependencies
## Setup and dependencies
Most (older generation) games were developed for Windows XP Embedded but should run fine on any
consumer version of Windows XP. Newer versions of Windows, e.g. Windows 7, 8 and 10, should be fine
as well. Some hooks also include fixes required to run the games on a more recent version.
@@ -77,22 +114,46 @@ Depending on the game, you also need the following dependencies installed:
* Microsoft Visual C++ Redistributables 2010 **and** 2013: Depends on the game and age but both
should cover most if not all of the games so far
# Contributions
Please refer to the [dedicated documentation](CONTRIBUTING.md).
## Development
### Building
See the [development document](doc/development.md).
# Development
## Architecture
### Architecture
A dedicate [architecture document](doc/architecture.md) outlines the architecture of Bemanitools and points out the most
important aspects you should know before you get started with development.
## API
### API
Please refer to the [API documentation](doc/api.md).
## Source Code
The source code is included with this distribution package (src.zip). Please refer to the
[development document](doc/development.md) for further details.
## Release process
Steps for the release process:
1. Update the corresponding section in the [changelog](CHANGELOG.md) with bullet points reflecting
major features merged into master since the previous release
1. Make sure you have the latest `master` state pulled to your local copy
1. Tag the release with the next release number which also be found at the
[top of the readme](#bemanitools-5) as it always reflects the current version beinged worked on
on the `master` branch , e.g. 5.35: `git tag 5.35`
1. Push the tag to upstream: `git push origin 5.35`
1. The [build pipeline](https://dev.s-ul.net/djhackers/bemanitools/-/pipelines) should start
automatically once the tag is pushed including the steps `build` and `upload-release`
1. Once completed successfully, the release is uploaded
1. Take the changelog of the published version and notify the pigs in the stall about it:
1. New post in thread
```
<insert version here> released: <direct link to published version>
# License
Changelog:
<paste changelog here>
```
1. Update the OP title by bumping the version number in it
1. Update the OP post by extending it accordingly (see previous entries)
1. Bump the version number at the [top of this readme](#bemanitools-5) and add a new empty section
in the [changelog](CHANGELOG.md) with the new version number as title. Commit changes and push to
`master` branch
1. Continue developing and merging MRs until you decide its time for another release
## License
Source code license is the Unlicense; you are permitted to do with this as thou wilt. For details, please refer to the
[LICENSE file](LICENSE) included with the source code.

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dist/ddr/ddr-11-us.conf vendored Normal file
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@@ -0,0 +1,32 @@
# URL (e.g. http://my.eamuse.server:80/whatever) or IPV4 (e.g. 127.0.0.1:80) of the target eamuse server. The port is optional but defaults to 80.
eamuse.server=localhost:80
# PCBID
eamuse.pcbid=0101020304050607086F
# EAMID
eamuse.eamid=0101020304050607086F
# Mcode of the game to run.
security.mcode=GQHDXUAA
# Emulate P3IO COM4 and its downstream devices. Uses the Windows COM4 port when disabled.
ddrhook1.use_com4_emu=true
# SD cabinet mode
ddrhook1.standard_def=false
# Use 15 kHz monitor mode
ddrhook1.use_15khz=false
# Enable USB memory data emulation
ddrhook1.usbmem_enabled=false
# Specify path for P1 USB memory data
ddrhook1.usbmem_path_p1=usbmem_p1
# Specify path for P2 USB memory data
ddrhook1.usbmem_path_p2=usbmem_p2
# Run the game windowed
gfx.windowed=false

32
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@@ -0,0 +1,32 @@
# URL (e.g. http://my.eamuse.server:80/whatever) or IPV4 (e.g. 127.0.0.1:80) of the target eamuse server. The port is optional but defaults to 80.
eamuse.server=localhost:80
# PCBID
eamuse.pcbid=0101020304050607086F
# EAMID
eamuse.eamid=0101020304050607086F
# Mcode of the game to run.
security.mcode=GQHDXJAA
# Emulate P3IO COM4 and its downstream devices. Uses the Windows COM4 port when disabled.
ddrhook1.use_com4_emu=true
# SD cabinet mode
ddrhook1.standard_def=false
# Use 15 kHz monitor mode
ddrhook1.use_15khz=false
# Enable USB memory data emulation
ddrhook1.usbmem_enabled=false
# Specify path for P1 USB memory data
ddrhook1.usbmem_path_p1=usbmem_p1
# Specify path for P2 USB memory data
ddrhook1.usbmem_path_p2=usbmem_p2
# Run the game windowed
gfx.windowed=false

32
dist/ddr/ddr-12-eu.conf vendored Normal file
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@@ -0,0 +1,32 @@
# URL (e.g. http://my.eamuse.server:80/whatever) or IPV4 (e.g. 127.0.0.1:80) of the target eamuse server. The port is optional but defaults to 80.
eamuse.server=localhost:80
# PCBID
eamuse.pcbid=0101020304050607086F
# EAMID
eamuse.eamid=0101020304050607086F
# Mcode of the game to run.
security.mcode=GQJDXEAA
# Emulate P3IO COM4 and its downstream devices. Uses the Windows COM4 port when disabled.
ddrhook1.use_com4_emu=true
# SD cabinet mode
ddrhook1.standard_def=false
# Use 15 kHz monitor mode
ddrhook1.use_15khz=false
# Enable USB memory data emulation
ddrhook1.usbmem_enabled=false
# Specify path for P1 USB memory data
ddrhook1.usbmem_path_p1=usbmem_p1
# Specify path for P2 USB memory data
ddrhook1.usbmem_path_p2=usbmem_p2
# Run the game windowed
gfx.windowed=false

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@@ -0,0 +1,32 @@
# URL (e.g. http://my.eamuse.server:80/whatever) or IPV4 (e.g. 127.0.0.1:80) of the target eamuse server. The port is optional but defaults to 80.
eamuse.server=localhost:80
# PCBID
eamuse.pcbid=0101020304050607086F
# EAMID
eamuse.eamid=0101020304050607086F
# Mcode of the game to run.
security.mcode=GQJDXUAA
# Emulate P3IO COM4 and its downstream devices. Uses the Windows COM4 port when disabled.
ddrhook1.use_com4_emu=true
# SD cabinet mode
ddrhook1.standard_def=false
# Use 15 kHz monitor mode
ddrhook1.use_15khz=false
# Enable USB memory data emulation
ddrhook1.usbmem_enabled=false
# Specify path for P1 USB memory data
ddrhook1.usbmem_path_p1=usbmem_p1
# Specify path for P2 USB memory data
ddrhook1.usbmem_path_p2=usbmem_p2
# Run the game windowed
gfx.windowed=false

11
dist/ddr/gamestart-11-us.bat vendored Normal file
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@@ -0,0 +1,11 @@
@echo off
cd /d %~dp0
if not exist conf\nvram mkdir conf\nvram
if not exist conf\raw mkdir conf\raw
regsvr32 /s com\CLVsd.ax
regsvr32 /s com\xactengine2_10.dll
inject ddrhook1.dll DDR.exe --config ddr-11-us.conf %*

11
dist/ddr/gamestart-11.bat vendored Normal file
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@@ -0,0 +1,11 @@
@echo off
cd /d %~dp0
if not exist conf\nvram mkdir conf\nvram
if not exist conf\raw mkdir conf\raw
regsvr32 /s com\CLVsd.ax
regsvr32 /s com\xactengine2_10.dll
inject ddrhook1.dll DDR.exe --config ddr-11.conf %*

11
dist/ddr/gamestart-12-eu.bat vendored Normal file
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@@ -0,0 +1,11 @@
@echo off
cd /d %~dp0
if not exist conf\nvram mkdir conf\nvram
if not exist conf\raw mkdir conf\raw
regsvr32 /s com\CLVsd.ax
regsvr32 /s com\xactengine2_10.dll
inject ddrhook1.dll DDR.exe --config ddr-12-eu.conf %*

11
dist/ddr/gamestart-12-us.bat vendored Normal file
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@@ -0,0 +1,11 @@
@echo off
cd /d %~dp0
if not exist conf\nvram mkdir conf\nvram
if not exist conf\raw mkdir conf\raw
regsvr32 /s com\CLVsd.ax
regsvr32 /s com\xactengine2_10.dll
inject ddrhook1.dll DDR.exe --config ddr-12-us.conf %*

View File

@@ -8,4 +8,4 @@ if not exist conf\raw mkdir conf\raw
regsvr32 /s k-clvsd.dll
regsvr32 /s xactengine2_10.dll
.\launcher.exe -K .\ddrhook.dll .\ddr.dll %*
.\launcher.exe -K .\ddrhook2.dll .\ddr.dll %*

View File

@@ -8,4 +8,4 @@ if not exist conf\raw mkdir conf\raw
regsvr32 /s k-clvsd.dll
regsvr32 /s xactengine2_10.dll
.\launcher.exe -K .\ddrhook.dll .\ddr.dll %*
.\launcher.exe -K .\ddrhook2.dll .\ddr.dll %*

View File

@@ -11,4 +11,4 @@ if not exist conf\raw mkdir conf\raw
regsvr32 /s k-clvsd.dll
regsvr32 /s xactengine2_10.dll
.\launcher.exe -K .\ddrhook.dll .\mdxja_945.dll %*
.\launcher.exe -K .\ddrhook2.dll .\mdxja_945.dll %*

View File

@@ -11,4 +11,4 @@ if not exist conf\raw mkdir conf\raw
regsvr32 /s k-clvsd.dll
regsvr32 /s xactengine2_10.dll
.\launcher.exe -K .\ddrhook.dll .\mdxja_945.dll %*
.\launcher.exe -K .\ddrhook2.dll .\mdxja_945.dll %*

View File

@@ -12,4 +12,4 @@ if not exist conf\raw mkdir conf\raw
regsvr32 /s com\k-clvsd.dll
regsvr32 /s com\xactengine2_10.dll
.\launcher.exe -H 33554432 -K .\ddrhook.dll .\arkmdxp3.dll %*
.\launcher.exe -H 33554432 -K .\ddrhook2.dll .\arkmdxp3.dll %*

14
dist/iidx/gamestart-20-cn.bat vendored Normal file
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@@ -0,0 +1,14 @@
@echo off
cd /d %~dp0
if not exist d mkdir d
if not exist e mkdir e
if not exist f mkdir f
if not exist e\avs_conf mkdir e\avs_conf
if not exist e\avs_conf\CONF mkdir e\avs_conf\CONF
if not exist e\avs_conf\CONF\NVRAM mkdir e\avs_conf\CONF\NVRAM
if not exist e\avs_conf\CONF\RAW mkdir e\avs_conf\CONF\RAW
inject iidxhook5-cn.dll bm2dx.exe -D --config iidxhook-20-cn.conf %*

16
dist/iidx/gamestart-27.bat vendored Normal file
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@@ -0,0 +1,16 @@
@echo off
cd /d %~dp0
if not exist dev mkdir dev
if not exist dev\e mkdir dev\e
if not exist dev\g mkdir dev\g
if not exist dev\nvram mkdir dev\nvram
if not exist dev\raw mkdir dev\raw
if not exist dev\raw\log mkdir dev\raw\log
if not exist dev\raw\fscache mkdir dev\raw\fscache
for /R prop\defaults %%D in (*.*) do (
if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram
)
launcher -H 134217728 -B iidxhook9.dll bm2dx.dll --config iidxhook-27.conf %*

16
dist/iidx/gamestart-28.bat vendored Normal file
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@@ -0,0 +1,16 @@
@echo off
cd /d %~dp0
if not exist dev mkdir dev
if not exist dev\e mkdir dev\e
if not exist dev\g mkdir dev\g
if not exist dev\nvram mkdir dev\nvram
if not exist dev\raw mkdir dev\raw
if not exist dev\raw\log mkdir dev\raw\log
if not exist dev\raw\fscache mkdir dev\raw\fscache
for /R prop\defaults %%D in (*.*) do (
if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram
)
launcher -H 134217728 -B iidxhook9.dll bm2dx.dll --config iidxhook-28.conf %*

View File

@@ -46,8 +46,5 @@ gfx.device_adapter=-1
# Disable operator clock setting system clock time
misc.disable_clock_set=false
# Security boot version (e.g. GEC02).
sec.boot_version=GQGLDJAA
# Security black plug mcode id string (e.g. GQC02JAA).
sec.black_plug_mcode=GQGLDJA
sec.black_plug_mcode=GQGLDJAA

View File

@@ -46,8 +46,5 @@ gfx.device_adapter=-1
# Disable operator clock setting system clock time
misc.disable_clock_set=false
# Security boot version (e.g. GEC02).
sec.boot_version=GQHDDJAA
# Security black plug mcode id string (e.g. GQC02JAA).
sec.black_plug_mcode=GQHDDJA
sec.black_plug_mcode=GQHDDJAA

View File

@@ -49,8 +49,5 @@ gfx.device_adapter=-1
# Disable operator clock setting system clock time
misc.disable_clock_set=false
# Security boot version (e.g. GEC02).
sec.boot_version=GQI00JAA
# Security black plug mcode id string (e.g. GQC02JAA).
sec.black_plug_mcode=GQI00JA
sec.black_plug_mcode=GQI00JAA

View File

@@ -49,8 +49,5 @@ gfx.device_adapter=-1
# Disable operator clock setting system clock time
misc.disable_clock_set=false
# Security boot version (e.g. GEC02).
sec.boot_version=GCJDJJAA
# Security black plug mcode id string (e.g. GQC02JAA).
sec.black_plug_mcode=GCJDJJA
sec.black_plug_mcode=GCJDJJAA

View File

@@ -36,3 +36,9 @@ gfx.forced_refresh_rate=-1
# D3D9 device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter
gfx.device_adapter=-1
# Disable card reader emulation and enable usage of real card reader hardware on COM1 (for games supporting slotted/wavepass readers)
io.disable_card_reader_emu=false
# Disable ezusb IO emulation and enable usage of real ezusb1/2 IO hardware
io.disable_io_emu=false

View File

@@ -33,3 +33,9 @@ gfx.forced_refresh_rate=-1
# D3D9 device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter
gfx.device_adapter=-1
# Disable card reader emulation and enable usage of real card reader hardware on COM1 (for games supporting slotted/wavepass readers)
io.disable_card_reader_emu=false
# Disable ezusb IO emulation and enable usage of real ezusb1/2 IO hardware
io.disable_io_emu=false

44
dist/iidx/iidxhook-20-cn.conf vendored Normal file
View File

@@ -0,0 +1,44 @@
# PCBID
eamuse.pcbid=0101020304050607086F
# Fix stretched BG videos on newer GPUs. Might appear on Red and newer
gfx.bgvideo_uv_fix=false
# Run the game in a framed window (requires windowed option)
gfx.framed=false
# Software limit the frame rate of the rendering loop in hz, e.g. 60 or 59.95 (0.0 = no software limit)
gfx.frame_rate_limit=0.0
# Patch the GPU device ID detection (leave empty to disable), format XXXX:YYYY, two 4 digit hex numbers (vid:pid). Examples: 1002:7146 (RV515, Radeon X1300), 1002:95C5 (RV620 LE, Radeon HD3450)
gfx.pci_id=1002:7146
# Run the game windowed
gfx.windowed=false
# Windowed width, 0 for default size
gfx.window_width=0
# Windowed height, 0 for default size
gfx.window_height=0
# Up-/downscale the back buffer's width. This does not change the game's rendering resolution but scales the final frame. Use this to target the native resolution of your monitor/TV, e.g. to avoid over-/underscan, bad image quality or latency caused by the monitors internal upscaler. 0 to disable this feature. Must be set in combination with the corresponding height parameter.
gfx.scale_back_buffer_width=0
# Up-/downscale the back buffer's height. This does not change the game's rendering resolution but scales the final frame. Use this to target the native resolution of your monitor/TV, e.g. to avoid over-/underscan, bad image quality or latency caused by the monitors internal upscaler. 0 to disable this feature. Must be set in combination with the corresponding width parameter.
gfx.scale_back_buffer_height=0
# Filter type to use for up-/downscaling the back buffer. Only used if scaling feature was enabled by setting the scaling width and height parameters. Available types: none, linear, point (refer to D3DTEXTUREFILTERTYPE for explanation).
gfx.scale_back_buffer_filter=none
# Forced refresh rate, -1 to not force any (try 59 or 60 if monitor check fails to lock on high refresh rate monitors)
gfx.forced_refresh_rate=-1
# D3D9 device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter
gfx.device_adapter=-1
# Disable ezusb IO emulation and enable usage of real ezusb1/2 IO hardware
io.disable_io_emu=false
# Security black plug mcode id string (e.g. GQC02JAA).
sec.black_plug_mcode=GKJDZCAA

View File

@@ -33,3 +33,9 @@ gfx.forced_refresh_rate=-1
# D3D9 device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter
gfx.device_adapter=-1
# Disable card reader emulation and enable usage of real card reader hardware on COM1 (for games supporting slotted/wavepass readers)
io.disable_card_reader_emu=false
# Disable ezusb IO emulation and enable usage of real ezusb1/2 IO hardware
io.disable_io_emu=false

View File

@@ -33,3 +33,9 @@ gfx.forced_refresh_rate=-1
# D3D9 device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter
gfx.device_adapter=-1
# Disable card reader emulation and enable usage of real card reader hardware on COM1 (for games supporting slotted/wavepass readers)
io.disable_card_reader_emu=false
# Disable ezusb IO emulation and enable usage of real ezusb1/2 IO hardware
io.disable_io_emu=false

View File

@@ -33,3 +33,9 @@ gfx.forced_refresh_rate=-1
# D3D9 device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter
gfx.device_adapter=-1
# Disable card reader emulation and enable usage of real card reader hardware on COM1 (for games supporting slotted/wavepass readers)
io.disable_card_reader_emu=false
# Disable ezusb IO emulation and enable usage of real ezusb1/2 IO hardware
io.disable_io_emu=false

View File

@@ -33,3 +33,9 @@ gfx.forced_refresh_rate=-1
# D3D9 device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter
gfx.device_adapter=-1
# Disable card reader emulation and enable usage of real card reader hardware on COM1 (for games supporting slotted/wavepass readers)
io.disable_card_reader_emu=false
# Disable ezusb IO emulation and enable usage of real ezusb1/2 IO hardware
io.disable_io_emu=false

View File

@@ -33,3 +33,9 @@ gfx.forced_refresh_rate=-1
# D3D9 device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter
gfx.device_adapter=-1
# Disable card reader emulation and enable usage of real card reader hardware on COM1 (for games supporting slotted/wavepass readers)
io.disable_card_reader_emu=false
# Disable ezusb IO emulation and enable usage of real ezusb1/2 IO hardware
io.disable_io_emu=false

78
dist/iidx/iidxhook-27.conf vendored Normal file
View File

@@ -0,0 +1,78 @@
# Disable card reader emulation and enable usage of real card reader hardware on COM0 (for games supporting slotted readers)
io.disable_card_reader_emu=false
# Disable BIO2 emulation and enable usage of real BIO2 hardware
io.disable_bio2_emu=false
# Disables the poll limiter, warning very high CPU usage may arise
io.disable_poll_limiter=false
# Lightning cab mode (requires additional IO emulation)
io.lightning_mode=false
# Disable camera connection
io.disable_cams=false
# Disables the built in file hooks, requiring manual file creation
io.disable_file_hooks=false
# Turntable sensitivity multiplier (1.0 is default)
io.tt_multiplier=1.0
# Disables the camera emulation
cam.disable_emu=false
# Override camera device ID detection (copy from device manager, do not escape)
cam.device_id1=
# Override camera device ID detection (copy from device manager, do not escape)
cam.device_id2=
# Run the game in a framed window (requires windowed option)
gfx.framed=true
# Run the game windowed
gfx.windowed=false
# Confine mouse cursor to window
gfx.confined=false
# Windowed width, -1 for default size
gfx.window_width=-1
# Windowed height, -1 for default size
gfx.window_height=-1
# Windowed X, -1 for default X position
gfx.window_x=-1
# Windowed Y, -1 for default Y position
gfx.window_y=-1
# Forced refresh rate, -1 to not force any (try 59 or 60 if monitor check fails to lock on high refresh rate monitors)
gfx.forced_refresh_rate=-1
# D3D9ex device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter
gfx.device_adapter=-1
# Orientation to force monitor into, -1 to use default, 0, 1, 2, 3 to do 0, 90, 180, 270 degrees
gfx.force_orientation=-1
# Force a screen resolution (width), -1 to disable. Use this if the game does not auto detect your monitor's resolution properly, e.g. 1368x768 instead of 1280x720.
gfx.force_screen_res.width=-1
# Force a screen resolution (height), -1 to disable. Use this if the game does not auto detect your monitor's resolution properly, e.g. 1368x768 instead of 1280x720.
gfx.force_screen_res.height=-1
# IP of adapter to force override with
adapter.override_ip=
# Force ASIO audio mode/device (if applicable / TDJ default)
asio.force_asio=false
# Force WASAPI audio mode (if applicable / LDJ default)
asio.force_wasapi=true
# The ASIO device name to use
asio.device_name=XONAR SOUND CARD(64)

78
dist/iidx/iidxhook-28.conf vendored Normal file
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@@ -0,0 +1,78 @@
# Disable card reader emulation and enable usage of real card reader hardware on COM0 (for games supporting slotted readers)
io.disable_card_reader_emu=false
# Disable BIO2 emulation and enable usage of real BIO2 hardware
io.disable_bio2_emu=false
# Disables the poll limiter, warning very high CPU usage may arise
io.disable_poll_limiter=false
# Lightning cab mode (requires additional IO emulation)
io.lightning_mode=false
# Disable camera connection
io.disable_cams=true
# Disables the built in file hooks, requiring manual file creation
io.disable_file_hooks=false
# Turntable sensitivity multiplier (1.0 is default)
io.tt_multiplier=1.0
# Disables the camera emulation
cam.disable_emu=true
# Override camera device ID detection (copy from device manager, do not escape)
cam.device_id1=
# Override camera device ID detection (copy from device manager, do not escape)
cam.device_id2=
# Run the game in a framed window (requires windowed option)
gfx.framed=true
# Run the game windowed
gfx.windowed=false
# Confine mouse cursor to window
gfx.confined=false
# Windowed width, -1 for default size
gfx.window_width=-1
# Windowed height, -1 for default size
gfx.window_height=-1
# Windowed X, -1 for default X position
gfx.window_x=-1
# Windowed Y, -1 for default Y position
gfx.window_y=-1
# Forced refresh rate, -1 to not force any (try 59 or 60 if monitor check fails to lock on high refresh rate monitors)
gfx.forced_refresh_rate=-1
# D3D9ex device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter
gfx.device_adapter=-1
# Orientation to force monitor into, -1 to use default, 0, 1, 2, 3 to do 0, 90, 180, 270 degrees
gfx.force_orientation=-1
# Force a screen resolution (width), -1 to disable. Use this if the game does not auto detect your monitor's resolution properly, e.g. 1368x768 instead of 1280x720.
gfx.force_screen_res.width=-1
# Force a screen resolution (height), -1 to disable. Use this if the game does not auto detect your monitor's resolution properly, e.g. 1368x768 instead of 1280x720.
gfx.force_screen_res.height=-1
# IP of adapter to force override with
adapter.override_ip=
# Force ASIO audio mode/device (if applicable / TDJ default)
asio.force_asio=false
# Force WASAPI audio mode (if applicable / LDJ default)
asio.force_wasapi=true
# The ASIO device name to use
asio.device_name=XONAR SOUND CARD(64)

8
dist/iidx/iidxio-bio2.conf vendored Normal file
View File

@@ -0,0 +1,8 @@
# Autodetect BIO2 port (default: on)
bio2.autodetect=true
# BIO2 serial port. Optional, if autodetect property is turned on
bio2.port=COM4
# BIO2 bus baudrate (real devices expect 115200)
bio2.baud=115200

26
dist/iidx/vigem-iidxio.conf vendored Normal file
View File

@@ -0,0 +1,26 @@
# Use relative mode analog mapping instead of absolute analog values
vigem.iidxio.tt.anlog.relative=false
# Sensitivity value for relative mode (1 to 32767). Tweak if you are having issues with jittering/misfiring/unresponsiveness
vigem.iidxio.tt.anlog.relative_sensitivity=1024
# Button turntable: "debounce" value (1 to 50, recommend 20). Tweak if you are having issues with TT button misfiring/unresponsiveness
vigem.iidxio.tt.button.debounce=20
# Button turntable: minimum ticks required within (debounce * 2) ms to register movement (1 to 4, recommend 2). Tweak if you button input is too (un-) responsive
vigem.iidxio.tt.button.threshold=2
# Print verbose debug output to the console for debugging turntable sensitivity issues
vigem.iidxio.tt.debug_output=false
# Enable input based key lighting
vigem.iidxio.cab_light.enable_keylight=true
# Different cabinet light modes: 0 = off, 1 = neons sequence, 2 = neons flash on TT spin
vigem.iidxio.cab_light.light_mode=0
# Display text on 16seg. If text exceeds 9 char display limit, it will scroll + cycle
vigem.iidxio.cab_light.text_16seg=
# Cycle time/scroll speed for text exceeding 16seg display length (9) to scroll from right
vigem.iidxio.cab_light.text_scroll_cycle_time_ms=500

5
dist/jb/eamio-icc.conf vendored Normal file
View File

@@ -0,0 +1,5 @@
# ICCA serial port
icc.port=COM2
# ICCA bus baudrate (real devices expect 57600)
icc.baud=57600

7
dist/jb/gamestart-02.bat vendored Normal file
View File

@@ -0,0 +1,7 @@
@echo off
cd /d %~dp0
if not exist dev\nvram mkdir dev\nvram
inject jbhook1.dll jubeat.exe --config jbhook-02.conf %*

10
dist/jb/gamestart-03.bat vendored Normal file
View File

@@ -0,0 +1,10 @@
@echo off
cd /d %~dp0
if not exist dev\nvram mkdir dev\nvram
if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml
if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml
if not exist dev\raw mkdir dev\raw
launcher -H 33554432 -K jbhook2.dll jubeat.dll -v

View File

@@ -7,4 +7,4 @@ if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml
if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml
if not exist dev\raw mkdir dev\raw
launcher -K jbhook.dll jubeat.dll
launcher -H 33554432 -K jbhook3.dll jubeat.dll

View File

@@ -1,6 +1,9 @@
# Run the game windowed
gfx.windowed=false
# rotate the normally-horizontal game window to be vertical
gfx.vertical=true
# URL (e.g. http://my.eamuse.server:80/whatever) or IPV4 (e.g. 127.0.0.1:80) of the target eamuse server. The port is optional but defaults to 80.
eamuse.server=localhost:80

18
dist/jb/jbhook-02.conf vendored Normal file
View File

@@ -0,0 +1,18 @@
# Run the game windowed
gfx.windowed=false
# rotate the normally-horizontal game window to be vertical
gfx.vertical=true
# URL (e.g. http://my.eamuse.server:80/whatever) or IPV4 (e.g. 127.0.0.1:80) of the target eamuse server. The port is optional but defaults to 80.
eamuse.server=localhost:80
# PCBID
eamuse.pcbid=0101020304050607086F
# EAMID
eamuse.eamid=0101020304050607086F
# Mcode of the game to run.
security.mcode=GCI44JAA

5
dist/jb/jbio-h44b.conf vendored Normal file
View File

@@ -0,0 +1,5 @@
# H44B serial port
h44b.port=COM2
# H44B bus baudrate (real devices expect 57600)
h44b.baud=57600

16
dist/popn/gamestart-15.bat vendored Normal file
View File

@@ -0,0 +1,16 @@
@echo off
cd /d %~dp0
if not exist e\bookkeeping mkdir e\bookkeeping
if not exist e\CONF\NVRAM mkdir e\CONF\NVRAM
if not exist e\CONF\NVRAM\0 mkdir e\CONF\NVRAM\0
if not exist e\CONF\NVRAM\1 mkdir e\CONF\NVRAM\1
if not exist e\CONF\NVRAM\2 mkdir e\CONF\NVRAM\2
if not exist e\CONF\NVRAM\3 mkdir e\CONF\NVRAM\3
if not exist e\CONF\RAW mkdir e\CONF\RAW
if not exist e\settings mkdir e\settings
if not exist e\UP mkdir e\UP
inject popnhook1.dll ezusb.dll=ezusb2-popn-shim.dll popn15.exe --config popnhook-15.conf %*

16
dist/popn/gamestart-16.bat vendored Normal file
View File

@@ -0,0 +1,16 @@
@echo off
cd /d %~dp0
if not exist e\bookkeeping mkdir e\bookkeeping
if not exist e\CONF\NVRAM mkdir e\CONF\NVRAM
if not exist e\CONF\NVRAM\0 mkdir e\CONF\NVRAM\0
if not exist e\CONF\NVRAM\1 mkdir e\CONF\NVRAM\1
if not exist e\CONF\NVRAM\2 mkdir e\CONF\NVRAM\2
if not exist e\CONF\NVRAM\3 mkdir e\CONF\NVRAM\3
if not exist e\CONF\RAW mkdir e\CONF\RAW
if not exist e\settings mkdir e\settings
if not exist e\UP mkdir e\UP
inject popnhook1.dll ezusb.dll=ezusb2-popn-shim.dll popn16.exe --config popnhook-16.conf %*

16
dist/popn/gamestart-17.bat vendored Normal file
View File

@@ -0,0 +1,16 @@
@echo off
cd /d %~dp0
if not exist e\bookkeeping mkdir e\bookkeeping
if not exist e\CONF\NVRAM mkdir e\CONF\NVRAM
if not exist e\CONF\NVRAM\0 mkdir e\CONF\NVRAM\0
if not exist e\CONF\NVRAM\1 mkdir e\CONF\NVRAM\1
if not exist e\CONF\NVRAM\2 mkdir e\CONF\NVRAM\2
if not exist e\CONF\NVRAM\3 mkdir e\CONF\NVRAM\3
if not exist e\CONF\RAW mkdir e\CONF\RAW
if not exist e\settings mkdir e\settings
if not exist e\UP mkdir e\UP
inject popnhook1.dll ezusb.dll=ezusb2-popn-shim.dll popn17.exe --config popnhook-17.conf %*

16
dist/popn/gamestart-18.bat vendored Normal file
View File

@@ -0,0 +1,16 @@
@echo off
cd /d %~dp0
if not exist e\bookkeeping mkdir e\bookkeeping
if not exist e\CONF\NVRAM mkdir e\CONF\NVRAM
if not exist e\CONF\NVRAM\0 mkdir e\CONF\NVRAM\0
if not exist e\CONF\NVRAM\1 mkdir e\CONF\NVRAM\1
if not exist e\CONF\NVRAM\2 mkdir e\CONF\NVRAM\2
if not exist e\CONF\NVRAM\3 mkdir e\CONF\NVRAM\3
if not exist e\CONF\RAW mkdir e\CONF\RAW
if not exist e\settings mkdir e\settings
if not exist e\UP mkdir e\UP
inject popnhook1.dll ezusb.dll=ezusb2-popn-shim.dll popn18.exe --config popnhook-18.conf %*

23
dist/popn/popnhook-15.conf vendored Normal file
View File

@@ -0,0 +1,23 @@
# URL (e.g. http://my.eamuse.server:80/whatever) or IPV4 (e.g. 127.0.0.1:80) of the target eamuse server. The port is optional but defaults to 80.
eamuse.server=localhost:80
# PCBID
eamuse.pcbid=0101020304050607086F
# EAMID
eamuse.eamid=0101020304050607086F
# Run the game windowed
gfx.windowed=false
# Run the game in a framed window (requires windowed option)
gfx.framed=false
# Windowed width, 0 for default size
gfx.window_width=0
# Windowed height, 0 for default size
gfx.window_height=0
# Security black plug mcode id string (e.g. GQC02JAA).
sec.black_plug_mcode=GQG15JAA

23
dist/popn/popnhook-16.conf vendored Normal file
View File

@@ -0,0 +1,23 @@
# URL (e.g. http://my.eamuse.server:80/whatever) or IPV4 (e.g. 127.0.0.1:80) of the target eamuse server. The port is optional but defaults to 80.
eamuse.server=localhost:80
# PCBID
eamuse.pcbid=0101020304050607086F
# EAMID
eamuse.eamid=0101020304050607086F
# Run the game windowed
gfx.windowed=false
# Run the game in a framed window (requires windowed option)
gfx.framed=false
# Windowed width, 0 for default size
gfx.window_width=0
# Windowed height, 0 for default size
gfx.window_height=0
# Security black plug mcode id string (e.g. GQC02JAA).
sec.black_plug_mcode=GQH16JAA

23
dist/popn/popnhook-17.conf vendored Normal file
View File

@@ -0,0 +1,23 @@
# URL (e.g. http://my.eamuse.server:80/whatever) or IPV4 (e.g. 127.0.0.1:80) of the target eamuse server. The port is optional but defaults to 80.
eamuse.server=localhost:80
# PCBID
eamuse.pcbid=0101020304050607086F
# EAMID
eamuse.eamid=0101020304050607086F
# Run the game windowed
gfx.windowed=false
# Run the game in a framed window (requires windowed option)
gfx.framed=false
# Windowed width, 0 for default size
gfx.window_width=0
# Windowed height, 0 for default size
gfx.window_height=0
# Security black plug mcode id string (e.g. GQC02JAA).
sec.black_plug_mcode=GQI17JAA

23
dist/popn/popnhook-18.conf vendored Normal file
View File

@@ -0,0 +1,23 @@
# URL (e.g. http://my.eamuse.server:80/whatever) or IPV4 (e.g. 127.0.0.1:80) of the target eamuse server. The port is optional but defaults to 80.
eamuse.server=localhost:80
# PCBID
eamuse.pcbid=0101020304050607086F
# EAMID
eamuse.eamid=0101020304050607086F
# Run the game windowed
gfx.windowed=false
# Run the game in a framed window (requires windowed option)
gfx.framed=false
# Windowed width, 0 for default size
gfx.window_width=0
# Windowed height, 0 for default size
gfx.window_height=0
# Security black plug mcode id string (e.g. GQC02JAA).
sec.black_plug_mcode=GCJ39JAA

View File

@@ -10,13 +10,25 @@ io.disable_poll_limiter=false
# Forces game to think headphones are attached
io.force_headphones=false
# Disables the built in file hooks, requiring manual file creation (/dev/raw/j.dest)
io.disable_file_hooks=false
# Disables the built in power control hooks, allowing game to modify system power settings
io.disable_power_hooks=false
# Disables the built in NVAPI control hooks, allowing game to modify system monitor settings
io.disable_nvapi_hooks=false
# Emulates the card reader on COM1 instead of COM2
io.com1_card_reader=false
# Run the game in a framed window (requires windowed option)
gfx.framed=true
# Run the game windowed
gfx.windowed=false
# Confine mouse coursor to window
# Confine mouse cursor to window
gfx.confined=false
# Windowed width, -1 for default size
@@ -25,6 +37,12 @@ gfx.window_width=1080
# Windowed height, -1 for default size
gfx.window_height=1920
# Windowed X, -1 for default X position
gfx.window_x=-1
# Windowed Y, -1 for default Y position
gfx.window_y=-1
# Forced refresh rate, -1 to not force any (try 59 or 60 if monitor check fails to lock on high refresh rate monitors)
gfx.forced_refresh_rate=-1
@@ -34,6 +52,12 @@ gfx.device_adapter=-1
# Orientation to force monitor into, -1 to use default, 0, 1, 2, 3 to do 0, 90, 180, 270 degrees
gfx.force_orientation=-1
# Force a screen resolution (width), -1 to disable. Use this if the game does not auto detect your monitor's resolution properly, e.g. 1368x768 instead of 1280x720.
gfx.force_screen_res.width=-1
# Force a screen resolution (height), -1 to disable. Use this if the game does not auto detect your monitor's resolution properly, e.g. 1368x768 instead of 1280x720.
gfx.force_screen_res.height=-1
# Disables the camera emulation
cam.disable_emu=false

33
doc/README.md Normal file
View File

@@ -0,0 +1,33 @@
# Bemanitools 5 documentation
This folder contains various types of documentation.
Table of contents:
* Game
* [Error codes](game-error-codes.md): List of bemani game specific error codes that you might
encounter during boot or gameplay with troubleshooting information
* Key tools
* [Inject](inject.md): Readme for one of BT5's key applications, `inject.exe`
* [Launcher](launcher.md): Readme for another one of BT5's key applications, `launcher.exe`
* [Tools](tools/README.md): Documentation for additional user and development tooling
* Game hooks
* [ddrhook](ddrhook/README.md): Documentation relevant to `ddrhook` implementations
* [iidxhook](iidxhook/README.md): Documentation relevant to `iidxhook` implementations
* [jbhook](jbhook/README.md): Documentation relevant to `jbhook` implementations
* [popnhook](popnhook/README.md): Documentation relevant to `popnhook` implementations
* [sdvxhook](sdvxhook/README.md): Documentation relevant to `sdvxhook` implementations
* Development
* [API](api.md): Available APIs for BT5 and instructions how to use them
* [Architecture](architecture.md): Outline of BT5's architecture, how things are designed and why
* [Development](development.md): Development environment, building, releasing, etc.
* [Developer documentation](dev/README.md): Various lose documentation/notes by developers
* [Tools](tools/README.md): Documentation for additional user and development tooling
## Further external documentation
A list of external documentation that can be useful when dealing with bemanitools,
supported data and hardware.
* [arcade-docs](https://github.com/Shizmob/arcade-docs): An open (to read and contribute) repository
of arcade hardware and software documentation

View File

@@ -12,7 +12,7 @@ If you want to write an implementation for your own custom piece of hardware, ch
sub-folder) in the source code (src.zip).
## Implementations
The following implementations are already shipped with BT5.
The following implementations are already shipped with BT5.
* BeatStream
* bstio.dll (default): Keyboard, joystick and mouse input
@@ -22,15 +22,20 @@ The following implementations are already shipped with BT5.
* ddrio-smx.dll: StepManiaX platforms
* Beatmania IIDX
* iidxio.dll (default): Keyboard, joystick and mouse input
* iidxio-ezusb.dll: Ezusb (C02 IO) driver
* iidxio-ezusb2.dll: Ezusb FX2 (IO2) driver
* [iidxio-bio2.dll](iidxhook/iidxio-bio2.md): BIO2 driver
* [iidxio-ezusb.dll](iidxhook/iidxio-ezusb.md): Ezusb (C02 IO) driver
* [iidxio-ezusb2.dll](iidxhook/iidxio-ezusb2.md): Ezusb FX2 (IO2) driver
* jubeat
* jbio.dll (default): Keyboard, joystick and mouse input
* pop'n music
* popnio.dll (default): Keyboard, joystick and mouse input
* SOUND VOLTEX
* sdvxio.dll (default): Keyboard, joystick and mouse input
* [sdvxio-bio2.dll](sdvxhook/sdvxio-bio2.md): BIO2 driver
* [sdvxio-kfca.dll](sdvxhook/sdvxio-kfca.md): KFCA IO board driver
Eamuse hardware support is implemented separately:
* eamio.dll (default): Keyboard and joystick input
* eamio.dll (default): Keyboard and joystick input
## Development notes
A DEF file for geninput.dll is included. To convert the DEF into an import library suitable for use with Visual C++, run

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@@ -51,7 +51,7 @@ Modules that make use of this:
* ezusb2-emu/device
* acioemu/emu
## Bemanitools's hook libraries, let's glue everything together
## Bemanitools's hook libraries, let's glue everything together
Bemanitools dlls to be injected into target game processes are refered to as "hook dlls" and come in different flavours
targetting different games and often different versions of the same game (series), for example:
* ddrhook: Hook dll for Dance Dance Revolution games
@@ -69,13 +69,13 @@ TODO
### iidxhook
IIDX went through so many hard- and software iterations, it's actually amazing that the development team(s) refactored
and improved parts of the game and hardware with each iteration. However, when facing emulation and supporting
and improved parts of the game and hardware with each iteration. However, when facing emulation and supporting
compatibility to legacy OS platforms, it can't get any worse. On the bright side, IIDX helped shaping Bemanitools a lot
and created a solid foundation other games can build on.
Because of that, we have 8 iidxhook implementations supporting sometimes different software features/fixes and
hardware. The following sub-sub-sections list the most relevant aspects and modules to point out common and different
higher level features.
higher level features.
Essentially, the main module file of each iidxhook implementation just glues the APIs of the modules it requires
together. An additional configuration layer allows users to tweak some of the features.
@@ -88,7 +88,7 @@ TODO go into some more detail about some differences in the hook modules, e.g. 1
* Setupapi emulation
* Full security emulation with SRAM and round plugs
* Full serial emulation for magstripe card readers
* Full game essential I/O emulation
* Full game essential I/O emulation
* d3d8 patching and extended features (superseded by d3d9 hook module + d3d8to9 wrapper)
* clock patching
* Font patching for Japanese chars
@@ -99,7 +99,7 @@ TODO go into some more detail about some differences in the hook modules, e.g. 1
* Ezusb C02 I/O emulation
* Setupapi emulation
* Full security emulation with SRAM and round plugs
* Full game essential I/O emulation
* Full game essential I/O emulation
* ACIO ICCA card reader emulation, slotted readers
* d3d8 patching and extended features (superseded by d3d9 hook module + d3d8to9 wrapper)
* clock patching
@@ -111,7 +111,7 @@ TODO go into some more detail about some differences in the hook modules, e.g. 1
* Ezusb IO2 I/O emulation
* Setupapi emulation
* Full security emulation with SRAM and round plugs
* Full game essential I/O emulation
* Full game essential I/O emulation
* ACIO ICCA card reader emulation, slotted readers
* d3d9 patching and extended features
* Font patching for Japanese chars
@@ -121,7 +121,7 @@ TODO go into some more detail about some differences in the hook modules, e.g. 1
#### iidxhook4 (18)
* Ezusb IO2 I/O emulation
* Setupapi emulation
* Full game essential I/O emulation
* Full game essential I/O emulation
* ACIO ICCA card reader emulation, slotted readers
* d3d9 patching and extended features
* Font patching for Japanese chars
@@ -130,7 +130,7 @@ TODO go into some more detail about some differences in the hook modules, e.g. 1
#### iidxhook5 (19)
* Ezusb IO2 I/O emulation
* Setupapi emulation
* Full game essential I/O emulation
* Full game essential I/O emulation
* ACIO ICCA card reader emulation, wave pass readers
* d3d9 patching and extended features
* Font patching for Japanese chars
@@ -139,7 +139,7 @@ TODO go into some more detail about some differences in the hook modules, e.g. 1
#### iidxhook6 (20)
* Ezusb IO2 I/O emulation
* Setupapi emulation
* Full game essential I/O emulation
* Full game essential I/O emulation
* ACIO ICCA card reader emulation, wave pass readers
* d3d9 patching and extended features
* Font patching for Japanese chars
@@ -147,7 +147,7 @@ TODO go into some more detail about some differences in the hook modules, e.g. 1
#### iidxhook7 (21-24)
* Ezusb IO2 I/O emulation
* Setupapi emulation
* Full game essential I/O emulation
* Full game essential I/O emulation
* ACIO ICCA card reader emulation, wave pass readers
* d3d9 patching and extended features
* Font patching for Japanese chars
@@ -155,7 +155,7 @@ TODO go into some more detail about some differences in the hook modules, e.g. 1
#### iidxhook8 (25-26)
* ACIO BIO2 I/O emulation
* Setupapi emulation
* Full game essential I/O emulation
* Full game essential I/O emulation
* ACIO ICCA card reader emulation, wave pass readers
* d3d9 patching and extended features
* Font patching for Japanese chars
@@ -163,6 +163,9 @@ TODO go into some more detail about some differences in the hook modules, e.g. 1
### jbhook
TODO
### popnhook
TODO
### sdvxhook
TODO

49
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@@ -0,0 +1,49 @@
# ddrhook
ddrhook is a collection of hook libraries for "Dance Dance Revoluion" providing
emulation and various patches to run these games on non BemaniPC hardware and
newer Windows versions.
The hook libraries must be bootstrapped either using [inject](../inject.md) or
[launcher](../launcher.md) depending on the version you want to run. Further
instructions are given in dedicated readme files for each ddrhook version
(see below).
## Versions
ddrhook comes in a few different flavors. The game and its engine changed over
the years. Some game versions might require patches/parameters enabled which
others don't need or have different AVS versions. Here is the list of supported
games:
* [ddrhook1](ddrhook1.md): X, X2 (US/EU regions)
* [ddrhook2](ddrhook2.md): X2 (JP region), X3 vs. 2ndMIX, 2013, 2014, A
When building bemanitools, independent packages are created for each set of games
which are ready to be dropped on top of vanilla AC data dumps. We recommend
using pristine dumps to avoid any conflicts with other hardcoded hacks or
binary patches.
## How to run
To run your game with ddrhook, you have to use the inject tool to inject the
DLL to the game process. `dist/ddr` contains bat scripts with all the
important parameters configured. Further parameters can be added but might not
be required to run the game with default settings.
Further information on how to setup the data for each specific version are
elaborated in their dedicated readme files.
## Command line options
Add the argument *-h* when running inject with ddrhook to print help/usage
information with a list of parameters you can apply to tweak various things.
## ddrio API
Available implementations that can be swapped out depending on which kind of
IO hardware you want to use:
* `ddrio`: Default implementation supporting keyboard, mouse and USB
game controllers
* ddrio-mm: Support Minimaid custom interface
* [ddrio-smx](ddrhook/ddrio-smx.md): Support for StepManiaX dance platforms

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@@ -0,0 +1,139 @@
# ddrhook1
## Supported games
The following games are supported with this hook library:
* Dance Dance Revolution X
* Dance Dance Revolution X2 (US/EU regions)
The games must be bootstrapped using [inject](../inject.md).
## Data setup
Ensure your folder with your unpacked data looks like this:
* `conf`
* `data`
* `ddr`
* `ddr_YYYYMMDDRR` where `YYYYMMDDRR` corresponds to different datecodes of
different versions. Multiple folders of these possible
`DDR.exe` files should be in `ddr` and `ddr_YYYYMMDDRR` folders.
Unpack the distribution package `ddr-11.zip` into one of the folders containing
a `DDR.exe` file. We recommend using the one with the latest datecode which
denotes the latest version of the game including bugfixes etc.
`gamestart-11.bat` as well as `ddrhook1.dll` are now expected to be located
in the same folder as (one) `DDR.exe` file.
## Running
Run `gamestart-11.bat` as administrator. For the US version of the game, run
`gamestart-11-us.bat` instead. This can be done by either by double
clicking or running it from `cmd.exe`. The latter is recommended to have
any debug output kept on screen after closing the game.
This will run [inject](../inject.md) with the `ddrhook1.dll`. On first run,
if you don't have a conguration file, e.g. `ddr-11.conf`, available in the
same folder, a default one will be created and the game exits. Simply re-run
`gamestart-11.bat` again.
## Configuration ddrhook
The hook library can be configured via cmd arguments or a configuration file.
The latter is generated (*ddr-11.conf* in the same directory) on the first
start of the game using the gamestart-XX.bat file. It contains default values
for all available parameters and comments explaining each parameter. Please
follow the comments when configuring your setup.
Add the argument *-h* when running gamestart-XX.bat
(e.g. *gamestart-XX.bat -h*) to print help/usage information with a list of
all available parameters. Every parameter can be either set as command line
argument or using a configuration file.
To set a parameter from the command line, just add it as an argument after
the bat file like this
```
gamestart-11.bat -p gfx.windowed=true
```
The syntax for the "key=value" is the same as in the config file. Make sure
to have a pre-ceeding "-p" for every parameter added.
However, if a parameter is specifed in the configuration file and as a command
line argument, the command line argument overrides the config file's value.
## Configure USB memory cards and edit data
You can setup actual USB thumb drives mapped to a drive letter, e.g. `E:\` for
player 1 and `F:\` for player 2, or just have them point to any local directory,
e.g. `usbmem_p1` and `usbmem_p2`.
Set-up your folder mappings in the
[conf file or via command line args](#configuration-ddrhook) like follows:
* Enable USB memory data emulation: `ddrhook1.usbmem_enabled=true`
* Set P1 USB memory data path pointing to local folder `usbmem_p1` next to `DDR.EXE`:
`ddrhook1.usbmem_path_p1=usbmem_p1`
* Set P1 USB memory data path pointing to local folder `usbmem_p2` next to `DDR.EXE`:
`ddrhook1.usbmem_path_p1=usbmem_p2`
* Have/create a subfolder called `DDR_EDIT` on any location/USB drive you want to use
* Name your edit data file either `DDR_EDIT_J.DAT` (for JP version) or `DDR_EDIT_U.DAT`
(for US version) and place it in the `DDR_EDIT` directory.
For the example setup above, the full relative path of the edit file should be
`usbmem_p1\DDR_EDIT\DDR_EDIT_J.DAT` for player 1.
Note that USB memory cards are not detected by the game and the game stays
silent about that if they do not contain edit data, your path mapping does not resolve
or you misplaced or named your edit data file incorrectly.
## Grey and glitchy arrows
This is a known issue with many GPUs, typically non-Radeon GPUs.
There is currently not patch available in Bemanitools for that. We assume this is an
issue with incompatible shader code.
There are solutions to hard-patch the code available elsewhere.
## Troubleshooting and FAQ
### Issues with background videos (not) playing
The game expects you have the `CLVSD.ax` file registered for decoding videos.
Grab the `CLVSD.ax` file and go to *Start* > *Run* > enter `regsvr32 clvsd.ax` and
execute. Make sure to run as Administrator, otherwise you will get errors due to
invalid permissions.
### Game crashes during boot
If you have played a newer version of DDR, e.g. DDR 2014+, you might have the
`k-clvsd.dll` codec registered which crashes DDR X and likely X2 (EU/US) as well.
Unregister `k-clvsd.dll`, e.g. `regsvr32 /u k-clvsd.dll`, and
[registering `CLVSD.ax`](#issues-with-background-videos-not-working).
Note that `CLVSD.ax` will likely hang any newer/more recent DDR versions on startup
and require you to use the `k-clvsd.dll` that came with the respective version
instead. See [this section](ddrhook2.md#video-codecs-for-background-videos) for
further details.
### Black screen/render window without a response
This symptom might have many causes, here is a list of known issues and what can be done:
* If not done already, try installing
[DirectX Redist (June 2010)](https://www.microsoft.com/en-us/download/details.aspx?id=8109)
* If you have an integrated/second GPU, ensure it is disabled
* External (USB) audio devices could cause issues. Ensure you are running on on-board/integrated
sound cards and unplug any external audio devices.
* [Disable fullscreen optimizations](https://devblogs.microsoft.com/directx/demystifying-full-screen-optimizations/):
Right click on `DDR.exe`, *Properties* > *Compatibility* > *Disable fullscreen optimizations*
* Check if you can run `DDR.exe` without Bemanitools by simply launching it. It should at least
boot into a startup screen. If that isn't even possible, then it's likely not an issue with
Bemanitools. Note that your data path needs to be `D:\HDX` for that to work though.

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@@ -0,0 +1,80 @@
# ddrhook2
## Supported games
The following games are supported by this hook library:
* Dance Dance Revolution X2 (JP region)
* Dance Dance Revolution X3 vs. 2ndMIX
* Dance Dance Revolution 2013
* Dance Dance Revolution 2014
* Dance Dance Revolution A
Note that different builds of the same hook library are required to run the
different versions. See different distribution packages, e.g. `ddr-12.zip`,
`ddr-13.zip` etc.
Depending on the game version, earlier versions are bootstrapped using
[inject](../inject.md) while later versions require [launcher](../launcher.md).
## Running
Run `gamestart-XX.bat`, where `XX` corresponds to the version of the game you
want to run, as administrator. For the US version of X2, run
`gamestart-12-us.bat` instead. This can be done by either by double
clicking or running it from `cmd.exe`. The latter is recommended to have
any debug output kept on screen after closing the game.
This will run [inject](../inject.md) or [launcher](../launcher.md), depending
on the version of the game, with the `ddrhook2.dll`. On first run, if you don't
have a conguration file, e.g. `ddr-12.conf`, available in the same folder, a
default one will be created and the game exits. Simply re-run `gamestart-XX.bat`
again.
## Configure USB memory cards and edit data (DDR X2)
You can setup actual USB thumb drives mapped to a drive letter, e.g. `E:\` for
player 1 and `F:\` for player 2, or just have them point to any local directory,
e.g. `usbmem_p1` and `usbmem_p2`.
Set-up your folder mappings in the
[conf file or via command line args](#configuration-ddrhook) like follows:
* Enable USB memory data emulation: `ddrhook1.usbmem_enabled=true`
* Set P1 USB memory data path pointing to local folder `usbmem_p1` next to `DDR.EXE`:
`ddrhook1.usbmem_path_p1=usbmem_p1`
* Set P1 USB memory data path pointing to local folder `usbmem_p2` next to `DDR.EXE`:
`ddrhook1.usbmem_path_p1=usbmem_p2`
* Have/create a subfolder called `DDR_EDIT` on any location/USB drive you want to use
* Name your edit data file either `DDR_EDIT_J.DAT` (for JP version) or `DDR_EDIT_US.DAT`
(for US version) and place it in the `DDR_EDIT` directory.
For the example setup above, the full relative path of the edit file should be
`usbmem_p1\DDR_EDIT\DDR_EDIT_J.DAT` for player 1.
Note that USB memory cards are not detected by the game and the game stays
silent about that if they do not contain edit data, your path mapping does not resolve
or you misplaced or named your edit data file incorrectly.
## Troubleshooting and FAQ
### Video codecs for background videos
For DDR 2014 and newer (maybe also earlier?), you need to register `k-clvsd.dll` and
`xactengine2_10.dll` to make background videos work. These files are included with
respective versions of the games.
Run the following commands either from a command line (`cmd.exe`) or from
*Start* > *Run*. Adjust the path to files accordingly pointing to the correct files.
* Register `regsvr32 D:\MDX\contents\k-clvsd.dll`
* Register `regsvr32 D:\MDX\contents\xactengine2_10.dll`
Note: The one that comes with IIDX will hang DDR at startup. The opposite is not true:
IIDX works just fine with this CLVSD.
### Laggy audio
If you're running on Windows XP, go to the sound devices control panel, select your
sound card, click Advanced Options and turn Hardware Acceleration down to basic. This
will make the audio much less laggy..

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@@ -0,0 +1,14 @@
# Using SMX pads with BemaniTools (DDR Ace and higher)
If you are looking to use StepManiaX pads with DDR, these are supported **natively** for Gen 1 through Gen 5.(And theoretically beyond!) Steps and info below
## Step-by-Step
1. Ensure that you have the latest `SMX.dll` copied to your contents folder. The easiest way to get this is to download and install the latest SMX Config program on [StepManiaX.com](https://data.stepmaniax.com/docs/SMXConfigInstaller-2020-04-03-01.exe). `SMX.dll`'s default install location is `C:\Program Files (x86)\SMXConfig`
2. After bemanitools has been copied to your contents folder, rename the regular `ddrio.dll` to something like `ddrio-orig.dll`.
3. Rename `ddrio-smx.dll` to `ddrio.dll`.
4. Use the config tool to set up the usual stuff.(cards, network, etc.) Be sure to map menu, test, service, and start buttons to your keyboard or other controllers. You **cannot** map SMX panels as joystick inputs.
5. Start the game. If everything works properly, the game will boot and your panels will light up when stepped on during gameplay and song selection.
## Important Things
* Pad panel inputs (UDLR on P1 and P2) are mapped automatically. If you've purchased a single pad from StepManiaX, this jumper is installed and will set your pad to P2 by default. If you want to change to P1, you'll need to open up your pads and remove this jumper in the [MCU box](https://data.stepmaniax.com/docs/Stage%20-%20Gen%205%20Manual%20Rev1.pdf).
* Panel colors set in the SMX config tool are not used. Colors are set internally by Bemanitools.
* If you get a warning about setlights2 when starting the game, your `SMX.dll` is likely out of date. Make sure you've downloaded the latest version of the StepManiaX config tool from stepmaniax.com and have copied the `SMX.dll` to your contents folder.

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@@ -0,0 +1,3 @@
# Development documentation and notes
This folder contains various lose documentation snippets created by the developers. These can be
helpful as future reference.

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@@ -0,0 +1,192 @@
# ACIO BIO2 IIDX package dump
Package dump excerpt of the init sequence of a original Konami IIDX BIO2 with sub IO connected.
This was used to identify a missing piece of information that needs to be communicated to the BIO2
for IIDX to initialize the sub IO correctly.
The dump was cut off after two polls as the sequence just keeps on repeating from that point on.
## Findings for problem to solve
With the previous implemention of the BIO2 driver, which was created off references of SDVX KFCA,
a BIO2 used with IIDX and the sub IO (to upgrade older C02, IO2 cabinets) connected didn't
initialize properly. This resulted in no inputs/outputs other than 14 keys working.
The problem identified was a different byte, exact meaning not known, that is sent in
[exchange 4](#exchange-4-ac-io-cmd-clear). Instead of `0x3B` from the SDVX KFCA based
implementation, it needs to be set to `0x2D`.
## Exchange 1: AC_IO_CMD_ASSIGN_ADDRS
### Write
```text
AA 00 00 01 00 01 00 02
AA: SOF
00: addr
0001: AC_IO_CMD_ASSIGN_ADDRS
00: seq_no
01: nbytes
data: 00
02: checksum
```
### Read
```
AA AA 00 00 01 00 01 01 03
AA: SOF
AA: SOF
00: addr
0001: addr
00: seq_no
01: nbytes
01: data
03: checksum
```
## Exchange 2: AC_IO_CMD_GET_VERSION
### Write
```
AA 01 00 02 00 00 03
AA: SOF
01: addr, node 1
0002: AC_IO_CMD_GET_VERSION
00: seq_no
00: nbytes
03: checksum
```
### Read
```
AA AA 81 00 02 00 2C 0D 06 00 00 ...
AA: SOF
AA: SOF
81: Response flag + node 1
0002: AC_IO_CMD_GET_VERSION
00: seq_no
2C: nbytes
0D 06 00 00 ...: data
XX: checksum
```
## Exchange 3: AC_IO_CMD_START_UP
### Write
```
AA 01 00 03 00 00 04
AA: SOF
01: addr
0003: AC_IO_CMD_START_UP
00: seq_no
00: nbytes
04: checksum
```
### Read
```
AA AA 81 00 03 00 01 00 85
AA: SOF
AA: SOF
81: Response flag + node 1
0003: AC_IO_CMD_START_UP
00: seq_no
01: nbytes
00: data
85: checksum
```
## Exchange 4: AC_IO_CMD_CLEAR
### Write
```
AA 01 01 00 00 01 2D 30
AA: SOF
01: addr
0100: AC_IO_CMD_CLEAR
00: seq_no
01: nbytes
2D: data
30: checksum
```
### Read
```
AA AA 81 01 00 00 01 00 83
AA: SOF
AA: SOF
81: Response flag + node 1
0100: AC_IO_CMD_CLEAR
00: seq_no
01: nbytes
00: data
83: checksum
```
## Exchange 5: BIO2_BI2A_CMD_WATCHDOG
### Write
```
AA 01 01 20 00 02 00 00 24
AA: SOF
01: addr
0120: BIO2_BI2A_CMD_WATCHDOG
00: seq_no
02: nbytes
00 00: data
24: checksum
```
### Read
```
AA AA 81 01 20 00 01 00 A3
AA: SOF
AA: SOF
81: Response flag + node 1
0120: BIO2_BI2A_CMD_WATCHDOG
00: seq_no
01: nbytes
00: data
A3: checksum
```
## Exchange 6: BIO2_BI2A_CMD_POLL
### Write
```
AA 01 01 52 00 30 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 84
AA: SOF
01: addr
0152: BIO2_BI2A_CMD_POLL
00: seq_no
30: nbtes
...: data
84: checksum
```
### Read
```
AA AA 81 01 52 00 2E 00 00 B0 00 F0 00 F0 F0 00 00 00 00 00 02 00 5F 11 FF 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 F3
AA: SOF
AA: SOF
81: Response flag + node 1
0152: BIO2_BI2A_CMD_POLL
00: seq_no
2E: nbytes
...: data
F3: checksum
```
## Exchange 7: BIO2_BI2A_CMD_POLL
### Write
```
AA 01 01 52 00 30 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 84
```
### Read
```
AA AA 81 01 52 00 2E 00 00 B0 00 F0 00 F0 F0 00 00 00 00 00 02 00 64 11 FF 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 F8
```

View File

@@ -58,6 +58,18 @@ command:
make release
```
## Building with docker
You can also build bemanitools using docker which avoids having to setup a full development
environment if you are just interested in building binaries for the latest changes. Naturally, this
requires you to have the docker daemon installed. Then, run the following command from the root
folder of the project:
```bash
make build-docker
```
Once completed successfully, the build output is located in the `build/docker` sub-folder.
## Creating releases
For developers to create official releases with major and minor versioning:
1. Ensure that all everything you want to have for this release is merged into master.

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# Bemani Game Error Codes
This document collects the various error codes that are know across the many games including some
information what can be done.
This information is not part of bemanitools but useful to many users using it to run the games. We
saw users encountering these errors not knowing what they mean. Therefore, we include these errors
in the repository to provide an accessible source of information regarding them.
Important: The error codes are not consistent throughout the many years of game series and versions.
It is adviced to read the error information carefully (use Google Translate App with your phone's
camera) and check the following sections. It would be great to get feedback if you see information
missing or specific games and versions not matching to increase the value of the list.
## 5-0000 series errors
### 5-0000-0000
#### Description
A generic critical error.
#### Known occurances
N/A
#### How to fix
* Make sure your data is not set to read only, especially the dev folder.
* Disable all network adapters other than the one used to connect to the Internet.
* Check for hidden network adapters in Device Manager.
## 5-1500 series errors
### 5-1500-0000
#### Description
IO ERROR
#### Known occurances
* Pop'n Music 15
#### How to fix
No information available.
### 5-1500-0002
#### Description
SOUND DATA CREATE ERROR
#### Known occurances
N/A
#### How to fix
* Check the integrity of the data you have, i.e. some files might be corrupted
* Check your physical drive. Is it failing?
## 5-1501 series errors
### 5-1501-0000
#### Description
IO BOARD ERROR
#### Known occurances
N/A
#### How to fix
* Recopy Bemanitools.
* For Reflec Beat, make sure you are not missing device.dll. (This seems to apply to some older
version of bemanitools)
## 5-1502 series errors
### 5-1502-0000
#### Description
BACKUP CHECK ERROR
#### Known occurances
* Pop'n'Music 21 Sunny Park
#### How to fix
* Give access to gamestart.bat and launcher.exe from Windows Firewall if enabled.
* Make sure no antivirus software firewall is blocking access to those files.
* Start gamestart.bat as Administrator.
### 5-1502-0000
#### Description
HDD READ ERROR
#### Known occurances
N/A
#### How to fix
* Make sure `/dev/` isn't read-only.
### 5-1502-0002
#### Description
HDD READ ERROR
#### Known occurances
* GFDM V4
#### How to fix
Unknown
## 5-1503 series errors
### 5-1503-0000
#### Description
USB I/O ERROR
##### FPGA WRITE ERROR
Writing the FPGA firmware fails. Can have various causes depending on your setup.
##### FW TRNS-OUT
This typically happens if it takes too long to upload the base firmware to the USB IO. A potential
root-cause can be bad timing since the game uses a bad combination of software sleeps and fixed
timeouts making this code prone to fail.
#### Known occurances
* IIDX
#### How to fix
#### FPGA WRITE ERROR
* Restart the game
* Re-copy bemanitools
#### FW TRNS-OUT
* Restart the game
* Re-copy bemanitools
* Running the process on high priority and with admin rights
* If you attached a debugger, that might have messed with the timing and caused this. Try a
different debugger or attach it later in the boot process
### 5-1503-0001
#### Description
DATA ERROR
"Could not read the file normally. There is a likelihood the file is damaged."
This error occurs when a file is either missing or corrupt.
#### Known occurances
N/A
#### How to fix
* Check the integrity of the data you have, i.e. some files might be corrupted
* If the data came in an archive format, try extracting it again with another application.
* Make sure your game is up to date with the current data available.
* Check your physical drive. Is it failing?
### 5-1503-0004
#### Description
USBIO ERROR (NO ANSWER...)
This error occurs when the game does not receive a heartbeat from the IO board. On legitimate
hardware, this error is usually caused by the IO board resetting during play. The issue is rarely
fixed by simply restarting the game and will require a full power cycle.
#### Known occurances
N/A
#### How do I fix it?
Real hardware:
* Check the USB cable between the PC and the IO board is okay.
* Make sure the IO board is getting enough of a clean supply of power.
Bemanitools:
* Don't attempt to put your computer to sleep while playing rhythm games.
* Change launcher.exe process priority to High when starting the game.
### 5-1503-0006
#### Description
CARD DEVICE ERROR
#### Known occurances
N/A
#### How do I fix it?
* Recopy Bemanitools.
### 5-1503-0007
#### Description
USBIO ERROR (FM DL-ERR)
#### Known occurances
N/A
#### How do I fix it?
* Run the game using gamestart.bat, don't just drag and drop the game dll onto launcher.exe
### 5-1503-0008
#### Description
FPGA Write error
#### Known occurances
* IIDX Tricoro
Seen in Tricoro Omnimix RC1.
#### How do I fix it?
Unknown
### 5-1503-9000
### Description
PCB ERROR (PCB is unusual.)
#### Known occurances
N/A
#### How do I fix it?
* Make sure your AC(real)IO board is on the correct COM port.
## 5-1504 series errors
### 5-1504-0000
#### Description
IC CARD READER ERROR
Something is wrong with your e-amusement card readers (usually a timeout due to them not existing).
#### Known occurances
N/A
#### How do I fix it?
Real hardware:
* Make sure your readers are connected and powered on.
* Check your serial cables are good.
### 5-1504-0003
### Description
N/A
#### Known occurances
N/A
#### How do I fix it?
N/A
### 5-1504-0004
### Description
SDLOAD TIMEOUT or SOUND LOAD TIMEOUT
#### Known occurances
N/A
#### How do I fix it?
N/A
## 5-1505 series errors
### 5-1505-0000
#### Description
HDD Data Error(BPM Notes)
For Jubeat Ripples, getting this error the first time you boot is normal. After getting this error,
the game may take 1-3 minutes longer to boot as it regenerates backup data.
#### Known occurances
* Jubeat Ripples
#### How do I fix it?
* Check the integrity of the data you have, i.e. some files might be corrupted
* If the data came in an archive format, try extracting it again with another application.
* Check your physical drive. Is it failing?
### 5-1505-0001
#### Description
HDD Data Error(Music Data)
#### Known occurances
N/A
#### How do I fix it?
* Check the integrity of the data you have, i.e. some files might be corrupted
* If the data came in an archive format, try extracting it again with another application.
* Check your physical drive. Is it failing?
### 5-1505-0002
#### Description
Coin Error
This error occurs when the coin line (the input triggered when a coin is inserted) is held closed
for too long.
#### Known occurances
N/A
#### How do I fix it?
##### Real hardware
* There may be a coin stuck, check.
* The coin mechanism may be stuck, check.
* Don't hold down the coin line so long.
### 5-1505-0006
#### Description
HDD DATA ERROR(MOUNT IMAGEFS)
#### Known occurances
N/A
#### How do I fix it?
* Check the integrity of the data you have, i.e. some files might be corrupted
* If the data came in an archive format, try extracting it again with another application.
* Check your physical drive. Is it failing?
### 5-1505-0025
#### Description
N/A
#### Known occurances
* Jubeat Saucer Fullfill
#### How do I fix it?
* Disable excess network adapters
## 5-1506 series errors
### 5-1506-0000
#### Description
##### ACIO ERROR (ERR_INIT_LINE)
##### BACKUP DATA ERROR
The backup data is corrupted. Press the test button to re-initialize it.
#### Known occurances
* IIDX 15 (BACKUP DATA ERROR)
#### How do I fix it?
##### ACIO ERROR
If you're using ACrealIO, cut the reset trace on your Arduino.
##### BACKUP DATA ERROR
Follow the instructions of the error message. You will have to re-set certain settings like clock
settings in the operator menu to complete initialization.
### 5-1506-0001
#### Description
SHOP NAME ERROR
This error may happen before the monitor check on IIDX.
#### Known occurances
* IIDX (version?)
#### How do I fix it?
Press the service button and set the shop name in "NETWORK OPTIONS".
### 5-1506-1001
#### Description
CLOCK ERROR
#### Known occurances
N/A
#### How do I fix it?
* "Set" and save the clock date and time in the test menu
* Recopy Bemanitools
## 5-1507 series errors
### 5-1507-0000
#### Description
SECURITY ERROR
#### Known occurances
N/A
#### How do I fix it?
Make sure your ea3-config.xml file contains valid values on the following lines:
```xml
<dest __type="str">...</dest>
```
Should almost always be `J`. Certain games will support `K` (Korea) or `A` (Asia) but there is
rarely a reason to use it. DDR 2014 and forward will support `U`. DanEvo will support (I believe)
`C`.
```xml
<spec __type="str">...</spec>
```
Should almost always be `A`. DDR will support `B` for non-HD monitors.
```xml
<rev __type="str">...</rev>
```
Should always be `A`.
## 5-1508 series errors
### 5-1508-0000
#### Description
LAMP CHECK ERROR
#### Known occurances
* Pop'n Music 20 Fantasia
#### How do I fix it?
N/A
## 5-1509 series errors
### 5-1509-0000
#### Description
REBOOT THE MACHINE
The original message in Japanese: 電源を再投入して下さい
#### Known occurances
* Pop'n Music 22 Lapistoria
#### How do I fix it?
Restart entire machine if on cabinet, or close the game (ALT+F4/ALT+TAB and then close through
taskbar) and re-run the launcher/gamestart file
## 5-2000 series errors (Network errors)
### 5-2000-0000
#### Description
Router error.
Something's not okay with the connection between the game and your router. This can either be a
(W)LAN error, or something within your computer settings (firewall, network adapter, etc.)
#### Known occurances
N/A
#### How do I fix it?
* Restart your game.
* Check if your computer is connected to the Internet at all.
* Make sure the services URL is correct.
* Disable all network adapters other than the one used to connect to the Internet. Alternatively,
setting that adapter to have the highest affinity also works.
* If none of the above work, reinstall a newer or older version of your network drivers.
### 5-2002-0000
#### Description
speculation: general malformed ea3-config.xml file or server communication error
#### Known occurances
N/A
#### How do I fix it?
* Make sure you're editing the right file for network configuration settings.
### 5-2002-0916
#### Description
Cannot communicate with the server.
#### Known occurances
N/A
#### How do I fix it?
N/A
### 5-2002-1013
#### Description
NETWORK ERROR
Cannot communicate with server.
Ensure that your internet connection is working and that your router is turned on.
Ensure that your machine is connected to your router.
Press the service button to start the game.
#### Known occurances
* IIDX, probably all known versions
#### How do I fix it?
The original message is already telling you what is going on:
* Check if your machine/pc has an internet connection
* Check your firewall settings
* Check that the server address is configured and correct in `iidxhook.conf` (old games) or
`ea3-config.xml`
* You can disable the network in the operator menu to just boot the game first. Note that this is
not possible on any versions starting IIDX 20 (tricoro).
### 5-2002-2301
#### Description
Cannot communicate with the server.
#### Known occurances
N/A
#### How do I fix it?
Your ea3 services URL is probably incorrect.
### 5-2000-2402
#### Description
No PCBID. You have no PCBID.
#### Known occurances
N/A
#### How do I fix it?
Add a valid PCBID to `ea3-config.xml`.
### 5-2002-0910
#### Description
Server Error. The game cannot communicate with the server.
#### Known occurances
N/A
#### How do I fix it?
Make sure the services URL is correct.
### 5-2002-2403
#### Description
Unauthorized. The server is rejecting your PCBID.
#### Known occurances
N/A
#### How do I fix it?
* Check that there is a valid PCBID in ea3-config.xml.
### 5-2002-2400
#### Description
Bad Request. Syntax was entered improperly and the server does not understand it.
#### Known occurances
N/A
#### How do I fix it?
Check your services URL and make sure it is entered correctly (e.g. "http:" instead of "https:")
### 5-2002-2404
#### Description
Not found. The server can't find the URL that the game has requested, this is usually because the
game is attempting to connect to an incorrect endpoint.
#### Known occurances
N/A
#### How do I fix it?
* Check your services URL in `ea3-config.xml`. Make sure to remove any slash at the end of the URL
and check for https/http.
* If you are running Spada, ensure to use a service URL that supports that older game (check with
your private server provider)
* If you are running Tune Street, ensure to use a service URL that supports that older game (check
with your private server provider)
### 5-2003-2404
#### Description
Malformed `<network>` section. The `<network>` section in your `ea3-config.xml` file is malformed
in some way.
#### Known occurances
N/A
#### How do I fix it?
Ensure your `<network>` section follows the following format:
```xml
<network>
<timeout __type="u32">10000</timeout>
<sz_xrpc_buf __type="u32">102400</sz_xrpc_buf>
<ssl __type="bool">0</ssl>
<services></services>
<url_slash __type="bool">1</url_slash>
</network>
```
Note: Delete the line `<url_slash __type="bool">1</url_slash>` if you're connecting to Arcana
### 5-2002-2500
#### Description
??? (Logs say http status 500)
#### Known occurances
N/A
#### How do I fix it?
If you are playing Lincle, use the `/core/services` URL from Tricoro, not xrpc.
### 5-2003-2502
#### Description
Server Error. The game cannot communicate with the server.
#### Known occurances
N/A
#### How do I fix it?
Check if your `hosts` file has any DNS redirects to other private servers that might interfere
with this
### 5-2016-0000
#### Description
"apsmanager" is a special eAM Participation system for Korean machines(XXX:K). This system
is maybe not supported by private servers.
#### Known occurances
N/A
#### How do I fix it?
Make sure your `ea3-config.xml` has this line set to 0:
```xml
<apsmanager __type="u8">0</apsmanager>
```

View File

@@ -1,5 +1,4 @@
# iidxhook
iidxhook is a collection of hook libraries for BeatmaniaIIDX providing
emulation and various patches to run these games on non BemaniPC hardware and
newer Windows versions.
@@ -9,8 +8,7 @@ The hook libraries must be bootstrapped either using [inject](../inject.md) or
instructions are given in dedicated readme files for each iidxhook version
(see below).
# Versions
## Versions
iidxhook comes in a few different flavors. The game and its engine changed over
the years. Some game versions might require patches/parameters enabled which
others don't need or have different AVS versions. Here is the list of supported
@@ -20,25 +18,34 @@ games:
* [iidxhook3](iidxhook3.md): GOLD, DJ TROOPERS, EMPRESS, SIRIUS
* [iidxhook4](iidxhook4.md): Resort Anthem
* [iidxhook5](iidxhook5.md): Lincle
* [iidxhook5-cn](iidxhook5-cn.md): tricoro CN (狂热节拍 IIDX 2)
* [iidxhook6](iidxhook6.md): Tricoro
* [iidxhook7](iidxhook7.md): SPADA, PENDUAL, copula, SINOBUZ
* [iidxhook8](iidxhook8.md): CANNON BALLERS, Rootage
* [iidxhook8](iidxhook9.md): Heroic Verse
When building kactools, independent packages are created for each set of games
When building bemanitools, independent packages are created for each set of games
which are ready to be dropped on top of vanilla AC data dumps. We recommend
using prestine dumps to avoid any conflicts with other hardcoded hacks or
using pristine dumps to avoid any conflicts with other hardcoded hacks or
binary patches.
# How to run
## How to run
To run your game with iidxhook, you have to use the inject tool to inject the
DLL to the game process. *dist/iidx* contains bat scripts with all the
DLL to the game process. `dist/iidx` contains bat scripts with all the
important parameters configured. Further parameters can be added but might not
be required to run the game with default settings.
Further information on how to setup the data for each specific version are
elaborated in their dedicated readme files.
# Command line options
## Command line options
Add the argument *-h* when running inject with iidxhook to print help/usage
information with a list of parameters you can apply to tweak various things.
## iidxio API
Available implementations that can be swapped out depending on which kind of
IO hardware you want to use:
* `iidxio`: Default implementation supporting keyboard, mouse and USB
game controllers
* [iidxio-bio2](iidxhook/iidxio-bio2.md): Support BIO2 hardware
* [iidxio-ezusb](iidxhook/iidxio-ezusb.md): Support C02 ezusb FX hardware
* [iidxio-ezusb2](iidxhook/iidxio-ezusb2.md): Support IO2 ezusb FX2 hardware

View File

@@ -126,6 +126,16 @@ happens, run the game again.
# Troubleshooting and FAQ
## The game is running (very) slow in fullscreen mode but is fine in window mode
If you are using a AMD GPU, try disabling "GPU scaling" which you can find in AMD
settings UI under "Settings" -> "Display".
This issue only observed on 9th Style so far.
Use
[bemanitool's built in upscaling feature](#over-underscan-bad-image-quality-or-latency-caused-by-my-monitorsTV-upscaler) if the game is not
scaled properly in full screen.
## Window mode or any other gfx related options do not work when changing them in the config file or using cmd args
See [this](#Use-d3d8to9-wrapper) section.
@@ -188,6 +198,13 @@ can't be refreshed very often to make it feel unresponsive. Solution:
hit your 10key/numpad slower than normal
## Background videos aren't working. When starting a song, windows is playing the error sound and a message box appears (RED, HAPPY SKY)
If you are running in window mode, you can see an error pop-up window with the title
`DirectShow Texture3D Sample` and error message
`Could not create source filter to graph! hr=<some number>`.
When running fullscreen, you only hear a windows error sound and the game appears to be frozen
when trying to play a background video.
You are missing a codec to decode and play the videos. There are different
methods available to get background videos working. Probably, the easiest
solution: grab the CLVSD.ax file and go to Start -> Run -> regsvr32 clvsd.ax
@@ -224,4 +241,4 @@ If one or multiple of these issues apply, use the built in scaling options by se
*gfx.scale_back_buffer_width* and *gfx.scale_back_buffer_height* to a target resolution
to scale to. Usually, you want to set this to the monitor's native resolution, e.g.
1920x1080 for full HD. You can play around with a few different filters using
*gfx.scale_back_buffer_filter* which impacts image quality/blurriness on upscaling.
*gfx.scale_back_buffer_filter* which impacts image quality/blurriness on upscaling.

View File

@@ -154,6 +154,13 @@ iidxhook can limit the frame rate for you (refer to help/config file)
Use dxwnd and set settings like "Acquire admin caps" and "Fullscreen only"
## Background videos aren't working. When starting a song, windows is playing the error sound and a message box appears
If you are running in window mode, you can see an error pop-up window with the title
`DirectShow Texture3D Sample` and error message
`Could not create source filter to graph! hr=<some number>`.
When running fullscreen, you only hear a windows error sound and the game appears to be frozen
when trying to play a background video.
You are missing a codec to decode and play the videos. There are different
methods available to get background videos working. Probably, the easiest
solution: grab the CLVSD.ax file and go to Start -> Run -> regsvr32 clvsd.ax

View File

@@ -57,6 +57,12 @@ If you want to run the games online, you have to set a valid PCBID and EAMID
argument. You also have to set the url of the eamuse server you want to
connect to.
Additional note regarding EAMID: This is new compared to the prior games and
is provided as the identifier of the "eamuse license" to the server. Depending
on the implementation of the server, this can lead to authentication failure
resulting in
[a network error on boot or warning during gameplay](#network-warning-instead-of-network-ok).
Run the game with the gamestart-XX.bat file and enable network on the operator
menu. When enabled, the game seems to hang and expects you to power
cycle the machine (i.e. quit the game and restart it).
@@ -134,7 +140,7 @@ value to cut down start-up times.
## "NETWORK WARNING" instead of "NETWORK OK"
This can be caused by:
* Invalid PCBID
* Invalid PCBID/EAMID: Ensure both are [set to the same ID](#eamuse-network-setup)
* Firewall blocking connections
* Invalid eamuse url or port specified
* Game is not run using the Administrator account
@@ -159,6 +165,13 @@ iidxhook can limit the frame rate for you (refer to help/config file)
Use dxwnd and set settings like "Acquire admin caps" and "Fullscreen only"
## Background videos aren't working. When starting a song, windows is playing the error sound and a message box appears
If you are running in window mode, you can see an error pop-up window with the title
`DirectShow Texture3D Sample` and error message
`Could not create source filter to graph! hr=<some number>`.
When running fullscreen, you only hear a windows error sound and the game appears to be frozen
when trying to play a background video.
You are missing a codec to decode and play the videos. There are different
methods available to get background videos working. Probably, the easiest
solution: grab the CLVSD.ax file and go to Start -> Run -> regsvr32 clvsd.ax

View File

@@ -85,17 +85,29 @@ cycle the machine (i.e. quit the game and restart it).
## USB IO (ezusb)
Use the specific iidxio API implementations, e.g. iidxio-ezusb2.dll to use
the IO2 EZUSB board, to run the game on real hardware. Thanks to a common
abstraction layer, you can also use custom IO boards or whatever Konami hardware
is going to be available in the future. Obviously, someone has to write a
driver, first.
You have the following options:
* Set `io.disable_io_emu=true` in the `iidxhook.conf` file to not hook ezusb
IO communication with an emulation layer. The game will directly talk to the IO.
The game supports the ezusb (C02) as well as ezusb FX2 (IO2) boards.
* Set `io.disable_io_emu=false` in the `iidxhook.conf` file.
Use the specific iidxio API implementations, e.g. `iidxio-ezusb2.dll` to use
the IO2 EZUSB board. The common `iidxio` abstraction layer also allows you to
use custom IO boards or whatever Konami hardware is going to be available in
the future. Obviously, someone has to write an imlementation of the `iidxio`
API, first.
## Slotted/Wave pass card readers
Replace the default *eamio.dll* with the *eamio-icca.dll* and have either your
You have the following options:
* Set `io.disable_card_reader_emu=true` in the `iidxhook.conf` file to not hook
card reader communication with an emulation layer. The game will directly talk
to the real readers though this only supports whatever readers the game
directly supports (slotted readers)
* Set `io.disable_card_reader_emu=false` in the `iidxhook.conf` file.
Replace the default `eamio.dll` with the `eamio-icca.dll` and have either your
slotted (IIDX, DDR Supernova or GF/DM type) or new wave pass card readers
conencted and and assigned to *COM1*.
conencted and and assigned to `COM1`. Other custom implementations of of the
`eamio` API also work.
### ICCA device settings (device manager)
* Port: COM1
@@ -112,7 +124,7 @@ mainboard.
# Known bugs
## USBIO (FM-DL TIMEOUT)
IIDX occasionally fails to boot with a "USBIO (FM-DL TIMEOUT)" error. If this
happens, run the game again.
happens, run the game again.
# Troubleshooting and FAQ
@@ -163,6 +175,13 @@ iidxhook can limit the frame rate for you (refer to help/config file)
Use dxwnd and set settings like "Acquire admin caps" and "Fullscreen only"
## Background videos aren't working. When starting a song, windows is playing the error sound and a message box appears
If you are running in window mode, you can see an error pop-up window with the title
`DirectShow Texture3D Sample` and error message
`Could not create source filter to graph! hr=<some number>`.
When running fullscreen, you only hear a windows error sound and the game appears to be frozen
when trying to play a background video.
You are missing a codec to decode and play the videos. There are different
methods available to get background videos working. Probably, the easiest
solution: grab the CLVSD.ax file and go to Start -> Run -> regsvr32 clvsd.ax

View File

@@ -0,0 +1,15 @@
# Game list
The following games are compatible with this version of iidxhook:
* tricoro CN (狂热节拍 IIDX 2)
The games must be bootstrapped using [inject.exe](../inject.md).
# Remarks
tricoro CN (狂热节拍 IIDX 2):
* Game uses Lincle engine
* Identifier being JDZ
* Does not have NETWORK function
* Game doesn't used card readers

View File

@@ -85,17 +85,29 @@ cycle the machine (i.e. quit the game and restart it).
## USB IO (ezusb)
Use the specific iidxio API implementations, e.g. iidxio-ezusb2.dll to use
the IO2 EZUSB board, to run the game on real hardware. Thanks to a common
abstraction layer, you can also use custom IO boards or whatever Konami hardware
is going to be available in the future. Obviously, someone has to write a
driver, first.
You have the following options:
* Set `io.disable_io_emu=true` in the `iidxhook.conf` file to not hook ezusb
IO communication with an emulation layer. The game will directly talk to the IO.
The game supports the ezusb (C02) as well as ezusb FX2 (IO2) boards.
* Set `io.disable_io_emu=false` in the `iidxhook.conf` file.
Use the specific iidxio API implementations, e.g. `iidxio-ezusb2.dll` to use
the IO2 EZUSB board. The common `iidxio` abstraction layer also allows you to
use custom IO boards or whatever Konami hardware is going to be available in
the future. Obviously, someone has to write an imlementation of the `iidxio`
API, first.
## Slotted/Wave pass card readers
Replace the default *eamio.dll* with the *eamio-icca.dll* and have either your
You have the following options:
* Set `io.disable_card_reader_emu=true` in the `iidxhook.conf` file to not hook
card reader communication with an emulation layer. The game will directly talk
to the real readers though this only supports whatever readers the game
directly supports (wave pass readers)
* Set `io.disable_card_reader_emu=false` in the `iidxhook.conf` file.
Replace the default `eamio.dll` with the `eamio-icca.dll` and have either your
slotted (IIDX, DDR Supernova or GF/DM type) or new wave pass card readers
conencted and and assigned to *COM1*.
conencted and and assigned to `COM1`. Other custom implementations of of the
`eamio` API also work.
### ICCA device settings (device manager)
* Port: COM1
@@ -159,6 +171,13 @@ iidxhook can limit the frame rate for you (refer to help/config file)
Use dxwnd and set settings like "Acquire admin caps" and "Fullscreen only"
## Background videos aren't working. When starting a song, windows is playing the error sound and a message box appears
If you are running in window mode, you can see an error pop-up window with the title
`DirectShow Texture3D Sample` and error message
`Could not create source filter to graph! hr=<some number>`.
When running fullscreen, you only hear a windows error sound and the game appears to be frozen
when trying to play a background video.
You are missing a codec to decode and play the videos. There are different
methods available to get background videos working. Probably, the easiest
solution: grab the CLVSD.ax file and go to Start -> Run -> regsvr32 clvsd.ax

View File

@@ -96,17 +96,29 @@ cycle the machine (i.e. quit the game and restart it).
## USB IO (ezusb)
Use the specific iidxio API implementations, e.g. iidxio-ezusb2.dll to use
the IO2 EZUSB board, to run the game on real hardware. Thanks to a common
abstraction layer, you can also use custom IO boards or whatever Konami hardware
is going to be available in the future. Obviously, someone has to write a
driver, first.
You have the following options:
* Set `io.disable_io_emu=true` in the `iidxhook.conf` file to not hook ezusb
IO communication with an emulation layer. The game will directly talk to the IO.
The game supports the ezusb (C02) as well as ezusb FX2 (IO2) boards.
* Set `io.disable_io_emu=false` in the `iidxhook.conf` file.
Use the specific iidxio API implementations, e.g. `iidxio-ezusb2.dll` to use
the IO2 EZUSB board. The common `iidxio` abstraction layer also allows you to
use custom IO boards or whatever Konami hardware is going to be available in
the future. Obviously, someone has to write an imlementation of the `iidxio`
API, first.
## Slotted/Wave pass card readers
Replace the default *eamio.dll* with the *eamio-icca.dll* and have either your
You have the following options:
* Set `io.disable_card_reader_emu=true` in the `iidxhook.conf` file to not hook
card reader communication with an emulation layer. The game will directly talk
to the real readers though this only supports whatever readers the game
directly supports (wave pass readers)
* Set `io.disable_card_reader_emu=false` in the `iidxhook.conf` file.
Replace the default `eamio.dll` with the `eamio-icca.dll` and have either your
slotted (IIDX, DDR Supernova or GF/DM type) or new wave pass card readers
conencted and and assigned to *COM1*.
conencted and and assigned to `COM1`. Other custom implementations of of the
`eamio` API also work.
### ICCA device settings (device manager)
* Port: COM1
@@ -165,6 +177,13 @@ iidxhook can limit the frame rate for you (refer to help/config file)
Use dxwnd and set settings like "Acquire admin caps" and "Fullscreen only"
## Background videos aren't working. When starting a song, windows is playing the error sound and a message box appears
If you are running in window mode, you can see an error pop-up window with the title
`DirectShow Texture3D Sample` and error message
`Could not create source filter to graph! hr=<some number>`.
When running fullscreen, you only hear a windows error sound and the game appears to be frozen
when trying to play a background video.
You are missing a codec to decode and play the videos. There are different
methods available to get background videos working. Probably, the easiest
solution: grab the CLVSD.ax file and go to Start -> Run -> regsvr32 clvsd.ax

View File

@@ -101,17 +101,29 @@ cycle the machine (i.e. quit the game and restart it).
## USB IO (ezusb)
Use the specific iidxio API implementations, e.g. iidxio-ezusb2.dll to use
the IO2 EZUSB board, to run the game on real hardware. Thanks to a common
abstraction layer, you can also use custom IO boards or whatever Konami hardware
is going to be available in the future. Obviously, someone has to write a
driver, first.
You have the following options:
* Set `io.disable_io_emu=true` in the `iidxhook.conf` file to not hook ezusb
IO communication with an emulation layer. The game will directly talk to the IO.
The game supports the ezusb (C02) as well as ezusb FX2 (IO2) boards.
* Set `io.disable_io_emu=false` in the `iidxhook.conf` file.
Use the specific iidxio API implementations, e.g. `iidxio-ezusb2.dll` to use
the IO2 EZUSB board. The common `iidxio` abstraction layer also allows you to
use custom IO boards or whatever Konami hardware is going to be available in
the future. Obviously, someone has to write an imlementation of the `iidxio`
API, first.
## Slotted/Wave pass card readers
Replace the default *eamio.dll* with the *eamio-icca.dll* and have either your
You have the following options:
* Set `io.disable_card_reader_emu=true` in the `iidxhook.conf` file to not hook
card reader communication with an emulation layer. The game will directly talk
to the real readers though this only supports whatever readers the game
directly supports (wave pass readers)
* Set `io.disable_card_reader_emu=false` in the `iidxhook.conf` file.
Replace the default `eamio.dll` with the `eamio-icca.dll` and have either your
slotted (IIDX, DDR Supernova or GF/DM type) or new wave pass card readers
conencted and and assigned to *COM1*.
conencted and and assigned to `COM1`. Other custom implementations of of the
`eamio` API also work.
### ICCA device settings (device manager)
* Port: COM1
@@ -170,6 +182,13 @@ iidxhook can limit the frame rate for you (refer to help/config file)
Use dxwnd and set settings like "Acquire admin caps" and "Fullscreen only"
## Background videos aren't working. When starting a song, windows is playing the error sound and a message box appears
If you are running in window mode, you can see an error pop-up window with the title
`DirectShow Texture3D Sample` and error message
`Could not create source filter to graph! hr=<some number>`.
When running fullscreen, you only hear a windows error sound and the game appears to be frozen
when trying to play a background video.
You are missing a codec to decode and play the videos. There are different
methods available to get background videos working. Probably, the easiest
solution: grab the CLVSD.ax file and go to Start -> Run -> regsvr32 clvsd.ax

View File

@@ -2,6 +2,7 @@
The following games are compatible with this version of iidxhook:
* CANNON BALLERS
* Rootage
The games must be bootstrapped using [launcher](../launcher.md).
@@ -96,22 +97,31 @@ cycle the machine (i.e. quit the game and restart it).
### BIO2 hardware
Set the *io.disable_bio2_emu* configuration value to *1* to disable BIO2
emulation to run the game using real BIO2 hardware.
Set `io.disable_bio2_emu=true` in the `iidxhook.conf` file to not hook the BIO2
communication with an emulation layer. The game will directly talk to the IO.
In this mode, tthe game supports the BIO2 board only.
### Ezusb and other
Use the specific iidxio API implementations, e.g. iidxio-ezusb2.dll to use
the IO2 EZUSB board, to run the game on real hardware. Thanks to a common
abstraction layer, you can also use custom IO boards or whatever Konami hardware
is going to be available in the future. Obviously, someone has to write a
driver, first.
Set `io.disable_bio2_emu=false` in the `iidxhook.conf` file.
Use the specific iidxio API implementations, e.g. `iidxio-ezusb2.dll` to use
the IO2 EZUSB board. The common `iidxio` abstraction layer also allows you to
use custom IO boards or whatever Konami hardware is going to be available in
the future. Obviously, someone has to write an imlementation of the `iidxio`
API, first.
## Slotted/Wave pass card readers
Replace the default *eamio.dll* with the *eamio-icca.dll* and have either your
You have the following options:
* Set `io.disable_card_reader_emu=true` in the `iidxhook.conf` file to not hook
card reader communication with an emulation layer. The game will directly talk
to the real readers though this only supports whatever readers the game
directly supports (wave pass readers)
* Set `io.disable_card_reader_emu=false` in the `iidxhook.conf` file.
Replace the default `eamio.dll` with the `eamio-icca.dll` and have either your
slotted (IIDX, DDR Supernova or GF/DM type) or new wave pass card readers
conencted and and assigned to *COM1*.
conencted and and assigned to `COM1`. Other custom implementations of of the
`eamio` API also work.
### ICCA device settings (device manager)
* Port: COM1
@@ -127,6 +137,16 @@ mainboard.
# Troubleshooting and FAQ
## The monitor check is showing high fps and I am using a monitor with high refresh rate features, e.g. 120/144hz
Sync and timing might be screwed up since the game was never meant to run on
such refresh rates. Try setting the option `gfx.forced_refresh_rate` to either
`59` or `60`.
Note: Your GPU driver settings must be configured to allow application overrides
on vertical sync/refresh rate options.
On AMD GPUs, set the "V-Sync" option to `On, unless application specifies`.
## The game does not run "well" (frame drops, drifting offsync etc)
This can be related to various issues:
* Make sure to run the game as (true) Administrator especially on Windows 7 and
@@ -165,6 +185,13 @@ iidxhook can limit the frame rate for you (refer to help/config file)
Use dxwnd and set settings like "Acquire admin caps" and "Fullscreen only"
## Background videos aren't working. When starting a song, windows is playing the error sound and a message box appears
If you are running in window mode, you can see an error pop-up window with the title
`DirectShow Texture3D Sample` and error message
`Could not create source filter to graph! hr=<some number>`.
When running fullscreen, you only hear a windows error sound and the game appears to be frozen
when trying to play a background video.
You are missing a codec to decode and play the videos. There are different
methods available to get background videos working. Probably, the easiest
solution: grab the CLVSD.ax file and go to Start -> Run -> regsvr32 clvsd.ax

244
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View File

@@ -0,0 +1,244 @@
# Game list
The following games are compatible with this version of iidxhook:
* Heroic Verse
* BISTROVER
The games must be bootstrapped using [launcher](../launcher.md).
# Data setup and running the game
## Supported versions of Windows
This version requires at least Win 7 x64 and will not run, like the
former versions, on Win XP x86!
## Dependencies
Make sure to have the following dependencies installed:
* DirectX 9
* Visual C++ 2010 Redistributable Package (x64)
## Data setup
We assume that you are using a clean/vanilla data dump. Ensure your ("concents")
folder with your unpacked data looks like this:
- data
- modules
- prop
* Copy/Move all files from the *modules* directory to the root folder, so they
are located next to the *data* and *prop* folders.
* Copy all files from *prop/defaults* to the *prop* folder.
* Setup proper paths for *dev/nvram* and *dev/raw* in *prop/avs-config.xml* by
replacing the *<fs>*-block in that file with the following block:
```
<fs>
<root>
<device __type="str">.</device>
</root>
<mounttable>
<vfs name="boot" fstype="fs" src="dev/raw" dst="/dev/raw" opt="vf=1,posix=1"/>
<vfs name="boot" fstype="fs" src="dev/nvram" dst="/dev/nvram" opt="vf=0,posix=1"/>
</mounttable>
<nr_mountpoint __type="u16">256</nr_mountpoint>
<nr_filedesc __type="u16">256</nr_filedesc>
</fs>
```
* Unpack the package containing iidxhook9 into the root folder so iidxhook9.dll
and all other files are located in the same folder as *data*, *prop*,
*bm2dx.dll*, etc.
* Run the gamestart-XX.bat file as admin. Where XX matches the version you
want to run.
* Note: if you know what you're doing and would like to keep all the dlls in the
*modules* folder then you extract iidxhook9 into that directory, move
gamestart-XX.bat up, and edit the paths.
# Configuring iidxhook
The hook library can be configured via cmd arguments or a configuration file.
The latter is generated (*iidxhook-XX.conf* in the same directory) on the first
start of the game using the gamestart-XX.bat file (again, XX matches your target
game version). It contains default values for all available parameters and
comments explaining each parameter. Please follow the comments when configuring
your setup.
Add the argument *-h* when running gamestart-XX.bat
(e.g. *gamestart-XX.bat -h*) to print help/usage information with a list of
all available parameters. Every parameter can be either set as command line
argument or using a configuration file.
To set a parameter from the command line, just add it as an argument after
the bat file like this
```
gamestart-09.bat -p gfx.windowed=true -p gfx.framed=true
```
The syntax for the "key=value" is the same as in the config file. Make sure
to have a pre-ceeding "-p" for every parameter added.
However, if a parameter is specifed in the configuration file and as a command
line argument, the command line argument overrides the config file's value.
# Eamuse network setup
If you want to run the games online, you need a valid PCBID and the service URL.
Open *prop/ea3-config.xml* and set the values of the *ea3/id/pcbid* and
*ea3/network/services* nodes accordingly.
Run the game with the gamestart-XX.bat file and enable network on the operator
menu. When enabled, the game seems to hang and expects you to power
cycle the machine (i.e. quit the game and restart it).
# Real hardware support
## The game does not go into either 640x480 (SD) or 1280x720 (HD) as expected but rather picks a resolution like 1386x768
The graphics backend of the game is auto detecting the resolution and refresh
rate based on the supported specs reported by the monitor. Depending on that
output, this can lead to the game picking some "odd" resolution like 1386x768
even the game is set to HD mode (expecting 1280x720).
Furthermore, this can lead to different refresh rate values on the automatic
monitor check, e.g. compared to previous versions (59.94 on Rootage but 60.02
on Heroic Verse). Ultimately, the result can be a very offsync gameplay
experience with extremely delayed input.
If that happens, try forcing the resolution to `1280x720` when the game is
set to HD mode in the operator menu. Note: Your monitor must also be capable
of handling the resolution.
iidxhook.conf:
```text
gfx.force_screen_res.width=1280
gfx.force_screen_res.height=720
```
## The monitor check is showing high fps and I am using a monitor with high refresh rate features, e.g. 120/144hz
Sync and timing might be screwed up since the game was never meant to run on
such refresh rates. Try setting the option `gfx.forced_refresh_rate` to either
`59` or `60`.
Note: Your GPU driver settings must be configured to allow application overrides
on vertical sync/refresh rate options.
On AMD GPUs, set the "V-Sync" option to `On, unless application specifies`.
### BIO2 hardware
Set `io.disable_bio2_emu=true` in the `iidxhook.conf` file to not hook the BIO2
communication with an emulation layer. The game will directly talk to the IO.
In this mode, the game supports the BIO2 board only.
## Driver notes
You can use the default driver that Windows (7/10) automatically installs once
you connect the BIO2 board via USB to your host. However, these drivers will
not allow the game to detect the board correctly, throwing an IO error.
The drivers will work fine when using the iidxio API implementation
[iidxio-bio2](iidxio-bio2.md).
If you want to use the BIO2 with the game without the emulation layer, as
suggested above, you need to install Konami's original driver which is
identical to the stock Windows driver except the device name is different
(which is the crucial part for the stock game's automatic detection).
The driver is available in the bemanitools-supplement repository.
### Ezusb and other
Set `io.disable_bio2_emu=false` in the `iidxhook.conf` file.
Use the specific iidxio API implementations, e.g. `iidxio-ezusb2.dll` to use
the IO2 EZUSB board. The common `iidxio` abstraction layer also allows you to
use custom IO boards or whatever Konami hardware is going to be available in
the future. Obviously, someone has to write an imlementation of the `iidxio`
API, first.
## Slotted/Wave pass card readers
You have the following options:
* Set `io.disable_card_reader_emu=true` in the `iidxhook.conf` file to not hook
card reader communication with an emulation layer. The game will directly talk
to the real readers though this only supports whatever readers the game
directly supports (wave pass readers)
* Set `io.disable_card_reader_emu=false` in the `iidxhook.conf` file.
Replace the default `eamio.dll` with the `eamio-icca.dll` and have either your
slotted (IIDX, DDR Supernova or GF/DM type) or new wave pass card readers
conencted and and assigned to `COM1`. Other custom implementations of of the
`eamio` API also work.
### ICCA device settings (device manager)
* Port: COM1
* BAUD rate: 57600
* Data bits: 8
* Parity: None
* Stop bits: 1
* Flow control: None
If you encounter issues after the game opened the device, e.g. application
stuck, try a USB <-> COM dongle instead of using one of the COM ports of the
mainboard.
# Troubleshooting and FAQ
## The turntable input feels laggy/delayed with my BIO2 + sub IO
See the [this readme](hardware/bio2-sub-io-turntable-bypass-cable.md) for
information about the bypass cable.
## The game does not run "well" (frame drops, drifting offsync etc)
This can be related to various issues:
* Make sure to run the game as (true) Administrator especially on Windows 7 and
newer. This will also get rid of various other errors (see below) that are
related to permission issues.
* Run the game's process with a higher priority:
```
start "" /relatime "gamestart.bat"
```
* Enforce v-sync enabled in your GPU settings.
* Ensure that you have a constant refresh rate around the 60 hz (59.9xx or 60.0xx)
that is not jumping around. Use the timebase feature of one of the newer games to
check that or enable iidxhook's timebase and check the log output for the
determined value. Run this a few times and check if the results differ.
## "NETWORK WARNING" instead of "NETWORK OK"
This can be caused by:
* Invalid PCBID
* Firewall blocking connections
* Invalid eamuse url or port specified
* Game is not run using the Administrator account
Make sure to check these things first
## My songs are offsync
From IIDX 20 (or Lincle very final revision) onwards, the game comes with
a built-in auto timebase option ("monitor check" on startup) which
dynamically, detects the refresh rate of your current setup. Thus, BT5's
timebase option is not included from this hook version onwards, anymore.
Ensure that refresh rate displayed is very stable, e.g. 60.00x hz, and the
game should be able to provide you with a smooth and sync game experience.
## My game runs too fast
iidxhook can limit the frame rate for you (refer to help/config file)
## My game crashes when I try fullscreen
Use dxwnd and set settings like "Acquire admin caps" and "Fullscreen only"
## Background videos aren't working. When starting a song, windows is playing the error sound and a message box appears
If you are running in window mode, you can see an error pop-up window with the title
`DirectShow Texture3D Sample` and error message
`Could not create source filter to graph! hr=<some number>`.
When running fullscreen, you only hear a windows error sound and the game appears to be frozen
when trying to play a background video.
You are missing a codec to decode and play the videos. There are different
methods available to get background videos working. Probably, the easiest
solution: grab the CLVSD.ax file and go to Start -> Run -> regsvr32 clvsd.ax
Make sure to run cmd.exe as Administrator, otherwise you will get errors caused
by invalid permissions.
## I installed the CLVSD.ax codec but the game crashes or displays a message box that tells me to disable my debugger
If songs keep crashing upon start and you get an error message that says
```
DirectShow Texture3D Sample
Could not create source filter to graph! hr=0x80040266
```
despite having the codec (CLVSD.ax) installed, remove the debug flag (*-D*)
from gamestart or use a CLVSD.ax codec which has the debugger checks removed.

View File

@@ -0,0 +1,21 @@
# IIDXIO API implementation with BIO2 driver
This implementation of BT5's iidxio API allows you to use native BIO2 hardware with anything that
supports BT5's iidxio API, e.g. all iidxhooks of BT5. Thus, you can play your favorite old IIDX
games with the latest generation of hardware.5.
## Setup
* Have `iidxio-bio2.dll` in the same folder as your `iidxhookX.dll`
* Rename `iidxio-bio2.dll` to `iidxio.dll`
* Ensure that your `gamestart.bat` actually injects the appropriate iidxhook dll, for example:
```bat
inject iidxhook3.dll bm2dx.exe ...*
```
or
```bat
launcher -K iidxhook4.dll bm2dx.dll ...*
```
* This assumes that the BIO2 is already flashed to the correct firmware. The firmware perists once
flashed and does not need to be re-flashed after a power cycle.
## Driver notes
See [here](iidxhook9.md#driver-notes).

View File

@@ -1,4 +1,4 @@
This library drives a "legacy" ezusb IO board, also known as C02 IO, and
This library drives a "legacy" ezusb IO board, also known as C02/D01 IO, and
implements the iidxio API of BT5. Thus, it allows you to use this IO board with
*any* version of IIDX that is supported by BT5.
@@ -24,5 +24,7 @@ the status LEDs on the side of the board should show a blinking pattern.
dump to the FPGA.
* There is a script called ezusb-boot.bat which combines the two steps above
and can be integrated into the startup process of a dedicated setup.
* If you are using a D01 IO board, use the `fpga-d01.bin` file instead of the
`fpga.bin` file.
* If you ignore these steps, you will either run into errors or parts of the
IO board won't work (e.g. lights).

77
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@@ -0,0 +1,77 @@
# jbhook
jbhook is a collection of hook libraries for jubeat providing
emulation and various patches to run these games on non BemaniPC hardware and
newer Windows versions.
The hook libraries must be bootstrapped either using [inject](../inject.md) or
[launcher](../launcher.md) depending on the version you want to run. Further
instructions are given in dedicated readme files for each jbhook version
(see below).
# Versions
jbhook comes in a few different flavors. The game and its engine changed over
the years. Some game versions might require patches/parameters enabled which
others don't need or have different AVS versions. Here is the list of supported
games:
* [jbhook1](jbhook1.md): jubeat, ripples
* [jbhook2](jbhook2.md): knit, copious
* [jbhook3](jbhook3.md): saucer, prop, qubell, clan, festo
I sure have trouble remembering which jubeat version is which, here's a handy
guide:
* 01 - jubeat
* 02 - ripples
* 03 - knit
* 04 - copious
* 05 - saucer
* 06 - prop
* 07 - qubell
* 08 - clan
* 09 - festo
When building bemanitools, independent packages are created for each set of games
which are ready to be dropped on top of vanilla AC data dumps. We recommend
using pristine dumps to avoid any conflicts with other hardcoded hacks or
binary patches.
# How to run
To run your game with jbhook, you have to use the inject tool to inject the
DLL to the game process. `dist/jb` contains bat scripts with all the
important parameters configured. Further parameters can be added but might not
be required to run the game with default settings.
Further information on how to setup the data for each specific version are
elaborated in their dedicated readme files.
# Data setup and running the game
Ensure your folder with your unpacked data looks like this:
- `data`
- `prop`
- Various dll files including `jubeat.dll` **OR** `jubeat.exe`
Unpack the package containing jbhook into the folder containing the jubeat
binary file.
Run the `gamestart-XX.bat` file where `XX` denotes the version of the game you want to run.
# Eamuse network setup
Running jubeat or ripples? Modify jbhook-01.conf or jbhook-02.conf.
Running anything newer?
* Open the `prop/ea3-config.xml`
* Replace the `ea3/network/services` URL with network service URL of your
choice (for example http://my.eamuse.com)
* Edit the `ea3/id/pcbid`
# Real hardware support
Run the launcher without the hook dll: `launcher jubeat.dll`
# Command line options
Add the argument *-h* when running inject with jbhook to print help/usage
information with a list of parameters you can apply to tweak various things.

View File

@@ -1,31 +0,0 @@
# Game list
The following games are compatible with this version of jbhook:
* saucer
* prop
* qubell
# Data setup and running the game
Ensure your folder with your unpacked data looks like this:
- data
- prop
- Various dll files including jubeat.dll
Unpack the package containing jbhook into the folder containing the jubeat.dll
file.
Run the gamestart.bat file.
# Eamuse network setup
* Open the prop/ea3-config.xml
* Replace the *ea3/network/services* URL with network service URL of your
choice (for example http://my.eamuse.com)
* Edit the *ea3/id/pcbid*
# Real hardware support
Run the launcher without the hook dll: *launcher jubeat.dll*
# Troubleshooting and FAQ

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@@ -0,0 +1,42 @@
# Game list
The following games are compatible with this version of jbhook:
* jubeat
* jubeat ripples
The games must be bootstrapped using [inject](../inject.md).
# Data setup and running the game
Unpack the package containing jbhook1 into the revision folder of your choice.
Most likely, you want to target the latest revision you have to run the latest
binary of the game with any bugfixes by developers.
The DLLs in this package should be in the same location as the game DLLs and
executable - i.e. all these files should be in the same folder:
- `inject.exe`
- `jubeat.exe`
- `jbhook-01.conf`
- `eamio.dll`
- `libavs-win32.dll`
- etc
Run the `gamestart-01.bat` file as admin.
# Eamuse network setup
If you want to run the games online, you have to set a valid PCBID in the
configuration file. You also have to set the url of the eamuse server you want
to connect to.
# Eamuse network setup
If you want to run the games online, you have to set a valid PCBID and EAMID
(use the PCBID as the EAMID) in the configuration file or as a command line
argument. You also have to set the url of the eamuse server you want to
connect to.
Additional note regarding EAMID: This is provided as the identifier of the
"eamuse license" to the server. Depending on the implementation of the server,
this can lead to authentication failure resulting in a network error on boot or
warning during gameplay.

42
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@@ -0,0 +1,42 @@
# Game list
The following games are compatible with this version of jbhook:
* jubeat knit
* jubeat copious
The games must be bootstrapped using [launcher](../launcher.md).
# Data setup and running the game
Unpack the package containing jbhook2 into the revision folder of your choice.
Most likely, you want to target the latest revision you have to run the latest
binary of the game with any bugfixes by developers.
The DLLs in this package should be in the same location as the game DLLs and
executable - i.e. all these files should be in the same folder:
- `launcher.exe`
- `jubeat.dll`
- `eamio.dll`
- `jbhook2.dll`
- `libavs-win32.dll`
- etc
Run the `gamestart-02.bat` file as admin.
# Eamuse network setup
If you want to run the games online, you have to set a valid PCBID in the
configuration file. You also have to set the url of the eamuse server you want
to connect to.
# Eamuse network setup
If you want to run the games online, you have to set a valid PCBID and EAMID
(use the PCBID as the EAMID) in the configuration file or as a command line
argument. You also have to set the url of the eamuse server you want to
connect to.
Additional note regarding EAMID: This is provided as the identifier of the
"eamuse license" to the server. Depending on the implementation of the server,
this can lead to authentication failure resulting in a network error on boot or
warning during gameplay.

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# Game list
The following games are compatible with this version of jbhook:
* jubeat saucer
* jubeat prop
* jubeat qubell
* jubeat clan
* jubeat festo
The games must be bootstrapped using [launcher](../launcher.md).
# Data setup and running the game
Unpack the package containing jbhook3 into the revision folder of your choice.
Most likely, you want to target the latest revision you have to run the latest
binary of the game with any bugfixes by developers.
Run the `gamestart-03.bat` file as admin.

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This library talks to a MagicBox cab's IO and implements the jbio API of BT5.
Thus, it allows you to use a MagicBox cab with *any* version of jubeat that is supported by BT5.
# Setup
* Rename `jbio-magicbox.dll` to `jbio.dll`.
* Make sure `jbio.dll` is in the same folder as both `jbhook.dll` and `jubeat.dll`
* Make sure that you have a copy of the `ch341dll.dll` that comes with MagicBox.
* Ensure that your `gamestart.bat` actually injects the appropriate jbhook dll
for example:
```
launcher -K jbhook.dll jubeat.dll ...*
```
or that the application otherwise uses `jbio.dll`

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This library talks to a P4IO (panel) and H44B through ACIO (lights) of a jubeat cab and implements the jbio API of BT5.
Thus, it allows you to use a modern jubeat cab with *any* version of jubeat that is supported by BT5.
# Setup
* Rename `jbio-p4io.dll` to `jbio.dll`.
* Make sure `jbio.dll` is in the same folder as both `jbhook.dll`, `aciomgr.dll` and `jubeat.dll`
* If you want IC card support via eamio-icca, ensure you also rename `eamio-icca.dll` to `eamio.dll`
* Ensure that your `gamestart.bat` actually injects the appropriate jbhook dll
for example:
```
launcher -K jbhook.dll jubeat.dll ...*
```
or that the application otherwise uses `jbio.dll`
* If you have P4IO but no H44B, lights will be disabled
* You can change the port and baudrate of the H44B node by editing the `jbio-h44b.conf` that should be created by default
* If you are using IC card support, you can edit `eamio-icc.conf` to change the port and baudrate
* If you are playing on a real cab, the port and baud of H44B and ICCA should be identical

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# popnhook
popnhook is a collection of hook libraries for jubeat providing
emulation and various patches to run these games on non BemaniPC hardware and
newer Windows versions.
The hook libraries must be bootstrapped either using [inject](../inject.md) or
[launcher](../launcher.md) depending on the version you want to run. Further
instructions are given in dedicated readme files for each popnhook version
(see below).
# Versions
popnhook comes in a few different flavors. The game and its engine changed over
the years. Some game versions might require patches/parameters enabled which
others don't need or have different AVS versions. Here is the list of supported
games:
* [popnhook1](popnhook1.md): 15 ADVENTURE, 16 PARTY♪, 17 THE MOVIE, 18 せんごく列伝
When building bemanitools, independent packages are created for each set of games
which are ready to be dropped on top of vanilla AC data dumps. We recommend
using pristine dumps to avoid any conflicts with other hardcoded hacks or
binary patches.
# How to run
To run your game with popnhook, you have to use the inject tool to inject the
DLL to the game process. `dist/popn` contains bat scripts with all the
important parameters configured. Further parameters can be added but might not
be required to run the game with default settings.
Further information on how to setup the data for each specific version are
elaborated in their dedicated readme files.
# Eamuse network setup
Running pop'n music 15 through 18? Modify the appropriate popnhook-15.conf, popnhook-16.conf,
popnhook-17.conf, or popnhook-18.conf.
Running anything newer?
* Open the `prop/ea3-config.xml`
* Replace the `ea3/network/services` URL with network service URL of your
choice (for example http://my.eamuse.com)
* Edit the `ea3/id/pcbid`
# Command line options
Add the argument *-h* when running inject with popnhook to print help/usage
information with a list of parameters you can apply to tweak various things.

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# Game list
The following games are compatible with this version of popnhook:
* pop'n music 15 ADVENTURE
* pop'n music 16 PARTY♪
* pop'n music 17 THE MOVIE
* pop'n music 18 せんごく列伝
The games must be bootstrapped using [inject](../inject.md).
# Data setup and running the game
Unpack the package containing popnhook1 into the revision folder of your choice.
Most likely, you want to target the latest revision you have to run the latest
binary of the game with any bugfixes by developers.
The DLLs in this package should be in the same location as the game DLLs and
executable - i.e. all these files should be in the same folder:
- `inject.exe`
- `popn15.exe` or `popn16.exe` or `popn17.exe` or `popn18.exe`
- `popnhook-15.conf` or `popnhook-16.conf` or `popnhook-17.conf` or `popnhook-18.conf`
- `eamio.dll`
- `popnio.dll`
- `libavs-win32.dll`
- etc
Run the `gamestart-15.bat` or `gamestart-16.bat` or `gamestart-17.bat` or `gamestart-18.bat` file as admin.
# Eamuse network setup
If you want to run the games online, you have to set a valid PCBID in the
configuration file. You also have to set the url of the eamuse server you want
to connect to.
# Eamuse network setup
If you want to run the games online, you have to set a valid PCBID and EAMID
(use the PCBID as the EAMID) in the configuration file or as a command line
argument. You also have to set the url of the eamuse server you want to
connect to.
Additional note regarding EAMID: This is provided as the identifier of the
"eamuse license" to the server. Depending on the implementation of the server,
this can lead to authentication failure resulting in a network error on boot or
warning during gameplay.

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This library talks to a BIO2 BI2A node and implements the sdvxio API of BT5.
Thus, it allows you to use a BIO2 SDVX device board with *any* version of SDVX that is supported by BT5.
# Setup
* Make sure that your BIO2 is flashed with a SDVX firmware (if you can boot SDVX5 with it, it's already the right firmware)
* The firmware persists between boots, so as long as it's flashed to the correct firmware, you no longer need to do this step
* Rename sdvxio-kfca.dll to sdvxio.dll.
* Ensure that your gamestart.bat actually injects the appropriate sdvxhook dll
for example:
```
launcher -K sdvxhook.dll soundvoltex.dll ...*
```
or that the application otherwise uses sdvxio.dll
* sdvxio-bio2 implements BIO2 device autodetection
* if this fails please make a bug report, and set the port manually in the config
* You can change the port and baudrate by editing the sdvxio-bio2.conf that should be created by default
* Please connect any additional acio devices to their own port (ex: SDVX5 expects an ICCA by itself on COM2)

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# Tools
Documentation about various additional tooling that is fundamentally not required to run any of
BT5's supported games, but provides additional features for users and developers alike.
## BT5 API
Various command line tools for quick and easy testing of BT5 API implementations witohut having
to run any target games.
* [eamiotest](eamiotest.md): `eamio` API
* [iidxiotest](iidxiotest.md): `iidxio` API
* [jbiotest](jbiotest.md): `jbio` API
## IO related
### ACIO
* [aciotest](aciotest.md): Command line tool for quick and easy testing of ACIO devices without
having to run a game.
### Ezusb
* [ezusb-iidx-fpga-flash](ezusb-iidx-fpga-flash.md): Tool for flashing the FPGA on ezusb 1 boards.
Required if you want to run games without native ezusb support using BT5's iidxio API.
* [ezusb-iidx-sram-flash](ezusb-iidx-sram-flash.md): Tool for flashing data to the SRAM of ezusb
FX 2 boards. Required if you want to run games without native ezusb FX 2 support using BT5's iidxio
API.
* [ezusb-tool](ezusb-tool.md): Fundamental tool for flashing the base firmware to ezusb 1/2 boards.
Required if you want to run games without native ezusb 1/2 support using BT5's iidxio API.
### IIDX exit hooks
Exit hooks allow you to exit the game using a combination of inputs on native IO hardware.
Supported IO hardware:
* [ezusb](iidx-ezusb-exit-hook.md)
* [ezusb 2](iidx-ezusb2-exit-hook.md)
* [bio2](iidx-bio2-exit-hook.md)
## Misc
* [mempatch-hook]: Hook library to dynamically apply memory address patches during runtime before
your application starts execution. Should be prefered over hardcoded hex-edits if applicable.
* [pcbidgen]: Command line tool to generate random PCBIDs

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# IIDX BIO2 exit hook
A hook library that can be used with BeatmaniaIIDX games that run the BIO2 IO board either natively,
e.g. 25+, or using the [iidxio-bio2 backend](../iidxhook/iidx-bio2.md). It allows the player to
exit the game by pressing the buttons `Start P1 + Start P2 + VEFX + Effect` simultaneously. This can
be useful if you want an option to exit back to your desktop without having a keyboard attached.
The exit hook lib must be loaded like any other hook lib you are already injecting to the game
using either `inject` or `launcher` (depending on the game version). The order for the hook libs is important as they are loaded in the order specified for the inject/launcher call. The entry in the `gamestart.bat` file should look like this for inject:
```bat
inject iidxhook3.dll -K iidx-bio2-exit-hook.dll bm2dx.exe ...
```
...and for launcher:
```bat
launcher -K iidxhook8.dll -K iidx-bio2-exit-hook.dll bm2dx.dll ...
```
Where `iidxhook3.dll` is used for versions 14-15 and `iidxhook8.dll` for versions 25-26.

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Testing tool for development of jbio libraries used for emulating the main io
hardware on bemanitools for jubeat. Just place jbiotest.exe and your
custom jbio.dll in the same folder and run jbiotest.exe.

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# ViGEm: Virtual Gamepad Emulation Framework
Virtual game controller emulation library. Allows us to create in code emulated XBOX controllers.
This is used to hook up BT5's various IO API libraries allowing you to use any of their
implemtations as a game controller on Windows.
References:
* [ViGEmBus](https://github.com/ViGEm/ViGEmBus)
* [ViGEmClient](https://github.com/ViGEm/ViGEmClient)
Available ViGEm client implementations:
* [vigem-iidxio](vigem-iidxio.md): Exposes inputs provided by the iidxio API as three XBOX gamepads
* [vigem-sdvxio](vigem-sdvxio.md): Exposes inputs provided by the sdvxio API as one XBOX gamepad

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# ViGEm IIDXIO
This application allows you to use any iidxio backend, e.g. `iidxio-ezusb.dll`, `iidxio-ezusb2.dll`
or `iidxio-bio2.dll`, to be exposed as three XBOX 360 game controller on Windows.
Thus, it allows you to use a real cabinet with all its IO with *any* game that supports xinput.
Note: This will not work with games that require Direct Input (dinput), e.g. IIDX Infinitas.
## Setup
* Install [ViGEmBus](https://github.com/ViGEm/ViGEmBus/releases)
* Source for compiled binaries: [bemanitools-supplement](https://dev.s-ul.eu/djhackers/bemanitools-supplement)
* Place the following in the same folder as `vigem-iidxio.exe`:
* Get a copy of [ViGEmClient.dll](https://bin.jvnv.net/file/ZgMJK/ViGEmClient.zip) (or from bemanitools-supplements)
* Rename your corresponding `iidxio-XXX.dll`, e.g. `iidxio-bio2.dll`, to `iidxio.dll`.
* Run `vigem-iidxio.exe` so that the config file gets created (on first start)
* Edit `vigem-iidxio.conf` if needed. Available options are explained in the file
## Usage
* Depending on the iidxio implementation used, you might have to do some setup, e.g. flashing your
IO board for [ezusb](../iidxhook/iidxio-ezusb.md#setup) or
[ezusb2](../iidxhook/iidxio-ezusb2.md#setup)
* Run `vigem-iidxio.exe` and keep it open/running
* To quit the program, hit the `TEST` and `SERVICE` buttons at the same time
## Input mappings
| Cabinet | XBOX Gamepad 1 | XBOX Gamepad 2 | XBOX Gamepad 3 |
|------------|--------------------|--------------------|--------------------|
| P1 Key 1 | A | | |
| P1 Key 2 | B | | |
| P1 Key 3 | X | | |
| P1 Key 4 | Y | | |
| P1 Key 5 | Left shoulder | | |
| P1 Key 6 | Rights houlder | | |
| P1 Key 7 | Start | | |
| P2 Key 1 | | A | |
| P2 Key 2 | | B | |
| P2 Key 3 | | X | |
| P2 Key 4 | | Y | |
| P2 Key 5 | | Left shoulder | |
| P2 Key 6 | | Rights houlder | |
| P2 Key 7 | | Start | |
| Start P1 | Back | | |
| Start P2 | | Back | |
| VEFX | | | B |
| Effect | | | A |
| Test | | | X |
| Service | | | Y |
| Coin | | | Start |
| TT P1 Up | Thumbstick X axis+ | | |
| TT P1 Down | Thumbstick X axis- | | |
| TT P2 Up | | Thumbstick X axis+ | |
| TT P2 Down | | Thumbstick X axis- | |
Turntables are either in absolute or relative mode depending on how it's defined in the
`vigem-iidxio.conf`.
## Additional Notes For Cabinets (Running on embedded Windows 7):
* Make sure that you follow the instructions exactly from the release page
([Prerequisites for Windows 7](https://github.com/ViGEm/ViGEmBus/wiki/Prerequisites-for-Windows-7))
* If you get an error while trying to install KB3033929, re-enable windows update
* If you can't find some of these files, see bemanitools-supplements
* Make sure to ewfmgr C: -commit and reboot after installing the drivers (this only needs to be done once)

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This application allows you to use any sdvxio backend, e.g. `sdvxio-kfca.dll`, to be available as a XBOX 360 game controller on windows.
Thus, it allows you to use a real cab with *any* game that supports xinput.
# Setup
* Install [ViGEmBus](https://github.com/ViGEm/ViGEmBus/releases)
* Place the following in the same folder as vigem-sdvxio:
* Get a copy of [ViGEmClient.dll](https://bin.jvnv.net/file/ZgMJK/ViGEmClient.zip) (or from bemanitools-supplements)
* Rename your corresponding `sdvxio-XXX.dll`, e.g. `sdvxio-kfca.dll`, to `sdvxio.dll`.
* Run `vigem-sdvxio.exe` so that the config file gets created
* Edit `vigem-sdvxio.conf` so that the config file gets created as needed
# Usage
* Run `vigem-sdvxio.exe`
* To quit the program, hit the TEST + SERVICE button at the same time
# Mapping
* BT ABCD are mapped to ABXY
* FX LR are mapped to LB/RB
* VOL LR are mapped to L thumbstick X/Y (either in absolute or relative mode depending on the config)
# Additional Notes For Cabinets (Running on embedded Windows 7):
* Make sure that you follow the instructions exactly from the release page
([Prerequisites for Windows 7](https://github.com/ViGEm/ViGEmBus/wiki/Prerequisites-for-Windows-7))
* If you get an error while trying to install KB3033929, re-enable windows update
* If you can't find some of these files, see bemanitools-supplements
* Make sure to ewfmgr C: -commit and reboot after installing the drivers (this only needs to be done once)

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#!/bin/sh
VERSION="$1"
section_active=""
changelog_excerpt=""
while IFS= read -r line; do
if [ "$section_active" ]; then
if [[ "$(echo "$line" | grep '^#')" ]]; then
section_active=""
else
changelog_excerpt="$(printf "%s\n%s" "$changelog_excerpt" "$line")"
fi
else
if [ "$line" = "## $VERSION" ]; then
section_active="1"
fi
fi
done
if [ "$changelog_excerpt" ]; then
printf "%s" "$changelog_excerpt"
exit 0
else
>&2 echo "Could not find version in changelog: $VERSION"
exit 1
fi

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/*
MIT License
Copyright (c) 2017-2019 Nefarius Software Solutions e.U. and Contributors
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#ifndef ViGEmClient_h__
#define ViGEmClient_h__
#ifdef __cplusplus
extern "C" {
#endif
#include "ViGEm/Common.h"
#ifdef VIGEM_DYNAMIC
#ifdef VIGEM_EXPORTS
#define VIGEM_API __declspec(dllexport)
#else
#define VIGEM_API __declspec(dllimport)
#endif
#else
#define VIGEM_API
#endif
/**
* \typedef enum _VIGEM_ERRORS
*
* \brief Defines an alias representing the ViGEm errors.
*/
typedef enum _VIGEM_ERRORS {
VIGEM_ERROR_NONE = 0x20000000,
VIGEM_ERROR_BUS_NOT_FOUND = 0xE0000001,
VIGEM_ERROR_NO_FREE_SLOT = 0xE0000002,
VIGEM_ERROR_INVALID_TARGET = 0xE0000003,
VIGEM_ERROR_REMOVAL_FAILED = 0xE0000004,
VIGEM_ERROR_ALREADY_CONNECTED = 0xE0000005,
VIGEM_ERROR_TARGET_UNINITIALIZED = 0xE0000006,
VIGEM_ERROR_TARGET_NOT_PLUGGED_IN = 0xE0000007,
VIGEM_ERROR_BUS_VERSION_MISMATCH = 0xE0000008,
VIGEM_ERROR_BUS_ACCESS_FAILED = 0xE0000009,
VIGEM_ERROR_CALLBACK_ALREADY_REGISTERED = 0xE0000010,
VIGEM_ERROR_CALLBACK_NOT_FOUND = 0xE0000011,
VIGEM_ERROR_BUS_ALREADY_CONNECTED = 0xE0000012,
VIGEM_ERROR_BUS_INVALID_HANDLE = 0xE0000013,
VIGEM_ERROR_XUSB_USERINDEX_OUT_OF_RANGE = 0xE0000014,
VIGEM_ERROR_INVALID_PARAMETER = 0xE0000015
} VIGEM_ERROR;
/**
* \def VIGEM_SUCCESS(_val_) (_val_ == VIGEM_ERROR_NONE);
*
* \brief A macro that defines success.
*
* \author Benjamin "Nefarius" H<>glinger
* \date 28.08.2017
*
* \param _val_ The VIGEM_ERROR value.
*/
#define VIGEM_SUCCESS(_val_) (_val_ == VIGEM_ERROR_NONE)
/**
* \typedef struct _VIGEM_CLIENT_T *PVIGEM_CLIENT
*
* \brief Defines an alias representing a driver connection object.
*/
typedef struct _VIGEM_CLIENT_T *PVIGEM_CLIENT;
/**
* \typedef struct _VIGEM_TARGET_T *PVIGEM_TARGET
*
* \brief Defines an alias representing a target device object.
*/
typedef struct _VIGEM_TARGET_T *PVIGEM_TARGET;
typedef _Function_class_(EVT_VIGEM_TARGET_ADD_RESULT) VOID CALLBACK
EVT_VIGEM_TARGET_ADD_RESULT(
PVIGEM_CLIENT Client, PVIGEM_TARGET Target, VIGEM_ERROR Result);
typedef EVT_VIGEM_TARGET_ADD_RESULT *PFN_VIGEM_TARGET_ADD_RESULT;
typedef _Function_class_(EVT_VIGEM_X360_NOTIFICATION) VOID CALLBACK
EVT_VIGEM_X360_NOTIFICATION(
PVIGEM_CLIENT Client,
PVIGEM_TARGET Target,
UCHAR LargeMotor,
UCHAR SmallMotor,
UCHAR LedNumber,
LPVOID UserData);
typedef EVT_VIGEM_X360_NOTIFICATION *PFN_VIGEM_X360_NOTIFICATION;
typedef _Function_class_(EVT_VIGEM_DS4_NOTIFICATION) VOID CALLBACK
EVT_VIGEM_DS4_NOTIFICATION(
PVIGEM_CLIENT Client,
PVIGEM_TARGET Target,
UCHAR LargeMotor,
UCHAR SmallMotor,
DS4_LIGHTBAR_COLOR LightbarColor,
LPVOID UserData);
typedef EVT_VIGEM_DS4_NOTIFICATION *PFN_VIGEM_DS4_NOTIFICATION;
/**
* \fn PVIGEM_CLIENT vigem_alloc(void);
*
* \brief Allocates an object representing a driver connection.
*
* \author Benjamin "Nefarius" H<>glinger
* \date 28.08.2017
*
* \return A new driver connection object.
*/
VIGEM_API PVIGEM_CLIENT vigem_alloc(void);
/**
* \fn void vigem_free(PVIGEM_CLIENT vigem);
*
* \brief Frees up memory used by the driver connection object.
*
* \author Benjamin "Nefarius" H<>glinger
* \date 28.08.2017
*
* \param vigem The driver connection object.
*/
VIGEM_API void vigem_free(PVIGEM_CLIENT vigem);
/**
* \fn VIGEM_ERROR vigem_connect(PVIGEM_CLIENT vigem);
*
* \brief Initializes the driver object and establishes a connection to the
* emulation bus driver. Returns an error if no compatible bus device has been
* found.
*
* \author Benjamin "Nefarius" H<>glinger
* \date 28.08.2017
*
* \param vigem The driver connection object.
*
* \return A VIGEM_ERROR.
*/
VIGEM_API VIGEM_ERROR vigem_connect(PVIGEM_CLIENT vigem);
/**
* \fn void vigem_disconnect(PVIGEM_CLIENT vigem);
*
* \brief Disconnects from the bus device and resets the driver object state.
* The driver object may be reused again after calling this function. When
* called, all targets which may still be connected will be destroyed
* automatically. Be aware, that allocated target objects won't be automatically
* freed, this has to be taken care of by the caller.
*
* \author Benjamin "Nefarius" H<>glinger
* \date 28.08.2017
*
* \param vigem The driver connection object.
*/
VIGEM_API void vigem_disconnect(PVIGEM_CLIENT vigem);
/**
* \fn PVIGEM_TARGET vigem_target_x360_alloc(void);
*
* \brief Allocates an object representing an Xbox 360 Controller device.
*
* \author Benjamin "Nefarius" H<>glinger
* \date 28.08.2017
*
* \return A PVIGEM_TARGET representing an Xbox 360 Controller device.
*/
VIGEM_API PVIGEM_TARGET vigem_target_x360_alloc(void);
/**
* \fn PVIGEM_TARGET vigem_target_ds4_alloc(void);
*
* \brief Allocates an object representing a DualShock 4 Controller device.
*
* \author Benjamin "Nefarius" H<>glinger
* \date 28.08.2017
*
* \return A PVIGEM_TARGET representing a DualShock 4 Controller device.
*/
VIGEM_API PVIGEM_TARGET vigem_target_ds4_alloc(void);
/**
* \fn void vigem_target_free(PVIGEM_TARGET target);
*
* \brief Frees up memory used by the target device object. This does not
* automatically remove the associated device from the bus, if present. If the
* target device doesn't get removed before this call, the device becomes
* orphaned until the owning process is terminated.
*
* \author Benjamin "Nefarius" H<>glinger
* \date 28.08.2017
*
* \param target The target device object.
*/
VIGEM_API void vigem_target_free(PVIGEM_TARGET target);
/**
* \fn VIGEM_ERROR vigem_target_add(PVIGEM_CLIENT vigem, PVIGEM_TARGET target);
*
* \brief Adds a provided target device to the bus driver, which is equal to a
* device plug-in event of a physical hardware device. This function blocks
* until the target device is in full operational mode.
*
* \author Benjamin "Nefarius" H<>glinger
* \date 28.08.2017
*
* \param vigem The driver connection object.
* \param target The target device object.
*
* \return A VIGEM_ERROR.
*/
VIGEM_API VIGEM_ERROR
vigem_target_add(PVIGEM_CLIENT vigem, PVIGEM_TARGET target);
/**
* \fn VIGEM_ERROR vigem_target_add_async(PVIGEM_CLIENT vigem, PVIGEM_TARGET
* target, PVIGEM_TARGET_ADD_RESULT result);
*
* \brief Adds a provided target device to the bus driver, which is equal to a
* device plug-in event of a physical hardware device. This function immediately
* returns. An optional callback may be registered which gets called on error or
* if the target device has become fully operational.
*
* \author Benjamin "Nefarius" H<>glinger
* \date 28.08.2017
*
* \param vigem The driver connection object.
* \param target The target device object.
* \param result An optional function getting called when the target device
* becomes available.
*
* \return A VIGEM_ERROR.
*/
VIGEM_API VIGEM_ERROR vigem_target_add_async(
PVIGEM_CLIENT vigem,
PVIGEM_TARGET target,
PFN_VIGEM_TARGET_ADD_RESULT result);
/**
* \fn VIGEM_ERROR vigem_target_remove(PVIGEM_CLIENT vigem, PVIGEM_TARGET
* target);
*
* \brief Removes a provided target device from the bus driver, which is equal
* to a device unplug event of a physical hardware device. The target device
* object may be reused after this function is called. If this function is never
* called on target device objects, they will be removed from the bus when the
* owning process terminates.
*
* \author Benjamin "Nefarius" H<>glinger
* \date 28.08.2017
*
* \param vigem The driver connection object.
* \param target The target device object.
*
* \return A VIGEM_ERROR.
*/
VIGEM_API VIGEM_ERROR
vigem_target_remove(PVIGEM_CLIENT vigem, PVIGEM_TARGET target);
/**
* \fn VIGEM_ERROR vigem_target_x360_register_notification(PVIGEM_CLIENT vigem,
* PVIGEM_TARGET target, PVIGEM_X360_NOTIFICATION notification);
*
* \brief Registers a function which gets called, when LED index or vibration
* state changes occur on the provided target device. This function fails if the
* provided target device isn't fully operational or in an erroneous state.
*
* \author Benjamin "Nefarius" H<>glinger
* \date 28.08.2017
*
* \param vigem The driver connection object.
* \param target The target device object.
* \param notification The notification callback.
* \param userData The user data passed to the notification callback.
*
* \return A VIGEM_ERROR.
*/
VIGEM_API VIGEM_ERROR vigem_target_x360_register_notification(
PVIGEM_CLIENT vigem,
PVIGEM_TARGET target,
PFN_VIGEM_X360_NOTIFICATION notification,
LPVOID userData);
/**
* \fn VIGEM_ERROR vigem_target_ds4_register_notification(PVIGEM_CLIENT vigem,
* PVIGEM_TARGET target, PVIGEM_DS4_NOTIFICATION notification);
*
* \brief Registers a function which gets called, when LightBar or vibration
* state changes occur on the provided target device. This function fails if the
* provided target device isn't fully operational or in an erroneous state.
*
* \author Benjamin "Nefarius" H<>glinger
* \date 28.08.2017
*
* \param vigem The driver connection object.
* \param target The target device object.
* \param notification The notification callback.
* \param userData The user data passed to the notification callback.
*
* \return A VIGEM_ERROR.
*/
VIGEM_API VIGEM_ERROR vigem_target_ds4_register_notification(
PVIGEM_CLIENT vigem,
PVIGEM_TARGET target,
PFN_VIGEM_DS4_NOTIFICATION notification,
LPVOID userData);
/**
* \fn void vigem_target_x360_unregister_notification(PVIGEM_TARGET target);
*
* \brief Removes a previously registered callback function from the provided
* target object.
*
* \author Benjamin "Nefarius" H<>glinger
* \date 28.08.2017
*
* \param target The target device object.
*/
VIGEM_API void vigem_target_x360_unregister_notification(PVIGEM_TARGET target);
/**
* \fn void vigem_target_ds4_unregister_notification(PVIGEM_TARGET target);
*
* \brief Removes a previously registered callback function from the provided
* target object.
*
* \author Benjamin "Nefarius" H<>glinger
* \date 28.08.2017
*
* \param target The target device object.
*/
VIGEM_API void vigem_target_ds4_unregister_notification(PVIGEM_TARGET target);
/**
* \fn void vigem_target_set_vid(PVIGEM_TARGET target, USHORT vid);
*
* \brief Overrides the default Vendor ID value with the provided one.
*
* \author Benjamin "Nefarius" H<>glinger
* \date 28.08.2017
*
* \param target The target device object.
* \param vid The Vendor ID to set.
*/
VIGEM_API void vigem_target_set_vid(PVIGEM_TARGET target, USHORT vid);
/**
* \fn void vigem_target_set_pid(PVIGEM_TARGET target, USHORT pid);
*
* \brief Overrides the default Product ID value with the provided one.
*
* \author Benjamin "Nefarius" H<>glinger
* \date 28.08.2017
*
* \param target The target device object.
* \param pid The Product ID to set.
*/
VIGEM_API void vigem_target_set_pid(PVIGEM_TARGET target, USHORT pid);
/**
* \fn USHORT vigem_target_get_vid(PVIGEM_TARGET target);
*
* \brief Returns the Vendor ID of the provided target device object.
*
* \author Benjamin "Nefarius" H<>glinger
* \date 28.08.2017
*
* \param target The target device object.
*
* \return The Vendor ID.
*/
VIGEM_API USHORT vigem_target_get_vid(PVIGEM_TARGET target);
/**
* \fn USHORT vigem_target_get_pid(PVIGEM_TARGET target);
*
* \brief Returns the Product ID of the provided target device object.
*
* \author Benjamin "Nefarius" H<>glinger
* \date 28.08.2017
*
* \param target The target device object.
*
* \return The Product ID.
*/
VIGEM_API USHORT vigem_target_get_pid(PVIGEM_TARGET target);
/**
* \fn VIGEM_ERROR vigem_target_x360_update(PVIGEM_CLIENT vigem, PVIGEM_TARGET
* target, XUSB_REPORT report);
*
* \brief Sends a state report to the provided target device.
*
* \author Benjamin "Nefarius" H<>glinger
* \date 28.08.2017
*
* \param vigem The driver connection object.
* \param target The target device object.
* \param report The report to send to the target device.
*
* \return A VIGEM_ERROR.
*/
VIGEM_API VIGEM_ERROR vigem_target_x360_update(
PVIGEM_CLIENT vigem, PVIGEM_TARGET target, XUSB_REPORT report);
/**
* \fn VIGEM_ERROR vigem_target_ds4_update(PVIGEM_CLIENT vigem, PVIGEM_TARGET
* target, DS4_REPORT report);
*
* \brief Sends a state report to the provided target device.
*
* \author Benjamin "Nefarius" H<>glinger
* \date 28.08.2017
*
* \param vigem The driver connection object.
* \param target The target device object.
* \param report The report to send to the target device.
*
* \return A VIGEM_ERROR.
*/
VIGEM_API VIGEM_ERROR vigem_target_ds4_update(
PVIGEM_CLIENT vigem, PVIGEM_TARGET target, DS4_REPORT report);
/**
* \fn ULONG vigem_target_get_index(PVIGEM_TARGET target);
*
* \brief Returns the internal index (serial number) the bus driver assigned
* to the provided target device object. Note that this value is specific to the
* inner workings of the bus driver, it does not reflect related values like
* player index or device arrival order experienced by other APIs. It may be
* used to identify the target device object for its lifetime. This value
* becomes invalid once the target device is removed from the bus and may change
* on the next addition of the device.
*
* \author Benjamin "Nefarius" H<>glinger
* \date 28.08.2017
*
* \param target The target device object.
*
* \return The internally used index of the target device.
*/
VIGEM_API ULONG vigem_target_get_index(PVIGEM_TARGET target);
/**
* \fn VIGEM_TARGET_TYPE vigem_target_get_type(PVIGEM_TARGET target);
*
* \brief Returns the type of the provided target device object.
*
* \author Benjamin "Nefarius" H<>glinger
* \date 28.08.2017
*
* \param target The target device object.
*
* \return A VIGEM_TARGET_TYPE.
*/
VIGEM_API VIGEM_TARGET_TYPE vigem_target_get_type(PVIGEM_TARGET target);
/**
* \fn BOOL vigem_target_is_attached(PVIGEM_TARGET target);
*
* \brief Returns TRUE if the provided target device object is currently
* attached to the bus, FALSE otherwise.
*
* \author Benjamin "Nefarius" H<>glinger
* \date 30.08.2017
*
* \param target The target device object.
*
* \return TRUE if device is attached to the bus, FALSE otherwise.
*/
VIGEM_API BOOL vigem_target_is_attached(PVIGEM_TARGET target);
/**
* \fn VIGEM_API VIGEM_ERROR vigem_target_x360_get_user_index(PVIGEM_CLIENT
* vigem, PVIGEM_TARGET target, PULONG index);
*
* \brief Returns the user index of the emulated Xenon device. This value
* correspondents to the (zero-based) index number representing the player
* number via LED present on a physical controller and is compatible to the
* dwUserIndex propery of the XInput* APIs.
*
* \author Benjamin "Nefarius" H<>glinger
* \date 10.05.2018
*
* \param vigem The driver connection object.
* \param target The target device object.
* \param index The (zero-based) user index of the Xenon device.
*
* \return A VIGEM_ERROR.
*/
VIGEM_API VIGEM_ERROR vigem_target_x360_get_user_index(
PVIGEM_CLIENT vigem, PVIGEM_TARGET target, PULONG index);
#ifdef __cplusplus
}
#endif
#endif // ViGEmClient_h__

191
src/imports/ViGEm/Common.h Normal file
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/*
MIT License
Copyright (c) 2017-2019 Nefarius Software Solutions e.U. and Contributors
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#pragma once
//
// Represents the desired target type for the emulated device.
//
typedef enum _VIGEM_TARGET_TYPE {
//
// Microsoft Xbox 360 Controller (wired)
//
Xbox360Wired = 0,
//
// Sony DualShock 4 (wired)
//
DualShock4Wired = 2 // NOTE: 1 skipped on purpose to maintain compatibility
} VIGEM_TARGET_TYPE,
*PVIGEM_TARGET_TYPE;
//
// Possible XUSB report buttons.
//
typedef enum _XUSB_BUTTON {
XUSB_GAMEPAD_DPAD_UP = 0x0001,
XUSB_GAMEPAD_DPAD_DOWN = 0x0002,
XUSB_GAMEPAD_DPAD_LEFT = 0x0004,
XUSB_GAMEPAD_DPAD_RIGHT = 0x0008,
XUSB_GAMEPAD_START = 0x0010,
XUSB_GAMEPAD_BACK = 0x0020,
XUSB_GAMEPAD_LEFT_THUMB = 0x0040,
XUSB_GAMEPAD_RIGHT_THUMB = 0x0080,
XUSB_GAMEPAD_LEFT_SHOULDER = 0x0100,
XUSB_GAMEPAD_RIGHT_SHOULDER = 0x0200,
XUSB_GAMEPAD_GUIDE = 0x0400,
XUSB_GAMEPAD_A = 0x1000,
XUSB_GAMEPAD_B = 0x2000,
XUSB_GAMEPAD_X = 0x4000,
XUSB_GAMEPAD_Y = 0x8000
} XUSB_BUTTON,
*PXUSB_BUTTON;
//
// Represents an XINPUT_GAMEPAD-compatible report structure.
//
typedef struct _XUSB_REPORT {
USHORT wButtons;
BYTE bLeftTrigger;
BYTE bRightTrigger;
SHORT sThumbLX;
SHORT sThumbLY;
SHORT sThumbRX;
SHORT sThumbRY;
} XUSB_REPORT, *PXUSB_REPORT;
//
// Initializes a _XUSB_REPORT structure.
//
VOID FORCEINLINE XUSB_REPORT_INIT(_Out_ PXUSB_REPORT Report)
{
RtlZeroMemory(Report, sizeof(XUSB_REPORT));
}
//
// The color value (RGB) of a DualShock 4 Lightbar
//
typedef struct _DS4_LIGHTBAR_COLOR {
//
// Red part of the Lightbar (0-255).
//
UCHAR Red;
//
// Green part of the Lightbar (0-255).
//
UCHAR Green;
//
// Blue part of the Lightbar (0-255).
//
UCHAR Blue;
} DS4_LIGHTBAR_COLOR, *PDS4_LIGHTBAR_COLOR;
//
// DualShock 4 digital buttons
//
typedef enum _DS4_BUTTONS {
DS4_BUTTON_THUMB_RIGHT = 1 << 15,
DS4_BUTTON_THUMB_LEFT = 1 << 14,
DS4_BUTTON_OPTIONS = 1 << 13,
DS4_BUTTON_SHARE = 1 << 12,
DS4_BUTTON_TRIGGER_RIGHT = 1 << 11,
DS4_BUTTON_TRIGGER_LEFT = 1 << 10,
DS4_BUTTON_SHOULDER_RIGHT = 1 << 9,
DS4_BUTTON_SHOULDER_LEFT = 1 << 8,
DS4_BUTTON_TRIANGLE = 1 << 7,
DS4_BUTTON_CIRCLE = 1 << 6,
DS4_BUTTON_CROSS = 1 << 5,
DS4_BUTTON_SQUARE = 1 << 4
} DS4_BUTTONS,
*PDS4_BUTTONS;
//
// DualShock 4 special buttons
//
typedef enum _DS4_SPECIAL_BUTTONS {
DS4_SPECIAL_BUTTON_PS = 1 << 0,
DS4_SPECIAL_BUTTON_TOUCHPAD = 1 << 1
} DS4_SPECIAL_BUTTONS,
*PDS4_SPECIAL_BUTTONS;
//
// DualShock 4 directional pad (HAT) values
//
typedef enum _DS4_DPAD_DIRECTIONS {
DS4_BUTTON_DPAD_NONE = 0x8,
DS4_BUTTON_DPAD_NORTHWEST = 0x7,
DS4_BUTTON_DPAD_WEST = 0x6,
DS4_BUTTON_DPAD_SOUTHWEST = 0x5,
DS4_BUTTON_DPAD_SOUTH = 0x4,
DS4_BUTTON_DPAD_SOUTHEAST = 0x3,
DS4_BUTTON_DPAD_EAST = 0x2,
DS4_BUTTON_DPAD_NORTHEAST = 0x1,
DS4_BUTTON_DPAD_NORTH = 0x0
} DS4_DPAD_DIRECTIONS,
*PDS4_DPAD_DIRECTIONS;
//
// DualShock 4 HID Input report
//
typedef struct _DS4_REPORT {
BYTE bThumbLX;
BYTE bThumbLY;
BYTE bThumbRX;
BYTE bThumbRY;
USHORT wButtons;
BYTE bSpecial;
BYTE bTriggerL;
BYTE bTriggerR;
} DS4_REPORT, *PDS4_REPORT;
//
// Sets the current state of the D-PAD on a DualShock 4 report.
//
VOID FORCEINLINE
DS4_SET_DPAD(_Out_ PDS4_REPORT Report, _In_ DS4_DPAD_DIRECTIONS Dpad)
{
Report->wButtons &= ~0xF;
Report->wButtons |= (USHORT) Dpad;
}
VOID FORCEINLINE DS4_REPORT_INIT(_Out_ PDS4_REPORT Report)
{
RtlZeroMemory(Report, sizeof(DS4_REPORT));
Report->bThumbLX = 0x80;
Report->bThumbLY = 0x80;
Report->bThumbRX = 0x80;
Report->bThumbRY = 0x80;
DS4_SET_DPAD(Report, DS4_BUTTON_DPAD_NONE);
}

68
src/imports/ViGEm/Util.h Normal file
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#pragma once
#include "ViGEm/Common.h"
#include <limits.h>
VOID FORCEINLINE
XUSB_TO_DS4_REPORT(_Out_ PXUSB_REPORT Input, _Out_ PDS4_REPORT Output)
{
if (Input->wButtons & XUSB_GAMEPAD_BACK)
Output->wButtons |= DS4_BUTTON_SHARE;
if (Input->wButtons & XUSB_GAMEPAD_START)
Output->wButtons |= DS4_BUTTON_OPTIONS;
if (Input->wButtons & XUSB_GAMEPAD_LEFT_THUMB)
Output->wButtons |= DS4_BUTTON_THUMB_LEFT;
if (Input->wButtons & XUSB_GAMEPAD_RIGHT_THUMB)
Output->wButtons |= DS4_BUTTON_THUMB_RIGHT;
if (Input->wButtons & XUSB_GAMEPAD_LEFT_SHOULDER)
Output->wButtons |= DS4_BUTTON_SHOULDER_LEFT;
if (Input->wButtons & XUSB_GAMEPAD_RIGHT_SHOULDER)
Output->wButtons |= DS4_BUTTON_SHOULDER_RIGHT;
if (Input->wButtons & XUSB_GAMEPAD_GUIDE)
Output->bSpecial |= DS4_SPECIAL_BUTTON_PS;
if (Input->wButtons & XUSB_GAMEPAD_A)
Output->wButtons |= DS4_BUTTON_CROSS;
if (Input->wButtons & XUSB_GAMEPAD_B)
Output->wButtons |= DS4_BUTTON_CIRCLE;
if (Input->wButtons & XUSB_GAMEPAD_X)
Output->wButtons |= DS4_BUTTON_SQUARE;
if (Input->wButtons & XUSB_GAMEPAD_Y)
Output->wButtons |= DS4_BUTTON_TRIANGLE;
Output->bTriggerL = Input->bLeftTrigger;
Output->bTriggerR = Input->bRightTrigger;
if (Input->bLeftTrigger > 0)
Output->wButtons |= DS4_BUTTON_TRIGGER_LEFT;
if (Input->bRightTrigger > 0)
Output->wButtons |= DS4_BUTTON_TRIGGER_RIGHT;
if (Input->wButtons & XUSB_GAMEPAD_DPAD_UP)
DS4_SET_DPAD(Output, DS4_BUTTON_DPAD_NORTH);
if (Input->wButtons & XUSB_GAMEPAD_DPAD_RIGHT)
DS4_SET_DPAD(Output, DS4_BUTTON_DPAD_EAST);
if (Input->wButtons & XUSB_GAMEPAD_DPAD_DOWN)
DS4_SET_DPAD(Output, DS4_BUTTON_DPAD_SOUTH);
if (Input->wButtons & XUSB_GAMEPAD_DPAD_LEFT)
DS4_SET_DPAD(Output, DS4_BUTTON_DPAD_WEST);
if (Input->wButtons & XUSB_GAMEPAD_DPAD_UP &&
Input->wButtons & XUSB_GAMEPAD_DPAD_RIGHT)
DS4_SET_DPAD(Output, DS4_BUTTON_DPAD_NORTHEAST);
if (Input->wButtons & XUSB_GAMEPAD_DPAD_RIGHT &&
Input->wButtons & XUSB_GAMEPAD_DPAD_DOWN)
DS4_SET_DPAD(Output, DS4_BUTTON_DPAD_SOUTHEAST);
if (Input->wButtons & XUSB_GAMEPAD_DPAD_DOWN &&
Input->wButtons & XUSB_GAMEPAD_DPAD_LEFT)
DS4_SET_DPAD(Output, DS4_BUTTON_DPAD_SOUTHWEST);
if (Input->wButtons & XUSB_GAMEPAD_DPAD_LEFT &&
Input->wButtons & XUSB_GAMEPAD_DPAD_UP)
DS4_SET_DPAD(Output, DS4_BUTTON_DPAD_NORTHWEST);
Output->bThumbLX = ((Input->sThumbLX + ((USHRT_MAX / 2) + 1)) / 257);
Output->bThumbLY = (-(Input->sThumbLY + ((USHRT_MAX / 2) - 1)) / 257);
Output->bThumbLY = (Output->bThumbLY == 0) ? 0xFF : Output->bThumbLY;
Output->bThumbRX = ((Input->sThumbRX + ((USHRT_MAX / 2) + 1)) / 257);
Output->bThumbRY = (-(Input->sThumbRY + ((USHRT_MAX / 2) + 1)) / 257);
Output->bThumbRY = (Output->bThumbRY == 0) ? 0xFF : Output->bThumbRY;
}

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