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147
.gitlab-ci.yml
147
.gitlab-ci.yml
@@ -1,67 +1,136 @@
|
||||
#
|
||||
# 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
|
||||
|
||||
before_script:
|
||||
- docker info
|
||||
|
||||
stages:
|
||||
- build
|
||||
- create-release-package
|
||||
- releasetag
|
||||
- upload
|
||||
- release
|
||||
|
||||
build:
|
||||
stage: build
|
||||
only:
|
||||
refs:
|
||||
- master
|
||||
- tags
|
||||
before_script:
|
||||
- apk update && apk add make > /dev/null
|
||||
script:
|
||||
- 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
|
||||
|
||||
create-release-package:
|
||||
stage: create-release-package
|
||||
variables:
|
||||
GIT_STRATEGY: none
|
||||
- tags
|
||||
dependencies:
|
||||
- build
|
||||
before_script:
|
||||
- apk update && apk add zip > /dev/null
|
||||
script:
|
||||
- mv build/docker/bemanitools.zip ./bemanitools.zip
|
||||
- rm -r build
|
||||
- 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:
|
||||
- apk update && apk add 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}"
|
||||
|
||||
@@ -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 -->
|
||||
|
||||
67
CHANGELOG.md
67
CHANGELOG.md
@@ -1,4 +1,71 @@
|
||||
# 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.
|
||||
|
||||
## 5.42
|
||||
* Bugfix: Fix diagonal texture tearing on IIDX 18 and 19 based games
|
||||
* Feature: Add support for IIDX Resort Anthem CN using iidxhook4-cn
|
||||
* Feature/bugfix: Enable "nvidia fix" for iidxhook4, 5 and 5-cn. Should fix crashing on some/all
|
||||
nvidia cards
|
||||
* Various minor fixes
|
||||
|
||||
## 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
|
||||
|
||||
|
||||
@@ -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).
|
||||
@@ -29,4 +29,4 @@ COPY src src
|
||||
COPY .git .git
|
||||
|
||||
# Building
|
||||
RUN make
|
||||
RUN make
|
||||
|
||||
23
GNUmakefile
23
GNUmakefile
@@ -26,7 +26,7 @@ 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
|
||||
-Wall -std=c99 -DPSAPI_VERSION=1
|
||||
cflags_release := -Werror
|
||||
ldflags := -Wl,--gc-sections -static-libgcc
|
||||
|
||||
@@ -58,27 +58,26 @@ 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
|
||||
@@ -227,7 +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)
|
||||
|
||||
@@ -257,7 +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
|
||||
|
||||
|
||||
381
Module.mk
381
Module.mk
@@ -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
|
||||
@@ -117,42 +136,60 @@ include src/main/iidxhook1/Module.mk
|
||||
include src/main/iidxhook2/Module.mk
|
||||
include src/main/iidxhook3/Module.mk
|
||||
include src/main/iidxhook4/Module.mk
|
||||
include src/main/iidxhook4-cn/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 +206,10 @@ $(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 \
|
||||
@@ -186,8 +225,11 @@ $(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 $@ $^
|
||||
@@ -196,11 +238,8 @@ $(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 \
|
||||
@@ -224,11 +263,8 @@ $(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 \
|
||||
@@ -243,11 +279,8 @@ $(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 \
|
||||
@@ -269,11 +302,8 @@ $(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 \
|
||||
@@ -283,16 +313,28 @@ $(zipdir)/iidx-18.zip: \
|
||||
$(V)echo ... $@
|
||||
$(V)zip -j $@ $^
|
||||
|
||||
$(zipdir)/iidx-18-cn.zip: \
|
||||
build/bin/avs2_1101-32/iidxhook4-cn.dll \
|
||||
build/bin/indep-32/config.exe \
|
||||
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-18-cn.bat \
|
||||
dist/iidx/iidxhook-18-cn.conf \
|
||||
dist/iidx/vefx.txt \
|
||||
| $(zipdir)/
|
||||
$(V)echo ... $@
|
||||
$(V)zip -j $@ $^
|
||||
|
||||
$(zipdir)/iidx-19.zip: \
|
||||
build/bin/avs2_1304-32/iidxhook5.dll \
|
||||
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 \
|
||||
@@ -307,11 +349,8 @@ $(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 \
|
||||
@@ -321,16 +360,28 @@ $(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/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 \
|
||||
@@ -351,11 +402,8 @@ $(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 \
|
||||
@@ -367,6 +415,50 @@ $(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 \
|
||||
@@ -381,28 +473,79 @@ $(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 $@ $^
|
||||
@@ -414,21 +557,19 @@ $(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 \
|
||||
@@ -450,10 +591,68 @@ $(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 \
|
||||
@@ -462,7 +661,37 @@ $(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 \
|
||||
@@ -472,7 +701,7 @@ $(zipdir)/ddr-12-to-16.zip: \
|
||||
|
||||
$(zipdir)/ddr-16-x64.zip: \
|
||||
build/bin/avs2_1603-64/launcher.exe \
|
||||
build/bin/avs2_1603-64/ddrhook.dll \
|
||||
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 \
|
||||
@@ -500,11 +729,29 @@ $(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/config.bat \
|
||||
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 $@ $^
|
||||
@@ -537,23 +784,39 @@ $(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 \
|
||||
$(zipdir)/iidx-14-to-17.zip \
|
||||
$(zipdir)/iidx-18.zip \
|
||||
$(zipdir)/iidx-18-cn.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)/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 \
|
||||
|
||||
174
README.md
174
README.md
@@ -1,7 +1,8 @@
|
||||
# Bemanitools 5
|
||||
[](https://dev.s-ul.eu/djhackers/bemanitools/commits/master)
|
||||
[](https://dev.s-ul.net/djhackers/bemanitools/commits/master)
|
||||
|
||||
Version: 5.42
|
||||
|
||||
Version: 5.32</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.
|
||||
@@ -77,21 +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
|
||||
## Building
|
||||
See the [development document](doc/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).
|
||||
|
||||
# License
|
||||
## 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>
|
||||
|
||||
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.
|
||||
|
||||
|
||||
32
dist/ddr/ddr-11-us.conf
vendored
Normal file
32
dist/ddr/ddr-11-us.conf
vendored
Normal file
@@ -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
dist/ddr/ddr-11.conf
vendored
Normal file
32
dist/ddr/ddr-11.conf
vendored
Normal file
@@ -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
32
dist/ddr/ddr-12-eu.conf
vendored
Normal file
@@ -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
|
||||
32
dist/ddr/ddr-12-us.conf
vendored
Normal file
32
dist/ddr/ddr-12-us.conf
vendored
Normal file
@@ -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
11
dist/ddr/gamestart-11-us.bat
vendored
Normal file
@@ -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
11
dist/ddr/gamestart-11.bat
vendored
Normal file
@@ -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
11
dist/ddr/gamestart-12-eu.bat
vendored
Normal file
@@ -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
11
dist/ddr/gamestart-12-us.bat
vendored
Normal file
@@ -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 %*
|
||||
2
dist/ddr/gamestart-12.bat
vendored
2
dist/ddr/gamestart-12.bat
vendored
@@ -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 %*
|
||||
|
||||
2
dist/ddr/gamestart-13.bat
vendored
2
dist/ddr/gamestart-13.bat
vendored
@@ -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 %*
|
||||
|
||||
2
dist/ddr/gamestart-14.bat
vendored
2
dist/ddr/gamestart-14.bat
vendored
@@ -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 %*
|
||||
|
||||
2
dist/ddr/gamestart-15.bat
vendored
2
dist/ddr/gamestart-15.bat
vendored
@@ -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 %*
|
||||
|
||||
2
dist/ddr/gamestart-16.bat
vendored
2
dist/ddr/gamestart-16.bat
vendored
@@ -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-18-cn.bat
vendored
Normal file
14
dist/iidx/gamestart-18-cn.bat
vendored
Normal file
@@ -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 iidxhook4-cn.dll bm2dx.exe -D --config iidxhook-18-cn.conf %*
|
||||
14
dist/iidx/gamestart-20-cn.bat
vendored
Normal file
14
dist/iidx/gamestart-20-cn.bat
vendored
Normal file
@@ -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
16
dist/iidx/gamestart-27.bat
vendored
Normal file
@@ -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
16
dist/iidx/gamestart-28.bat
vendored
Normal file
@@ -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 %*
|
||||
5
dist/iidx/iidxhook-14.conf
vendored
5
dist/iidx/iidxhook-14.conf
vendored
@@ -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
|
||||
5
dist/iidx/iidxhook-15.conf
vendored
5
dist/iidx/iidxhook-15.conf
vendored
@@ -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
|
||||
5
dist/iidx/iidxhook-16.conf
vendored
5
dist/iidx/iidxhook-16.conf
vendored
@@ -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
|
||||
5
dist/iidx/iidxhook-17.conf
vendored
5
dist/iidx/iidxhook-17.conf
vendored
@@ -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
|
||||
50
dist/iidx/iidxhook-18-cn.conf
vendored
Normal file
50
dist/iidx/iidxhook-18-cn.conf
vendored
Normal file
@@ -0,0 +1,50 @@
|
||||
# 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
|
||||
|
||||
# Enable/disable software monitor check/auto timebase or set a pre-determined refresh value. -1 disables this feature. 0 enables auto detecting the current refresh rate on startup. Setting any positive value > 0 allows you to set a pre-determined refresh rate (e.g. retrieved from the monitor check on newer IIDX games). Either the auto detected value or pre-determined value is used to patch any chart files in-memory to fix song synchronization issues. Requires constant refresh rate!!!
|
||||
gfx.monitor_check=-1.000000
|
||||
|
||||
# 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
|
||||
|
||||
# Fix diagonal tearing with video cards other than Radeon X1300 and HD3450
|
||||
gfx.diagonal_tearing_fix=false
|
||||
|
||||
# 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
|
||||
9
dist/iidx/iidxhook-18.conf
vendored
9
dist/iidx/iidxhook-18.conf
vendored
@@ -36,3 +36,12 @@ 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
|
||||
|
||||
# Fix diagonal tearing with video cards other than Radeon X1300 and HD3450
|
||||
gfx.diagonal_tearing_fix=false
|
||||
|
||||
# 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
|
||||
9
dist/iidx/iidxhook-19.conf
vendored
9
dist/iidx/iidxhook-19.conf
vendored
@@ -33,3 +33,12 @@ 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
|
||||
|
||||
# Fix diagonal tearing with video cards other than Radeon X1300 and HD3450
|
||||
gfx.diagonal_tearing_fix=false
|
||||
|
||||
# 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
|
||||
47
dist/iidx/iidxhook-20-cn.conf
vendored
Normal file
47
dist/iidx/iidxhook-20-cn.conf
vendored
Normal file
@@ -0,0 +1,47 @@
|
||||
# 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
|
||||
|
||||
# Fix diagonal tearing with video cards other than Radeon X1300 and HD3450
|
||||
gfx.diagonal_tearing_fix=false
|
||||
|
||||
# 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
|
||||
6
dist/iidx/iidxhook-20.conf
vendored
6
dist/iidx/iidxhook-20.conf
vendored
@@ -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
|
||||
6
dist/iidx/iidxhook-21.conf
vendored
6
dist/iidx/iidxhook-21.conf
vendored
@@ -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
|
||||
6
dist/iidx/iidxhook-22.conf
vendored
6
dist/iidx/iidxhook-22.conf
vendored
@@ -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
|
||||
6
dist/iidx/iidxhook-23.conf
vendored
6
dist/iidx/iidxhook-23.conf
vendored
@@ -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
|
||||
6
dist/iidx/iidxhook-24.conf
vendored
6
dist/iidx/iidxhook-24.conf
vendored
@@ -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
78
dist/iidx/iidxhook-27.conf
vendored
Normal 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
78
dist/iidx/iidxhook-28.conf
vendored
Normal 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=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
8
dist/iidx/iidxio-bio2.conf
vendored
Normal 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
26
dist/iidx/vigem-iidxio.conf
vendored
Normal 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
5
dist/jb/eamio-icc.conf
vendored
Normal 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
7
dist/jb/gamestart-02.bat
vendored
Normal 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
10
dist/jb/gamestart-03.bat
vendored
Normal 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
|
||||
@@ -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
|
||||
3
dist/jb/jbhook-01.conf
vendored
3
dist/jb/jbhook-01.conf
vendored
@@ -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
18
dist/jb/jbhook-02.conf
vendored
Normal 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
5
dist/jb/jbio-h44b.conf
vendored
Normal file
@@ -0,0 +1,5 @@
|
||||
# H44B serial port
|
||||
h44b.port=COM2
|
||||
|
||||
# H44B bus baudrate (real devices expect 57600)
|
||||
h44b.baud=57600
|
||||
1
dist/popn/config.bat
vendored
Normal file
1
dist/popn/config.bat
vendored
Normal file
@@ -0,0 +1 @@
|
||||
@start config.exe pnm
|
||||
16
dist/popn/gamestart-15.bat
vendored
Normal file
16
dist/popn/gamestart-15.bat
vendored
Normal 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
16
dist/popn/gamestart-16.bat
vendored
Normal 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
16
dist/popn/gamestart-17.bat
vendored
Normal 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
16
dist/popn/gamestart-18.bat
vendored
Normal 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
23
dist/popn/popnhook-15.conf
vendored
Normal 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
23
dist/popn/popnhook-16.conf
vendored
Normal 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
23
dist/popn/popnhook-17.conf
vendored
Normal 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
23
dist/popn/popnhook-18.conf
vendored
Normal 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
|
||||
26
dist/sdvx5/sdvxhook2.conf
vendored
26
dist/sdvx5/sdvxhook2.conf
vendored
@@ -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
33
doc/README.md
Normal 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
|
||||
13
doc/api.md
13
doc/api.md
@@ -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
|
||||
|
||||
@@ -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
|
||||
@@ -121,25 +121,43 @@ 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
|
||||
* Filesystem patches to detour E and F backup drives for settings
|
||||
|
||||
#### iidxhook4-cn (18 CN)
|
||||
* Ezusb IO2 I/O emulation
|
||||
* Setupapi emulation
|
||||
* Full security emulation with SRAM and round plugs
|
||||
* Full game essential I/O emulation
|
||||
* d3d9 patching and extended features
|
||||
* Font patching for Japanese chars
|
||||
* Filesystem patches to detour E and F backup drives for settings
|
||||
|
||||
#### 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
|
||||
* Filesystem patches to detour E and F backup drives for settings
|
||||
|
||||
#### iidxhook5-cn (20 CN)
|
||||
* Ezusb IO2 I/O emulation
|
||||
* Setupapi emulation
|
||||
* Full security emulation with SRAM and round plugs
|
||||
* Full game essential I/O emulation
|
||||
* d3d9 patching and extended features
|
||||
* Font patching for Japanese chars
|
||||
* Filesystem patches to detour E and F backup drives for settings
|
||||
|
||||
#### 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 +165,7 @@ 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 +173,7 @@ 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 +181,9 @@ TODO go into some more detail about some differences in the hook modules, e.g. 1
|
||||
### jbhook
|
||||
TODO
|
||||
|
||||
### popnhook
|
||||
TODO
|
||||
|
||||
### sdvxhook
|
||||
TODO
|
||||
|
||||
|
||||
49
doc/ddrhook/README.md
Normal file
49
doc/ddrhook/README.md
Normal file
@@ -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
|
||||
139
doc/ddrhook/ddrhook1.md
Normal file
139
doc/ddrhook/ddrhook1.md
Normal file
@@ -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.
|
||||
80
doc/ddrhook/ddrhook2.md
Normal file
80
doc/ddrhook/ddrhook2.md
Normal file
@@ -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..
|
||||
3
doc/dev/README.md
Normal file
3
doc/dev/README.md
Normal file
@@ -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.
|
||||
192
doc/dev/acio-bio2-iidx-package-dump.md
Normal file
192
doc/dev/acio-bio2-iidx-package-dump.md
Normal file
@@ -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
|
||||
```
|
||||
781
doc/game-error-codes.md
Normal file
781
doc/game-error-codes.md
Normal file
@@ -0,0 +1,781 @@
|
||||
# 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>
|
||||
```
|
||||
@@ -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
|
||||
@@ -19,26 +17,36 @@ games:
|
||||
* [iidxhook2](iidxhook2.md): DistorteD
|
||||
* [iidxhook3](iidxhook3.md): GOLD, DJ TROOPERS, EMPRESS, SIRIUS
|
||||
* [iidxhook4](iidxhook4.md): Resort Anthem
|
||||
* [iidxhook4-cn](iidxhook4-cn.md): Resort Anthem CN (狂热节拍 IIDX)
|
||||
* [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
|
||||
|
||||
@@ -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.
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
13
doc/iidxhook/iidxhook4-cn.md
Normal file
13
doc/iidxhook/iidxhook4-cn.md
Normal file
@@ -0,0 +1,13 @@
|
||||
# Game list
|
||||
|
||||
The following games are compatible with this version of iidxhook:
|
||||
* Resort Anthem CN (狂热节拍 IIDX)
|
||||
|
||||
The games must be bootstrapped using [inject.exe](../inject.md).
|
||||
|
||||
# Remarks
|
||||
|
||||
Resort Anthem CN (狂热节拍 IIDX):
|
||||
|
||||
* Does not have NETWORK function
|
||||
* Game doesn't used card readers
|
||||
@@ -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
|
||||
|
||||
15
doc/iidxhook/iidxhook5-cn.md
Normal file
15
doc/iidxhook/iidxhook5-cn.md
Normal 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
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
doc/iidxhook/iidxhook9.md
Normal file
244
doc/iidxhook/iidxhook9.md
Normal 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.
|
||||
21
doc/iidxhook/iidxio-bio2.md
Normal file
21
doc/iidxhook/iidxio-bio2.md
Normal 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).
|
||||
77
doc/jbhook/README.md
Normal file
77
doc/jbhook/README.md
Normal file
@@ -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.
|
||||
@@ -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
|
||||
42
doc/jbhook/jbhook1.md
Normal file
42
doc/jbhook/jbhook1.md
Normal file
@@ -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
doc/jbhook/jbhook2.md
Normal file
42
doc/jbhook/jbhook2.md
Normal file
@@ -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.
|
||||
18
doc/jbhook/jbhook3.md
Normal file
18
doc/jbhook/jbhook3.md
Normal file
@@ -0,0 +1,18 @@
|
||||
# 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.
|
||||
13
doc/jbhook/jbio-magicbox.md
Normal file
13
doc/jbhook/jbio-magicbox.md
Normal file
@@ -0,0 +1,13 @@
|
||||
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`
|
||||
18
doc/jbhook/jbio-p4io.md
Normal file
18
doc/jbhook/jbio-p4io.md
Normal file
@@ -0,0 +1,18 @@
|
||||
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
|
||||
48
doc/popnhook/README.md
Normal file
48
doc/popnhook/README.md
Normal file
@@ -0,0 +1,48 @@
|
||||
# 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.
|
||||
45
doc/popnhook/popnhook1.md
Normal file
45
doc/popnhook/popnhook1.md
Normal file
@@ -0,0 +1,45 @@
|
||||
# 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.
|
||||
18
doc/sdvxhook/sdvxio-bio2.md
Normal file
18
doc/sdvxhook/sdvxio-bio2.md
Normal file
@@ -0,0 +1,18 @@
|
||||
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)
|
||||
38
doc/tools/README.md
Normal file
38
doc/tools/README.md
Normal file
@@ -0,0 +1,38 @@
|
||||
# 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
|
||||
17
doc/tools/iidx-bio2-exit-hook.md
Normal file
17
doc/tools/iidx-bio2-exit-hook.md
Normal file
@@ -0,0 +1,17 @@
|
||||
# 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.
|
||||
3
doc/tools/jbiotest.md
Normal file
3
doc/tools/jbiotest.md
Normal file
@@ -0,0 +1,3 @@
|
||||
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.
|
||||
13
doc/vigem/README.md
Normal file
13
doc/vigem/README.md
Normal file
@@ -0,0 +1,13 @@
|
||||
# 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
|
||||
62
doc/vigem/vigem-iidxio.md
Normal file
62
doc/vigem/vigem-iidxio.md
Normal file
@@ -0,0 +1,62 @@
|
||||
# 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)
|
||||
26
doc/vigem/vigem-sdvxio.md
Normal file
26
doc/vigem/vigem-sdvxio.md
Normal file
@@ -0,0 +1,26 @@
|
||||
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)
|
||||
28
scripts/ci/create-release-message.sh
Executable file
28
scripts/ci/create-release-message.sh
Executable file
@@ -0,0 +1,28 @@
|
||||
#!/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
|
||||
519
src/imports/ViGEm/Client.h
Normal file
519
src/imports/ViGEm/Client.h
Normal file
@@ -0,0 +1,519 @@
|
||||
/*
|
||||
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
191
src/imports/ViGEm/Common.h
Normal file
@@ -0,0 +1,191 @@
|
||||
/*
|
||||
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);
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user