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392 Commits
5.33 ... pr286

Author SHA1 Message Date
icex2
5833197b03 fix(hook): Add missing hook_table_revert impl
Allow hooks to cleanup when they are shut down.
2024-02-25 09:09:12 +01:00
icex2
7ee9a2e219 fix(dist): Incorrect versioning for ddr distribution packages
Apparently forgotten to get updated to reflect the
currently supported versions correctly.
2024-02-25 08:52:00 +01:00
icex2
ce1a004bf6 fix(ddr): Add missing distribution files for 17 and 18
Even they are identical to 16, stick to the current scheme
of copy-pasting them.
2024-02-03 10:29:10 +01:00
icex2
e72e38eda2 chore: Fix ordering of files in module.mk 2024-02-03 10:28:42 +01:00
icex2
e71373e718 fix(doc): Update list of supported ddr versions
Apparently also forgotten to reflect currently
supported games.
2024-01-31 22:47:14 +01:00
icex2
44cd2ba098 fix(dist): Incorrect versioning for ddr distribution packages
Apparently forgotten to get updated to reflect the
currently supported versions correctly.
2024-01-31 22:47:14 +01:00
icex2
f17a2d2044 feat/fix(avs/ddr): Support AVS 2.13.06
This one was missing and is the actual correct
version used for ddr-13. 2.13.04 was compatible,
thus far, but there isn't any guarantee that they
are actually 100% compatible (only konmai knows...).
2024-01-31 22:47:14 +01:00
icex2
42f09417a0 feat(avs imports): Add lib export definitions of new AVS API functions
Add all functions and their respective ordinals (and mangled names for
documentation purpose) to all currently used AVS version.
2024-01-31 22:47:14 +01:00
icex2
dc16844bbb feat(avs-api): Various improvements
* Improve psmap types, taken from a private
  eamuse server backend which had more complete
  mappings.
* Move psmap terminator to enum
* AVS error type: Supports improving
  expressiveness of the API interface
* Add more property node related functions

Add more AVS file system related functions

These were previously missing and are required for
various file system related tasks such as iterating
directory trees, reading and writing files through
the AVS file system for the upcoming launcher
rework.

Note that the AVS API broke with some mode flags
after version 2.13.06.
2024-01-31 22:47:14 +01:00
icex2
4fedf34d6b feat: Add new module to scope avs related "utility" stuff
Use this to share helpers or other extensions to the
original avs API across modules.

Start with including error codes to readable strings
to improve velocity on AVS API error analysis.
2024-01-31 22:47:14 +01:00
icex2
06317d63e7 feat(util): Add func to check if running as admin user
This has been a source of common error in the past.
It is known that most, or even all, games run into
various issues when not run with elevated privileges.
2024-01-31 22:47:14 +01:00
icex2
e2a6410461 chore: Apply code formatting 2024-01-31 22:47:14 +01:00
icex2
0a29e031ff chore: Apply formatting to all markdown docs 2024-01-31 22:20:51 +01:00
icex2
0897a25174 feat(dev): Add markdown document formatting
Apply a consistent style across all markdown documents.
Use mdformat (https://github.com/executablebooks/mdformat)
to achieve that. Improves maintainability and readability.
2024-01-31 22:20:51 +01:00
icex2
6efbf71c30 chore: Bump version to 5.49 to start next development cycle 2024-01-31 22:19:32 +01:00
icex2
e1008576ce chore: Update changelog for release 2024-01-31 21:52:05 +01:00
icex2
f41cdba8b8 chore: Bump version to 5.48 to start next development cycle 2024-01-31 21:42:14 +01:00
ahnada
1379c1e11b New filename (without version string) for the new save files 2024-01-31 21:40:22 +01:00
ahnada
d1525a98dd Mapper serialization versioning
Add a "BTMD" FOURCC + version in the beginning of the mapper data file.
Is backwards compatible with the current data format.
2024-01-31 21:40:22 +01:00
ahnada
329d6a80a3 Properly save/load the new analog invert option 2024-01-31 21:40:22 +01:00
ahnada
f37f216c69 Add invert analog input option 2024-01-31 21:40:22 +01:00
icex2
bdf493d2fb chore: Update changelog for 5.47 release 2024-01-29 22:08:28 +01:00
icex2
bec007d52a fix(p3ioemu): Incorrect dispatching of unknown p3io commands
Using ddrhook1, this caused DDR X to crash on startup when the
P3io client sends the currently unknown command 2B. Handling it
with the incorrect p3io command struct, any following reading
attempts from the P3IO by the game fail.

Handle the 2B case explicitly with a generic response that worked
previously before the restructuring of the code. Apply the same
to any further unknown commands with improved logging warning
about this.
2023-11-30 20:33:36 +01:00
icex2
a177913bd6 fix(p3io): Off-by-one error on assert
Buffers are allowed to have the exact size as the max defined
P3IO buffer size. Cutting it short by one byte causes this
to fail incorrectly when using the pure raw buffer structure
2023-11-30 20:33:36 +01:00
ahnada
0fdde8b32d Allow generic HID devices with broken(?) outputs to still work as inputs.
Fixes Sony DualShock 4 not working
2023-11-13 21:35:28 +01:00
ahnada
09b3a6c24a Fix incorrect SetupDiGetClassDevs error checking 2023-11-13 19:37:29 +01:00
icex2
f8b2f5f40d chore: Bump version to 5.47 to start next development cycle 2023-11-03 15:48:04 +01:00
icex2
882a3557c9 chore(doc): Fix release process notes
Update outdated references and improve some phrasing
2023-11-03 15:46:11 +01:00
icex2
2454141cab chore: Housekeeping, remove dead link, fix description 2023-11-03 15:46:11 +01:00
icex2
4b740c13e8 chore: Remove obsolete gitlab-ci yaml
Repository is not on gitlab anymore, left over
from migration
2023-11-03 15:46:11 +01:00
icex2
ec4e81d9d3 chore: Update changelog 2023-11-03 15:46:11 +01:00
icex2
9a964e6bdb doc: Add info/instructions regarding ddrio-async 2023-11-03 15:46:11 +01:00
icex2
9b2ed6910e feat: ddrio-async wrapper/shim driver for async IO
Wrapper/shim library to drive another ddrio in a dedicated
IO thread. Depending on the other ddrio backend used, this
can significantly improve performance while staying
compatible to the existing ddrio API interface

This turned out to be a good solution to solve performance
problems when running MAME with ddrio-p3io that is
(currently) implemented with synchronous IO calls that are
very costly: ~12 ms for a write over the ACIO protocol, ~4 ms
for a read using an IOCTL. As this already adds up to nearly
a full frame (60 fps) regarding latency, there isn't a lot
of time left to do other stuff in a synchronous update loop.
MAME's performance was unstable and dropped all the time below
100%. The result was a choppy gameplay experience.

Combining ddrio-async with ddrio-p3io, the combined backend
is able to drive inputs/outputs at a rate of ~250hz = ~4
updates per frame. This results in an average input latency
of ~4 ms which is as good as it can get with the p3io
hardware's performance limitations that I measured (see
the 4 ms for the IOCTL mentioned above).

This is more than good enough as as update frequency of
the 573 hardware is slightly less than that (I got told
something ~180 hz?).

tl;dr: Gameplay on MAME is great, smooth frame rate, IO feels
amazing and responsive.
2023-11-03 15:46:11 +01:00
Will Toohey
82343d8cf1 Fix missing xml for jb04. Fixes booting Ave. 2023-10-18 23:29:19 +02:00
Will Toohey
c0101cb614 Fix missing xml for jb03. Closes #258. 2023-10-18 23:29:19 +02:00
Will Toohey
820036087d Revert "Make roundplug PCBID/EAMID verification fail a hard error"
This reverts commit 67de6639ef.
2023-10-18 23:29:19 +02:00
Will Toohey
ebd80d3749 Make roundplug PCBID/EAMID verification fail a hard error
This was previously a soft error, and also said "reverting to default"
without actually doing so. We should be forcing correct format.
2023-10-18 23:29:19 +02:00
Will Toohey
3bff7f8a5e jbhook1: If gfx.vertical is set, rotate error messages too
By hooking CreateProcessA, we can adjust the commandline to
disable any rotation, which displays the error box at the correct
place on screen (no additional x/y adjustment is needed)
2023-10-18 23:29:19 +02:00
Will Toohey
9ce47e7050 jbhook1: More effectively setup avs boot config
The NVRAM redirection was silently failing because the prop
delete/recreate pair didn't work. This just recreates the entire
config from scratch instead, which guarantees success every time.
By making the NVRAM type "fs", we also make it easier to debug
any issues that people may have.
2023-10-18 23:29:19 +02:00
MatryoshkaLJY
13c87eaf8d feat: Add bi2a-iidx support for aciotest (#263) 2023-10-18 23:06:10 +02:00
icex2
f8d394e124 chore: Bump version to 5.46 to start next development cycle 2023-10-18 01:24:15 +02:00
icex2
09080f7ae2 chore: Update changelog for 5.45 release 2023-10-18 01:09:46 +02:00
icex2
e673cf694f feat(iidx): Support iidx 30 2023-10-18 01:09:45 +02:00
Will Toohey
9afb28a759 acio: Add BIOB and BI2B identifiers 2023-10-09 19:11:37 +02:00
Will Toohey
2920e2b2cf Update BIO2 IIDX emulation to support watchdog poll 2023-10-09 19:11:37 +02:00
icex2
5c08e966d9 doc: Update documentation for various tools and ddrio added 2023-06-25 13:24:07 +02:00
icex2
6be7bdc403 chore(module.mk): Add various ddr related IO tools 2023-06-25 13:24:07 +02:00
icex2
20c6e46a71 feat(ddriotest): Add driotest tool to test ddrio API implementations 2023-06-25 13:24:07 +02:00
icex2
d7c4128a28 doc(dev/journal): Add notes when working on the P3IO driver 2023-06-25 13:24:07 +02:00
icex2
0961bae99f feat(ddrio-p3io): Add ddrio API implementation for DDR P3IO
Also includes EXTIO. Run a SD style cabinet with bemanitools
ddrio API.
2023-06-25 13:24:07 +02:00
icex2
3a89502498 feat(p3io-ddr-tool): CLI tool to test and debug a real DDR P3IO
Extensive tool with subcommands to trigger the various
P3IO commands and run the P3IO + EXTIO DDR hardware
combo with a hardware test menu.
2023-06-25 13:24:07 +02:00
icex2
23ca366f78 chore(module.mk): Add extio related sub-projects 2023-06-25 13:24:07 +02:00
icex2
ec374ec291 feat(extiotest): Add testing tool for real EXTIO devices
A small but helpful tool to run a quick functional test
of a real EXTIO device connected to the target machine.
2023-06-25 13:24:07 +02:00
icex2
db2d71e13c feat(extiodrv): Add (DDR) EXTIO driver
Initial version that supports the most important
features to operate a DDR SD cabinet with all
inputs and outputs working.

Note that the individual sensor cycling modes are
currently broken. The driver will always set the
sensor read mode to all for now.
2023-06-25 13:24:07 +02:00
icex2
2bbbfccd13 feat(extio): Add EXTIO command data structures
Reverse engineered from a real EXTIO device, open-io
project as further reference
2023-06-25 13:24:07 +02:00
icex2
c22ec4fcff feat(p3iodrv): Add DDR compatible P3IO driver
Initial version that supports the most important
features to operate all inputs and outputs of a
DDR SD cabinet.
2023-06-25 13:24:07 +02:00
icex2
1a86cc7ee5 feat(p3io/ddr): Add data structures for DDR P3IO data
Reverse engineered using a real P3IO DDR IO board and
the DDR 16 game binary for additional reference
2023-06-25 13:24:07 +02:00
icex2
069981ef63 refactor(unicorntail): Adjust to p3io command structure changes 2023-06-25 13:24:07 +02:00
icex2
4c3febfcad refactor(p3ioemu/emu): Adjust to command structure changes
Various structures were improved, some slightly changed
even. Behavior/functionality expected to be identical.
2023-06-25 13:24:07 +02:00
icex2
7d9b837463 refactor(p3ioemu/uart): Adjust to command structure changes 2023-06-25 13:24:07 +02:00
icex2
c5bba84940 refactor(p3io/cmd): Add and improve p3io command helper functions
With the overhaul of commands, some helpers needed tweaks while
new ones were added to abstract p3io command details with a
common interface, e.g. dealing with the command length field.
2023-06-25 13:24:07 +02:00
icex2
5ef190f0af feat(p3io/cmd): Overhaul based on real P3IO DDR hardware tests
Using a real DDR P3IO (Dragon PCB), the overall P3IO command
structures improved significantly. Added further notes about
unknown/unclear commands that were not derivable from the
DDR 18 game binary either.

Note that this module is also used by jubeat to some extend.
The initial design apparently assumed a greater overlap in
commands. This now seems less likely as many commands appear
to be DDR specific.

Refactoring/splitting this is a major effort that is not being
addressed here.
2023-06-25 13:24:07 +02:00
icex2
ed0ce2de35 refactor(p3io/frame): Lift magic numbers to macro
Aligns the code with other ACIO code where the
init and escape chars have proper macros to
improve readability
2023-06-25 13:24:07 +02:00
icex2
f2628a954c feat(util/iobuf): Improve log output
Output the full buffer and the buffer up to the
currently set position. Makes debugging a lot
easier if you know the position set is ok to
only look at the output up to there.

Otherwise, having the full view is also important
to check if data got truncated or checking for
odd looking "garbage" data.
2023-06-25 13:24:07 +02:00
icex2
96d7c4ed91 feat(util/log): Expose proper log level definition with enum
Internally, this was already used but it lacked a clean
public interface to set different log levels from the outside.

Useful for various command line tooling to implement verbosity
levels, e.g. -v, -vv, -vvv
2023-06-25 13:24:07 +02:00
Jeffrey Paine
3c185d5fde fix(iidx): Fix stretched BGAs in 9th and 10th style
This adds edge cases to the existing logic that checks the
vertex UV values to fix stretched BG videos on 11 to 17
already.

However, 9 and 10 also show this issue on modern GPU
hardware though it does not appear on all BG videos but
only on videos from 1st to 3rd style songs.

This commit addresses that issue by adding the missing
checks to the existing logic. Additional refactoring of
configuration naming etc. to match the extended
functionality is included.
2023-06-25 13:02:02 +02:00
Shiz
d3f192976c launcher: print build info at startup 2023-06-25 12:51:33 +02:00
Shiz
7d0c502c45 inject: mark version.c as volatile 2023-06-25 12:51:33 +02:00
Shiz
387dc046f4 build: add volatile_$module variable for targets that need to be always rebuilt 2023-06-25 12:51:33 +02:00
icex2
e40709ddf7 chore: Apply code formatting 2023-04-15 22:37:07 +02:00
icex2
bf83bd89e5 feat(doc/journal): Add dev notes about iidx HD era upscaling feature 2023-04-15 22:37:07 +02:00
icex2
9c9e554234 feat(iidx 20-26): Hook new "HD era scaling" module
Replace the old module, re-use the configuration for now to
avoid introducing breaking changes in the configuration API.

This can be further cleaned up, once the monolithic
iidxhook-util/d3d9 module is further broken up.
2023-04-15 22:37:07 +02:00
icex2
782a23db74 feat(iidx 20-26): New up-/downscaling gfx module, old one doesn't work
This replaces the scaling feature of iidxhook-util/d3d9 as the
game engine changed significantly that the old one is incompatible.

Create a new module because the logic to implement a scaling
feature is very different now. This also avoids further cluttering
the already badly overloaded old module.

The new module is light weight and "plugable" on a hooking
level. Further modules will follow to de-clutter the
iidxhook-util/d3d9 module
2023-04-15 22:37:07 +02:00
icex2
6ea099fd9e feat(d3d9-util): Add separate module for d3d9 utils/helpers
Currently includes:

* dx9 error formatting helpers. Turn error codes into readable
  text
* Vertex struct and helper function
2023-04-15 22:37:07 +02:00
icex2
6dea29ec6a feat(hook/d3d9): Support hooking of SetScissorRect 2023-04-15 22:37:07 +02:00
din
b864c0dcfd Feature: vigem driver for ddrio (#247)
Reads state of ddrio and updates vigem pads. Similar in vein to
viggem-sdvxio and vigem-iidxio

Useful for playing xinput related games with official hardware.
2023-04-11 18:04:36 +02:00
icex2
c4e77a9152 fix(workflow): Permission issues when creating releases on tagging 2023-04-11 00:29:06 +02:00
icex2
736c82975f chore(workflow): Improve workflow names
These show up on github under "Actions" and it should be possible
to tell them apart.
2023-04-11 00:29:06 +02:00
din
ecd598185b unicorn tail doc update 2023-04-11 00:16:07 +02:00
icex2
89efe0cc86 feat(dev): Add github build and release workflows 2023-04-10 23:55:20 +02:00
Jeffrey Paine
3249e70cc2 iidx25-29 - Fix settings description in config files
Co-authored-by: icex2 <icex2@users.noreply.github.com>
2023-04-10 21:44:52 +02:00
Jeffrey Paine
d54627c3fc iidx25-29 - Fix settings description in config files
Co-authored-by: icex2 <icex2@users.noreply.github.com>
2023-04-10 21:44:52 +02:00
Jeffrey Paine
be4b303ed7 iidx25-29 - Fix settings description in config files
Co-authored-by: icex2 <icex2@users.noreply.github.com>
2023-04-10 21:44:52 +02:00
Jeffrey Paine
d438cd320e iidx25-29 - Fix settings description in config files
Co-authored-by: icex2 <icex2@users.noreply.github.com>
2023-04-10 21:44:52 +02:00
Jeffrey Paine
4b23860f8c iidx28/29 - Add cam.disable_camera options to config files 2023-04-10 21:44:52 +02:00
Jeffrey Paine
3d36da6751 iidx28/29 - Add cam.disable_camera options to config files 2023-04-10 21:44:52 +02:00
Jeffrey Paine
9dd7a81033 iidx26 - Fix cam.disable_camera1 default 2023-04-10 21:44:52 +02:00
Jeffrey Paine
6eb415a9d7 iidx27 - Add cam.disable_cam options and align cam.disable_emu with 28/29 2023-04-10 21:44:52 +02:00
Jeffrey Paine
df9a617062 iidx25/26 - Add cam.disable_camera options to config files 2023-04-10 21:44:52 +02:00
Jeffrey Paine
11f670b5a1 iidx25/26 - Add cam.disable_camera options to config files 2023-04-10 21:44:52 +02:00
Jeffrey Paine
139c658d03 camhook: Add disable_camera options
Allow users to manually disable specific cameras
2023-04-10 21:44:52 +02:00
Jeffrey Paine
043906e353 camhook: Add disable_camera options
Allow users to manually disable specific cameras
2023-04-10 21:44:52 +02:00
Jeffrey Paine
c38ea64ea9 Update iidxhook-26.conf
Add info on new SKIP feature for cameras
2023-04-10 21:44:52 +02:00
Jeffrey Paine
cd7425a3b9 Update iidxhook-25.conf
Added instructions on the new SKIP feature for cameras
2023-04-10 21:44:52 +02:00
Jeffrey Paine
8fb42aff73 Update cam.c
The user can now set a custom camera device override of "SKIP" to leave that camera unassigned
2023-04-10 21:44:52 +02:00
Jeffrey Paine
fc052b2d7f Fix link to bemanitools-supplement to point to github instead of s-ul 2023-04-10 21:41:33 +02:00
Will Xyen
e9d24f7f90 camhook: fix convert_path_to_fakesym failing on some versions of mingw 2023-04-07 23:03:42 -07:00
icex2
64901bdb61 chore: Bump version to 5.45 to start next development cycle 2023-04-06 15:56:31 +02:00
icex2
52ff4927b4 chore: Update changelog for 5.44 release 2023-04-06 15:39:53 +02:00
icex2
d989e75488 feat(doc iidx15): Add crashinig on boot due to no backup data 2023-04-06 15:39:53 +02:00
icex2
b0564b97c6 chore: Apply code formatting to entire code base 2023-04-06 15:39:53 +02:00
icex2
47bfb4e9b2 chore(doc): Add dev journal about 10th style IO and security boot 2023-04-06 15:39:53 +02:00
icex2
5c4afb8a2a fix(iidx/config): Utilize io board type, fix 10th SQ-INIT error
Using the right combination of "flags", this addresses the
SQ-INIT error on 10th style as well as forces 10 to 13 into
using the D01 operation mode. The latter follows the approach that
14+ is also using the best/latest IO type supported (IO2 in that
case). Expecting that gameplay experience benefits from more
optimized/better maintained code paths.

Make 10 operate in D01 IO mode which forces security to using
the D01 dongle from a D01 dedicab setup. The alternative would
be using a C02 dongle from a C02 upgraded cabinet.

More details to follow in another commit with a dev journal
entry.
2023-04-06 15:39:53 +02:00
icex2
83ef8e2e9d chore(iidx): Wire-up ezusb configuration in iidxhook1 and 2
Make io board type for ezusb board configurable as well as allow
switching on/off additional ezusb debugging feature.
2023-04-06 15:39:53 +02:00
icex2
3a71a5047a feat(iidx/config): Expose ezusb specific configuration params
Useful (debugging) and required (io board type) for different
game versions
2023-04-06 15:39:53 +02:00
icex2
aaab9bfbfc feat(iidx/ezusb): Make iidx ezusb emu io board type configurable
Second part to fixing the 10th style SQ-INIT error. This has
cross-impact on the kind of security data the game expects.
Therefore, we need to expose the IO board type and make it
configurable like the security data for the different game
versions.

More details explained in a dev journal entry to following
in one of the next commits.
2023-04-06 15:39:53 +02:00
icex2
eab80455b2 fix(iidx/ezusb): ezusb does not have a white dongle
This is one part of fixing the 10th style SQ-INIT boot error.
For some reason, 10th style calls the "second dongle slot"
which, according to the code, is expected to return the same data
as the first (black) dongle slot. Original ezusb/C02/D01 IO boards
do not have a second dongle round plug slot nor ever came with
a splitter cable. I checked original manuals of the C02 conversion
kit, E11 and ECO software upgrade kits. No white dongle nor
additional hardware for any other dongle than a black dongle.
2023-04-06 15:39:53 +02:00
icex2
27e9775101 fix(iidx/ezusb2): Fix IO buffer inconsistency on ezusb ioctl level
See same commit for ezusb for details and reasoning.
2023-04-06 15:39:53 +02:00
icex2
da94ad8f76 fix(iidx/ezusb): Fix IO buffer inconsistency on ezusb ioctl level 2023-04-06 15:39:53 +02:00
icex2
4c127d26e5 chore(dev): Fix incorrect log module header 2023-04-06 15:39:53 +02:00
icex2
e807376d6b feat(iidx/ezusb): Add ezusb api monitoring module
Implement several functions relevant to the boot process with
a focus on the security init part
2023-04-06 15:39:53 +02:00
icex2
a2c2d31ca8 fix(iidx/ezusb2): Fix IO buffer inconsistency on ezusb device level 2023-04-06 15:39:53 +02:00
icex2
22978afc9b feat(iidx 14-24): Wire up coin mech to IO emulation 2023-04-06 15:39:53 +02:00
icex2
94c562f17b feat(iidx 9-13): Wire up coin mech to IO emulation 2023-04-06 15:39:53 +02:00
icex2
1f95437b17 fix(pnm/ezusb2-emu): Fix IO buffer inconsistency/random input misfiring 2023-04-06 15:39:53 +02:00
icex2
58d4130c2a fix(jb/p4io): Fix IO buffer inconsistency/random input misfiring 2023-04-06 15:39:53 +02:00
icex2
e530968dab fix(jb/p3io): Fix IO buffer inconsistency/random input misfiring 2023-04-06 15:39:53 +02:00
icex2
99d756f207 fix(iidx/ezusb2): Fix IO buffer inconsistency/random input misfiring 2023-04-06 15:39:53 +02:00
icex2
2b8d19d82a chore: Move and convert from gitlab templates to github templates 2023-04-06 15:39:53 +02:00
icex2
fb84085f69 chore(doc): Re-structure, separate dev journals 2023-04-06 15:39:53 +02:00
icex2
ffe678de61 feat(iidx19): imagefs override strategy with local file redir 2023-04-06 15:39:53 +02:00
icex2
031836ef0e chore: Apply code formatting on entire codebase for consistent style 2023-04-06 15:39:53 +02:00
icex2
a1a849aef3 feat(iidx18/19): Improve chart-patch to correctly support iidx 18 and 19
The paths changed for 18 and again for 19. Refactor and improve
the detection logic to consider this. This also should make
the code more maintainable.
2023-04-06 15:39:53 +02:00
icex2
32c786de27 fix(iidxhook-util/chart-patch): Bugfix broken synchronization
The synchronization block was too coarse and kept the lock
acquired even when the hooked call continued traversing because
it skipped the chart patch trap code. This was apparently fine
on several games but caused very flaky deadlocking on iidx18
during the boot screens and even crashed iidx19 consistently
before showing the boot screen.
2023-04-06 15:39:53 +02:00
icex2
4d9fe0002a fix(iidxhook-util/settings): Bugfix broken paths with mixed / and \
Applies to iidx18 and iidx19 when using the recently extended
redirect feature for settings paths, mixing / and \ crashes the
game in some operator sub-menus when trying to save settings.
2023-04-06 15:39:53 +02:00
icex2
a2ceb0f6cc doc: Add documentation about parallel building being broken 2023-04-06 15:39:53 +02:00
icex2
2a57ed9916 fix(dev): Upgrade docker file, move to latest debian bullseye base image
The fedora image was already quite old but also took ages to
initially install the dependencies. Being more familiar with debian,
initial container building with package installation being rather
quick, and assuming most folks being more familiar debian as well,
I decided to shift to make this easier to maintain.
2023-04-06 15:39:53 +02:00
icex2
825ac8e6d2 chore(dev): Fix compiler warning about not knowing the definition for a struct 2023-04-06 15:39:53 +02:00
icex2
ef103eb299 chore(dev): Fix format warning 2023-04-06 15:39:53 +02:00
icex2
65aa31ca22 chore(dev): Fix compiler warning, use correct format for size_t type 2023-04-06 15:39:53 +02:00
icex2
ecda3ff86f fix(iidx/ezusb): Improve code resiliance of ezusb node-serial module
- Use static assert to verify struct sizes
- Replace "magic numbers" with proper sizeof's
- Allocate largest size buffer for message response to address
  compiler warnings which indicates potential out of bounds
  reads/writes
2023-04-06 15:39:53 +02:00
icex2
389708f794 chore(doc): Documentation cleanup and improvements
- Add index with aux tooling to main readme
- Move release process to doc, not valuable to have this on the
  main readme
2023-04-06 15:39:53 +02:00
icex2
34aca9dc2a chore(dev): Disable formatting on some files to prevent header resorting
This leads to compiler errors as windows.h is expected to be
the first header included for other windows related header files.
2023-04-06 15:39:53 +02:00
icex2
c2104e7758 chore(dev): Scope code formatting to src/main and src/test
Do not format imports which includes headers from other projects
with different code styles.
2023-04-06 15:39:53 +02:00
icex2
6a140699ec fix(dev): Improve deps docker build process, mount local folder as volume
This removes the need to copy all the data into the docker container
and outputs from the build process out of the container. In
hindsight, this was a poor design decision as it created docker
images that were very large with data, that you don't have to
keep stored once the build finished, e.g. the build output.

Therefore, mount the local folder, keep the checkouts also local
which is good for debugging and also re-using them to build without
the docker container (no second checkout required).

Build output is also written directly to the build/ output folder

Overall, the docker container is more lightweight and actually
a "build environment" only not tainted with specific versions
of the dependencies to build.
2023-04-06 15:39:53 +02:00
icex2
b2e0d9f3d6 feat(iidx19): Add back btools monitor check for iidxhook5
Provide an option for non final lincle revisions and
if the "modern" monitor check is not delivering stable
results on the final lincle revision, e.g. using the
original "pendual lcd" monitor.
2023-04-06 15:39:53 +02:00
icex2
cb884c307c iidx: Update dist default files, add settings_path item 2023-03-19 21:15:28 +01:00
icex2
1154444d16 iidxhook: Integrate settings hook configurability 2023-03-19 21:15:28 +01:00
icex2
7b90963f53 iidhxook-util: Expose settings_path as a configuration option 2023-03-19 21:15:28 +01:00
icex2
722927caa7 iidxhook-util: Add option to configure path for storing settings
Additional flexibility to cover use-cases like storing this
data on a separate partition which keeps the game data folder
clean and read-only.
2023-03-19 21:15:28 +01:00
icex2
5eb40bfad3 dist/iidx27: Align disabled cam connection with 28 and 29
The default should be targeting emulation on a "normal
desktop pc". The default confits for 28 and 29 refeclt
that already, but it seems that 27 was missed out here.
2023-03-06 00:08:06 +01:00
icex2
f2678539c3 Bugfix inject: Handle process exit event correctly
When the process requests to exit, the debugger thread attached
from inject swallowed that event simply without taking action
of actually terminating the process. Handle this accordingly
when the debugger loop is running and terminate the process
2023-03-06 00:08:06 +01:00
icex2
bb0d2823bf Bugfix util/proc: Forward exit code to TerminateProcess 2023-03-06 00:08:06 +01:00
icex2
cb290ab02e Add .DS_Store to .gitignore 2023-03-06 00:08:06 +01:00
1f68cdff2564c6c03bac2fa00ca22e9e02f41e43
3d955a8dca Rewrite batch files, allow passing args, terminal close fix 2022-12-22 19:08:52 +01:00
17cef301cbf0c9bbe9e0c5a946206d54079429d7
4a333d0b13 Fixed gamestart.bat files for Chinese IIDX styles
Chinese IIDX styles will hang if bemanitools can't mount the dev\\nvram and dev\\raw folders. This simply adds commands to their gamestart.bat files to create those directories if they don't exist, preventing the game from hanging.
2022-12-19 23:19:48 +00:00
icex2
f63c759ab2 Update changelog for 5.43 release 2022-10-19 00:49:46 +02:00
icex2
edd0bda3bb Update distribution files and naming to indicate support of iidx 29
No significant changes on the game's side. Tooling that works for
27 and 28 also works fine for 29
2022-10-19 00:46:47 +02:00
icex2
c49fc61f89 doc bugfix: Fix incorrect COM port ID
Must be 1 and not 0 for iidx. See also the api.md docs.
2022-10-19 00:44:07 +02:00
icex2
885bffd9eb doc: Update api doc regarding eamuse readers and usage 2022-10-19 00:43:43 +02:00
icex2
c310a41752 Add missing AVS module doc for DDR A20+ 64-bit 2022-09-19 20:05:28 +02:00
Will Xyen
2a7738dac8 ezusb-iidx-16seg-emu: add to makefile 2022-06-24 14:49:53 -07:00
Will Xyen
b4bf1f481d iidxhook: split off node-16seg to remove eamio dependency from iidxhook-cn
(so iidxhook-cn doesn't need to link against ezusb-iidx-emu)
2022-06-24 00:57:26 -07:00
Will Xyen
dc931faf86 ezusb: decouple some nodes from ezusb-iidx-emu
This fixes a build failure in newer gcc for popnhook.
Since node-16seg has a dependency on iidxio
2022-06-23 23:54:30 -07:00
Will Xyen
523c0ad3f2 iidxhook: fix builds in cn versions 2022-06-23 23:42:05 -07:00
icex2
3cba8db787 Add docs for ddr unicorntail 2022-06-19 12:51:49 +02:00
icex2
2139fce2ae Add docs for ddr A20+ data setup and folder structure 2022-06-19 12:51:33 +02:00
icex2
bb86aa65e5 Add download links key software dependencies 2022-06-18 19:09:34 +02:00
aa05679ca91b93e4ecbac7804aff38033811559a
f0dfc61128 Change reference of jubeat in popnhook documentation 2022-06-16 12:51:58 -04:00
icex2
61a343d59a Bump version to 5.43 for next development cycle 2022-06-16 00:20:56 +02:00
icex2
119272b5d2 Update changelog for 5.42 release 2022-06-16 00:19:59 +02:00
icex2
0cd85083f6 Fix compiler warning about conversion type in snprintf 2022-06-16 00:10:50 +02:00
icex2
485c4d0ad7 Documentation clarification 2022-06-16 00:02:49 +02:00
2d9f8a0741a7573b189035dcb819847ecb5d981d
4bd0ee5ef6 iidxhook: Fix diagonal tearing on textures on iidx18 and 19
Affects all games based on version 18 and 19 which includes
the chinese versions

This code is based on the toastertools implementation.
Credits to the original authors.
2022-06-16 00:02:47 +02:00
2d9f8a0741a7573b189035dcb819847ecb5d981d
8081793a5f iidxhook4-cn: Add support for IIDX Resort Anthem CN
* Exe based game
* No network functionality
* No card readers checked/used
2022-06-15 23:34:50 +02:00
2d9f8a0741a7573b189035dcb819847ecb5d981d
badd616add iidxhook 4, 5, 5-cn: enable nvidia fix
Was absent but actually fixes crashing on nvidia cards
on these versions as well.
2022-06-15 21:30:43 +00:00
2d9f8a0741a7573b189035dcb819847ecb5d981d
926e976c36 iidxhook5-cn: Fix log messages, Delete unnecessary code
The game doesn't have network nor uses card readers
2022-06-15 21:29:15 +00:00
95c6cd771e00602e3ec82fccba1b3741fdb7f7ca
5d2b46376d popn: add config.bat 2022-06-13 04:28:33 +09:00
icex2
8d5ef0bfb3 Bump version to 5.42 for next development cycle 2022-06-12 20:09:10 +02:00
icex2
db12f21fd2 Update changelog for 5.41 release 2022-06-12 19:47:44 +02:00
icex2
d009502c9f Add basic documentation for tricoro CN 2022-06-12 19:47:27 +02:00
2d9f8a0741a7573b189035dcb819847ecb5d981d
aa147022c6 Add iidxhook5-cn, support IIDX tricoro CN
alternative name: (狂热节拍 IIDX 2)
2022-06-10 22:54:13 +00:00
icex2
8bcadcfa8f doc/game-errorcodes: Add the well known IIDX network error on boot 2022-06-11 00:45:54 +02:00
icex2
993e6718b3 doc/game-error-codes: Extend USB IO errors 2022-06-11 00:45:54 +02:00
icex2
2939106841 doc: Add links to game error code documentation 2022-06-11 00:45:52 +02:00
icex2
91bb3b4278 doc/game-error-codes: Add information about backup data error 2022-06-11 00:45:07 +02:00
icex2
9c49839e57 Add document with game error codes
Reasoning given in document why this should be part of btools
2022-06-11 00:45:07 +02:00
icex2
52d907e0c6 doc/iidxhook: Improve faq item video codec background video
Add some more information making it easier to identify the entry
2022-06-11 00:45:07 +02:00
QCDLZCLW3K
f8a09580ea Support pop'n music 15-18
* popnhook1 for pop'n 15 - 18 has been added
* popnio has been added
* inject.exe has new syntax for loading hook DLLs, `real.dll=hook.dll`. This will trigger an early IAT hook where it will load the EXE suspended without resolving imports, replace the reference to real.dll in the import table with hook.dll, and then resolve everything before launching. This allows for ezusb.dll to be hooked properly.
* launcher.exe also has a new early IAT hook feature now. Use `-I real.dll=hook.dll`. The idea is the same as described above for inject.exe.
* Updated ezusb constant namings based on what is visible in ezusb.dll's debug statements.

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

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

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

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

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

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

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

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

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

Jubeat clan 2018081401 clean data ran out of memory.

jubeat clan 2018081401 has a slightly larger achievement_info.xml
so that may have caused the problem.
2020-12-31 17:56:57 +01:00
Will Xyen
7d129a3e63 launcher: Actually init the default service override options and make override_urlslash_value more clear 2020-12-21 10:03:48 -08:00
Will Xyen
29db89cebe launcher: allow overriding service url and url slash from the command line 2020-12-21 09:59:06 -08:00
icex2
f7e1c8b3f9 doc: Add a bunch of root readme files to various levels, enhance doc
Not complete, but a start to make documentation browsable and
therefore more accessible.
2020-12-20 17:06:27 +01:00
icex2
f667ae5601 doc: Add doc for using bio2 exit hook 2020-12-20 17:06:13 +01:00
icex2
4b061bdf8f Add iidx-bio2-exit-hook: Exit games with bio2 with button combination
Press Start P1 + Start P2 + Effect + VEFX at the same time to
terminate the game. Useful for multi game setups running some
sort of game loader/selector and not having to use a keyboard.
2020-12-20 16:39:00 +01:00
icex2
13600db1d5 iidx-ezusb1/2 exit hook: Replace duplicate code with util function 2020-12-20 16:38:06 +01:00
icex2
e4126500ef util/proc: Create util module for handling process related stuff 2020-12-20 16:37:40 +01:00
icex2
049f1b4564 doc/hardware: Add information about bio2 turntable bypass cable 2020-12-20 15:25:16 +01:00
icex2
687c000000 doc/iidxhook9: Add notes about BIO2 driver usage 2020-12-20 15:25:16 +01:00
icex2
1b593a8e23 doc: Improve visibility of iidxio API implementations 2020-12-20 15:25:16 +01:00
icex2
24178121f0 doc: Add iidxio-bio2 documentation 2020-12-20 15:25:16 +01:00
icex2
62ad4e0616 hardware doc: ezusb RJ45 to DIN8 connector pinout
Can be used to build adapter cables to up-/downgrade cabinets with
C02 to IO2 and IO2 to C02 wiring.
2020-12-20 15:25:16 +01:00
icex2
c348a41d22 bi2a-iidx: Fix incorrect init command data
Taken from a communication dump of the real IO with iidx 27,
this needs to be 0x2D in order to get a fully working setup with
BIO2 and sub IO board connected.
2020-12-20 15:25:16 +01:00
icex2
ef377f40d8 bi2a: Clarify data field usage on init command
The single byte is a specific parameter required to initialize
the IO correctly. Otherwise, it either will only work partially
or not worked at all. The full impact and meaning of that byte
is not entirely known, yet.
2020-12-20 15:25:16 +01:00
icex2
0c88518a1f bio2: Add BIO2_BI2A_CMD_INIT command
Turns out this is different from the generic CLEAR command used
on other ACIO devices. Has further implications when initializing
BIO2 boards for specific games, e.g. IIDX.
2020-12-20 15:25:16 +01:00
icex2
0bc87db8da dev doc: Documented BIO2 package dumps used for debugging 2020-12-20 15:25:16 +01:00
icex2
53f8cb3bf3 iidxio-bio2: Add iidxio implementation using bio2 iidx driver
Use the original bio2 hardware with anything that supports BT5's
iidxio interface, e.g. old IIDX versions of BT5.
2020-12-20 15:25:16 +01:00
icex2
41edfec702 bio2drv: Add implementation for iidx
Basically, a copy-paste of SDVX KFCA with minor tweaks.
2020-12-20 15:25:16 +01:00
icex2
c6c3bdb075 bio2/iidx: Add enums to easily map top lamps and panel buttons
Naturally, this also serves as documentation
2020-12-20 15:25:16 +01:00
icex2
b3a89012ca bio2/iidx: Deduplicate node command, use common acio base command 2020-12-20 15:25:16 +01:00
icex2
f0bc87f1d6 iidxiotool: Fix incorrect top lamp order for setting output 2020-12-20 15:25:16 +01:00
icex2
7508c43119 bt5 api/iidxio: Add missing enum to easily identify top lamp order 2020-12-20 15:25:16 +01:00
icex2
34be731211 doc/api: Add missing sdvxio implementations to list 2020-12-20 15:25:16 +01:00
icex2
bac1ce62e5 Module.mk: Apply lex sort to includes 2020-12-20 15:25:16 +01:00
icex2
58689bbc30 Add missing iidx 27 avs version info to list 2020-12-20 15:25:16 +01:00
icex2
d5e186ffe2 bio2/iidx: Swap in and out struct names to align with sdvx definitions
From hosts perspective:
- "in" for inputs received from device
- "out" for outputs to send to device
2020-12-20 15:25:16 +01:00
icex2
34c95561c4 bio2: Update unknown commands
Credits to xyen for this
2020-12-20 15:25:16 +01:00
icex2
81d697d59a doc/iidxhook9: Add doc to FAQ how and when to use force screen res 2020-12-19 23:18:36 +01:00
icex2
3bdda4d123 dist/iidx: Update dist config file with new parameters force screen res 2020-12-19 23:18:36 +01:00
icex2
ea8842b58a d3d9ex: Add force screen resolution feature
For details, see the commit adding doc to the iidxhook9 readme
2020-12-19 23:18:34 +01:00
icex2
e89889806b d3d9ex: Add new config parameters for forcing screen resolution 2020-12-19 16:57:11 +01:00
icex2
b3b2f8f433 d3d9ex: Log parameters of CreateDeviceEx for debugging and tracing 2020-12-19 16:37:02 +01:00
icex2
1cdf330cbf iidxhook8/9 faq: Add force refresh rate on high freq monitors entry 2020-12-19 01:52:07 +01:00
Will Xyen
89c3ada28f iidxhook9: Add turntable multiplier 2020-12-09 17:22:40 -08:00
aa0f384305e16816d055f34ff91a93cad4c6d179
d9cb953b67 Update README.md 2020-11-26 03:52:56 +00:00
icex2
7ebb80d600 doc/iidxhook1: Add info about AMD GPU scaling causing slow downs 2020-11-15 00:22:16 +01:00
Will Xyen
e737d60893 Actually implement the coin mech in BIO2 based games
Properly fixes #45
2020-11-10 18:08:16 -08:00
Will Toohey
f39843b41f Better comments in ch341.h 2020-11-08 15:32:42 +01:00
Will Toohey
98d0debd05 Cleanup 2020-11-08 15:32:42 +01:00
Will Toohey
950584f025 Formatting 2020-11-08 15:32:42 +01:00
Will Toohey
e4081c057f Add jbio-magicbox.dll 2020-11-08 15:32:42 +01:00
icex2
8c3030354a Improve contributing documentation
- Summary of "golden rules" in main readme
- Improve contirbution document by outlining steps
2020-11-08 13:05:13 +01:00
icex2
9777eddaa0 gitlab: Update bug template to point out how to log to file 2020-11-08 12:02:39 +01:00
icex2
671723febd doc/iidxhook: Update documentation, explain new io feature switches 2020-11-08 00:24:52 +01:00
icex2
c1f6166e1b dist/iidx: Update default configs with new io config entries 2020-11-08 00:24:39 +01:00
icex2
538650f7ac iidxhook7: Support new IO config feature switches 2020-11-08 00:23:44 +01:00
icex2
efd243fd9d iidxhook6: Support new IO config feature switches 2020-11-08 00:23:35 +01:00
icex2
383b301d3c iidxhook5: : Support new IO config feature switches 2020-11-08 00:23:21 +01:00
icex2
a9d201691a iidxhook4: Support new IO config feature switches 2020-11-08 00:22:25 +01:00
icex2
ebb6f811b4 sqash 2020-11-08 00:22:12 +01:00
icex2
9e96cf074f iidxhook-util: Add config for io stuff
Switches to disable card reader and IO emulation
2020-11-08 00:20:55 +01:00
706 changed files with 34747 additions and 6149 deletions

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# Bug report
## Summary
<!--- Provide a general summary of the issue in the Title above -->
## Expected behavior
<!--- Tell us what should happen -->
## Current behavior
<!--- 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 -->
## 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.
1.
1.
1.
## Possible solution
<!--- Not obligatory, but suggest a fix/reason for the bug, -->
## Context (Environment)
### Bemanitools version(s) affected
- <!--- Add one or multiple versions as a bullet list -->
### Game(s) and version(s) affected
- <!--- Add one or multiple game versions as a bullet list -->
### Log output
See attachment.
<!---
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. 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. -->
### APIs used
- <!--- List all APIs you used as a bullet list, e.g. iidxio-keyboard, eamio-keyboard -->
### OS version
<!--- Provide the version of Windows you used with whatever update/build identifier -->
### Hardware specs
- CPU: <!--- Insert, e.g. Core i7 2600k 3.20ghz -->
- RAM: <!--- Insert, e.g. 16 GB -->
- GPU: <!--- Insert, e.g. Nvidia GeForce GTX 970, 4GB -->
- Controllers/IO: <!--- Insert, e.g. DJ Dao RE over USB -->

View File

@@ -1,14 +1,21 @@
# Feature request
## Summary
<!--- Provide a general summary of your changes in the Title above -->
## Detailed description
<!--- Describe your feature in detail -->
## Benefits
<!--- Describe the value/benefits of the feature in detail -->
## Drawbacks
<!--- Describe any drawbacks that might be introduced with this feature -->
## Current blockers
<!--- Describe any blockers that need to be resolved before implementing this feature -->
<!--- Describe any blockers that need to be resolved before implementing this feature -->

View File

@@ -1,27 +1,41 @@
# Pull request
## Summary
<!--- Provide a general summary of your changes in the Title above -->
## Description
<!--- Describe your changes in detail -->
## Related Issue
<!--- This project only accepts pull requests related to open issues -->
<!--- If suggesting a new feature or change, please discuss it in an issue first -->
<!--- If fixing a bug, there should be an issue describing it with steps to reproduce -->
<!--- Please link to the issue here: -->
## How Has This Been Tested?
<!--- Please describe in detail how you tested your changes. -->
<!--- Include details of your testing environment, and the tests you ran to -->
<!--- see how your change affects other areas of the code, etc. -->
## Checklist
<!-- Make sure you covered all items, which apply, of the checklist below. -->
<!-- Strikethrough items that do not apply and provide a brief description why. -->
* [ ] Implemented (unit) test(s) which prove that the introduced changes are working as expected.
* Tested with the following games:
* [ ] ... <!-- insert game name 1-->
* [ ] ... <!-- insert game name 2--->
* [ ] Followed the developer (style) guidelines.
* [ ] Updated existing doc of or add new doc to README file(s).
* [ ] Updated development documentation.
- \[ \] Implemented (unit) test(s) which prove that the introduced changes are working as expected.
- Tested with the following games:
- \[ \] ... <!-- insert game name 1-->
- \[ \] ... \<!-- insert game name 2--->
- \[ \] Followed the developer (style) guidelines.
- \[ \] Updated existing doc of or add new doc to README file(s).
- \[ \] Updated development documentation.

39
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name: "Build bemanitools"
on:
push:
branches:
- master
jobs:
build:
runs-on: "ubuntu-22.04"
steps:
- name: "Checkout repository"
uses: "actions/checkout@v2"
- name: "Install prerequisites"
run: |
sudo apt-get update
sudo apt-get install -y runc containerd docker.io
- name: "Build"
run: |
make build-docker
# Do some unpacking of the dist zip. Artifact upload repackages stuff
- name: "Prepare artifact package"
run: |
mkdir artifact
cd artifact
unzip ../build/bemanitools.zip
cd ..
- name: "Upload artifact"
uses: "actions/upload-artifact@v2"
with:
name: bemanitools-${{ github.sha }}
retention-days: 90
if-no-files-found: "error"
path: |
artifact/**

75
.github/workflows/build-tag.yaml vendored Normal file
View File

@@ -0,0 +1,75 @@
name: "Build bemanitools and publish release"
permissions:
contents: write
packages: write
on:
push:
tags:
- "*.*"
jobs:
build:
runs-on: "ubuntu-22.04"
steps:
- name: "Checkout repository"
uses: "actions/checkout@v2"
# Building bootstrapped using docker containers
- name: "Install prerequisites"
run: |
sudo apt-get update
sudo apt-get install -y runc containerd docker.io
- name: "Build"
run: |
make build-docker
# Do some unpacking of the dist zip. Artifact upload repackages stuff
- name: "Prepare artifact package"
run: |
mkdir artifact
cd artifact
unzip ../build/bemanitools.zip
cd ..
- name: "Upload artifact"
uses: "actions/upload-artifact@v2"
with:
name: bemanitools-${{ github.sha }}
retention-days: 90
if-no-files-found: "error"
path: |
artifact/**
publish-release:
needs: "build"
runs-on: "ubuntu-22.04"
steps:
# This already extracts the contents of the artifact
- name: "Download artifact"
uses: "actions/download-artifact@v2"
with:
name: bemanitools-${{ github.sha }}
- name: "Get the version"
id: get_version
run: |
echo ::set-output name=VERSION::$(echo $GITHUB_REF | cut -d / -f 3)
# The publish release action does not package the artifact *sigh*
- name: "Create release package"
run: |
zip bemanitools-${{ steps.get_version.outputs.VERSION }}.zip *
- name: "Publish release"
uses: "marvinpinto/action-automatic-releases@v1.2.1"
with:
repo_token: "${{ secrets.GITHUB_TOKEN }}"
automatic_release_tag: "latest"
draft: false
prerelease: true
title: ${{ steps.get_version.outputs.VERSION }}
files: |
bemanitools-${{ steps.get_version.outputs.VERSION }}.zip

3
.gitignore vendored
View File

@@ -3,4 +3,5 @@ build/
.idea
.vscode
.vs
version
version
.DS_Store

View File

@@ -1,67 +0,0 @@
image: docker:stable
variables:
DOCKER_TLS_CERTDIR: "/certs"
services:
- docker:19.03.8-dind
before_script:
- docker info
stages:
- build
- create-release-package
- releasetag
build:
stage: build
before_script:
- apk update && apk add make > /dev/null
script:
- make build-docker
artifacts:
name: "$CI_COMMIT_SHORT_SHA-$CI_JOB_NAME"
paths:
- build
only:
refs:
- master
create-release-package:
stage: create-release-package
variables:
GIT_STRATEGY: none
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"
only:
- tags

View File

@@ -1,53 +0,0 @@
## Summary
<!--- Provide a general summary of the issue in the Title above -->
## Expected behavior
<!--- Tell us what should happen -->
## Current behavior
<!--- 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 -->
## Steps to reproduce
<!--- Provide a detailed step by step description how to reproduce this issue -->
1.
2.
3.
4.
## Possible solution
<!--- Not obligatory, but suggest a fix/reason for the bug, -->
## Context (Environment)
### Bemanitools version(s) affected
* <!--- Add one or multiple versions as a bullet list -->
### Game(s) and version(s) affected
* <!--- Add one or multiple game versions as a bullet list -->
### Log output
See attachment.
<!--- Provide log output as attachment. Make sure to censor sensitive data like PCBIDs or device names if necessary -->
### Configuration files
See attachment.
<!--- Provide any configuration files that you used, e.g. iidxhook-XX.conf. Make sure to censor sensitive data like
PCBIDs -->
### 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. -->
### APIs used
* <!--- List all APIs you used as a bullet list, e.g. iidxio-keyboard, eamio-keyboard -->
### OS version
<!--- Provide the version of Windows you used with whatever update/build identifier -->
### Hardware specs
* CPU: <!--- Insert, e.g. Core i7 2600k 3.20ghz -->
* RAM: <!--- Insert, e.g. 16 GB -->
* GPU: <!--- Insert, e.g. Nvidia GeForce GTX 970, 4GB -->
* Controllers/IO: <!--- Insert, e.g. DJ Dao RE over USB -->

View File

@@ -1,27 +0,0 @@
## Summary
<!--- Provide a general summary of your changes in the Title above -->
## Description
<!--- Describe your changes in detail -->
## Related Issue
<!--- This project only accepts pull requests related to open issues -->
<!--- If suggesting a new feature or change, please discuss it in an issue first -->
<!--- If fixing a bug, there should be an issue describing it with steps to reproduce -->
<!--- Please link to the issue here: -->
## How Has This Been Tested?
<!--- Please describe in detail how you tested your changes. -->
<!--- Include details of your testing environment, and the tests you ran to -->
<!--- see how your change affects other areas of the code, etc. -->
## Checklist
<!-- Make sure you covered all items, which apply, of the checklist below. -->
<!-- Strikethrough items that do not apply and provide a brief description why. -->
* [ ] Implemented (unit) test(s) which prove that the introduced changes are working as expected.
* Tested with the following games:
* [ ] ... <!-- insert game name 1-->
* [ ] ... <!-- insert game name 2--->
* [ ] Followed the developer (style) guidelines.
* [ ] Updated existing doc of or add new doc to README file(s).
* [ ] Updated development documentation.

View File

@@ -1,226 +1,420 @@
# 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.
## 5.49
### Features
### Fixes
## 5.48
### Features
- feat(config): Add invert analog input option. Remark: The old configuration file format is
upgraded but downgrading is not possible anymore. The new saves are using a new filename and it
doesn't delete the old files, see `C:\Users\<YOUR_USERNAME>\AppData\Roaming\DJHACKERS`
### Fixes
## 5.47
### Features
N/A
### Fixes
- fix(ddr/p3ioemu): Handle unknown 2B command to fix DDR X IO errors
- fix(ddr/p3io): Crash on all supported DDR games due to incorrect p3io message size validation
- fix(geninput): Sony DualShock 4 not working
## 5.46
### Features
- feat(ddrio): Wrapper/shim library to drive another ddrio in a dedicated IO thread. Improves
performance for highly IO bound ddrio implementations, e.g. ddrio-p3io
- feat(iidxiotest): bi2a-iidx support
### Fixes
- fix(jb03/04): Missing XML in gamestart script
- fix(jbhook1): Rotate error message box when screen is rotated
- fix(jbhook1): Improve/fix automatic config/nvram fs initialization
## 5.45
### Features
- feat(iidx 30): Added support
- feat(ddr): Add ddrio implementation with P3IO driver backend
- feat(ddr): Add p3io-ddr-tool for testing/debugging real P3IO devices with EXTIO
- feat(ddr): Add testing tool for real EXTIO devices
- feat(ddr): Add extio driver
- feat(ddr): Add p3io driver
- feat(iidx 20-26): New/fixed gfx up-/downscaling feature, old one was broken
- feat(ddr): Vigem driver for ddrio
- feat(iidx 25-30): The user can now set a custom camera device override of "SKIP" to leave that
camera unassigned
### Fixes
- fix(iidx 09/10): Fix stretched BGAs on 1st and 3rd style videos
## 5.44
### Features
- feat(doc): ezusb dev journal entry, 10th style ezusb boot up and security setup
- feat(iidx 09/10): ezusb API call monitoring module and configuration flag
- feat(iidx 19): Add back btools monitor check for iidxhook5
- feat(iidx 9-19): Add configurable settings path hook. Redirect settings paths, i.e. `d/`, `e/` and
`f/` drive "folders" to an arbitrary path on any partition, e.g. writable partition
- feat(iidx 9/10): Improve commandline script for irbeat-patch 09 and 10, add interactive mode
### Fixes
- fix(iidx 10): SQ-INIT error caused by incorrect security configuration
- fix(iidx 9-24): Wire up coin input in ezusb1/2 IO emulation layer
- fix(pnm 15-18): Fix IO buffer inconsistency causing random input misfiring
- fix(jb 1-8): Fix IO buffer inconsistency causing random input misfiring
- fix(iidx 9-24): Fix IO buffer inconsistency causing random input misfiring
- fix(iidx 19): imagefs override strategy with local file redir. Required to enable monitor-check on
all chart files
- fix(iidx 9-19): Code synchronization issue causing deadlock resulting in game hang/stuck on boot
- fix(iidx 9-19): Fix broken settings path handling with mixed / and \\
- fix(iidx 27): Align disabled cam connection config defaults with 28/29
- fix(inject): Fix missing forwarding of exit code
- fix(inject): Getting stuck when game exits cleanly due to locked up debugger thread.
- fix(iidx 18/19 CN): gamestart.bat creating dev/nvram and dev/raw folders
## 5.43
- iidx29: (Officially) support IIDX CASTHOUR
- Code structure maintenance
- Various documentation improvements
## 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
- 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
- Various bugfixes
## 5.31
* DDR: Fix p3io and extio lights not working / being swapped when using geninput
* DDR: Add HDXS light support
* DDR: Add 64 bit support
* DDR: Add option to use COM4 as the p3io rs232 port instead of emulating (for use with acrealio etc.)
* Jubeat: Add network adapter hook
* Misc: Fix aciodrv sometimes hanging on boot (eamio-icca and sdvxio-kfca)
- DDR: Fix p3io and extio lights not working / being swapped when using geninput
- DDR: Add HDXS light support
- DDR: Add 64 bit support
- DDR: Add option to use COM4 as the p3io rs232 port instead of emulating (for use with acrealio
etc.)
- Jubeat: Add network adapter hook
- Misc: Fix aciodrv sometimes hanging on boot (eamio-icca and sdvxio-kfca)
## 5.30
* SDVX: sdvxhook2 headphone force and cursor confining config options
* DDR: Add light support for SMX gen 4 pads
- SDVX: sdvxhook2 headphone force and cursor confining config options
- DDR: Add light support for SMX gen 4 pads
## 5.29
* SDVX: Add option for monitor rotation
* SDVX: Add option to allow overriding network adapter IP
* IIDX: Add force display adapter and refresh rate configuration
* SDVX: Allow specifying display adapter to open for d3d9ex hook
* IIDX/SDVX camerahooks bugfix: Camera sometimes not detected on some older machines
- SDVX: Add option for monitor rotation
- SDVX: Add option to allow overriding network adapter IP
- IIDX: Add force display adapter and refresh rate configuration
- SDVX: Allow specifying display adapter to open for d3d9ex hook
- IIDX/SDVX camerahooks bugfix: Camera sometimes not detected on some older machines
## 5.28
* Improve documentation in various places
* Automatic code formatting in build pipeline
* Bugfix: Recursive config.bat script
* Enable automatic building on pushes to master
* Bugfix: Stop SDVX hanging on thankyou for playing
* sdvx2: Support for Vivid Wave using sdvxhook2
* sdvxio-kfca: Driver for real sdvx cabinet IO hardware
- Improve documentation in various places
- Automatic code formatting in build pipeline
- Bugfix: Recursive config.bat script
- Enable automatic building on pushes to master
- Bugfix: Stop SDVX hanging on thankyou for playing
- sdvx2: Support for Vivid Wave using sdvxhook2
- sdvxio-kfca: Driver for real sdvx cabinet IO hardware
## 5.27
* Various documentation updates regarding development and how to contribute
* KFCA emulation accuracy fixes
* Fix passthrough of serial calls when using real hardware (e.g. card reader passthrough IIDX25+/SDVX5+)
* Add sdvxio-kfca driver to talk to real SDVX hardware
* Refactor d3d9 hook module to improve maintainability. Also fixes upscaling not working on IIDX20+.
* Remove d3d8 hook module to improve maintainability. Make old d3d8 based games, e.g. iidxhook1/2, use d3d9 instead.
Requires usage of d3d8to9 wrapper library to use gfx patching features.
* Add dev doc about IIDX rendering loops
* Add an initial draft of an architecture document (will be worked on in iterations)
* Refactor BIO2 emulation to make it re-usable by other games
- Various documentation updates regarding development and how to contribute
- KFCA emulation accuracy fixes
- Fix passthrough of serial calls when using real hardware (e.g. card reader passthrough
IIDX25+/SDVX5+)
- Add sdvxio-kfca driver to talk to real SDVX hardware
- Refactor d3d9 hook module to improve maintainability. Also fixes upscaling not working on IIDX20+.
- Remove d3d8 hook module to improve maintainability. Make old d3d8 based games, e.g. iidxhook1/2,
use d3d9 instead. Requires usage of d3d8to9 wrapper library to use gfx patching features.
- Add dev doc about IIDX rendering loops
- Add an initial draft of an architecture document (will be worked on in iterations)
- Refactor BIO2 emulation to make it re-usable by other games
## 5.26
* iidxio-ezusb: Reduce sleep time to Sleep(1) to avoid framerate issues on some versions of iidx.
* Bugfix: iidx d3d9 games, mainly the newer ones iidx 20-25, freezing. Happened on boot, during song selection or during the song.
* Bugfix: log_server_init deadlock on iidxhook4-7. This caused games like iidx24 to hang before even showing a render window.
* iidxhook: Add feature to allow GPU based up-/downscaling of rendered frame. This gives
you the possibility to upscale the resolution of old SD (640x480) games to your monitor's/TV's
native resolution which can have a few advantages: better image quality if the monitor's upscaler
is not doing a good job, especially on resolutions that are not a multiple of its native resolution;
Reduce display latency if the upscaler is slow, avoid over-/underscan which cannot always be fixed
entirely or at all (depending on your GPU and monitor model). See the iidxhook configuration file
for the new parameters available.
* Major readme cleanup. Add development documentation like style guide, guidelines, development setup.
- iidxio-ezusb: Reduce sleep time to Sleep(1) to avoid framerate issues on some versions of iidx.
- Bugfix: iidx d3d9 games, mainly the newer ones iidx 20-25, freezing. Happened on boot, during song
selection or during the song.
- Bugfix: log_server_init deadlock on iidxhook4-7. This caused games like iidx24 to hang before even
showing a render window.
- iidxhook: Add feature to allow GPU based up-/downscaling of rendered frame. This gives you the
possibility to upscale the resolution of old SD (640x480) games to your monitor's/TV's native
resolution which can have a few advantages: better image quality if the monitor's upscaler is not
doing a good job, especially on resolutions that are not a multiple of its native resolution;
Reduce display latency if the upscaler is slow, avoid over-/underscan which cannot always be fixed
entirely or at all (depending on your GPU and monitor model). See the iidxhook configuration file
for the new parameters available.
- Major readme cleanup. Add development documentation like style guide, guidelines, development
setup.
## 5.25
* Bugfix: iidx14 and 15 crashing on Windows 10
* Bugfix: IO2 driver not using correct package sizes on reads/write -> iidxio-ezusb2.dll now working
* Improve ezusb2-boot.bat script to handle flashing of IO2 firmware
* Remove broken x64 builds of ezusb1/2 tools -> Just use the x86 tool versions instead
(use the x64 versions of iidxio-ezusb.dll and iidxio-ezusb2.dll with iidx25)
* iidxhook1-8: Allow floating point values for frame rate limiting, e.g. 59.95 (hz).
* Improve timing with ezusb (C02) driver
- Bugfix: iidx14 and 15 crashing on Windows 10
- Bugfix: IO2 driver not using correct package sizes on reads/write -> iidxio-ezusb2.dll now working
- Improve ezusb2-boot.bat script to handle flashing of IO2 firmware
- Remove broken x64 builds of ezusb1/2 tools -> Just use the x86 tool versions instead (use the x64
versions of iidxio-ezusb.dll and iidxio-ezusb2.dll with iidx25)
- iidxhook1-8: Allow floating point values for frame rate limiting, e.g. 59.95 (hz).
- Improve timing with ezusb (C02) driver
## v5.24
* Bugfix: iidxhook8 hangs very early on startup (race condition in log-server module)
- Bugfix: iidxhook8 hangs very early on startup (race condition in log-server module)
## v5.23
* Refactored configurion (file) handling for iidxhooks, RE-READ THE DOCUMENTATION.
This gets rid of the "short cmd parameters", e.g. -w for windowed mode, and replaces
them with full name parameters, e.g. -p gfx.windowed=true, which improves handling
of configuration files/values.
* Add a lot of unit tests to the codebase
* Refactored round plug security infrastructure, shared with IIDX and jubeat (1)
* Move shared utility modules between iidxhook modules to a separate utilty module 'iidxhook-util'
* Add experimental jubeat (1) support (buggy IO emulation)
* Various fixes to improve all iidxhooks when running on Windows 10
* Bugfix: iidxio-ezusb getting stuck on newer Windows platforms
* Update iidxhook docs, e.g. how to get old IIDX versions sync on Windows 10
* Various documentation updates
* Various code cleanup
* Various other minor bugfixes
- Refactored configurion (file) handling for iidxhooks, RE-READ THE DOCUMENTATION. This gets rid of
the "short cmd parameters", e.g. -w for windowed mode, and replaces them with full name
parameters, e.g. -p gfx.windowed=true, which improves handling of configuration files/values.
- Add a lot of unit tests to the codebase
- Refactored round plug security infrastructure, shared with IIDX and jubeat (1)
- Move shared utility modules between iidxhook modules to a separate utilty module 'iidxhook-util'
- Add experimental jubeat (1) support (buggy IO emulation)
- Various fixes to improve all iidxhooks when running on Windows 10
- Bugfix: iidxio-ezusb getting stuck on newer Windows platforms
- Update iidxhook docs, e.g. how to get old IIDX versions sync on Windows 10
- Various documentation updates
- Various code cleanup
- Various other minor bugfixes
## v5.22
* Added a lot of documentation and readme stuff (READ IT!!11)
* Re-numbering iidxhook implementations to make room for missing games
* Support for IIDX 18 -> iidxhook4
* Support for IIDX 19 -> iidxhook5
* Support for IIDX 20 -> iidxhook6
* A lot of code refactoring and cleanup
* Refactor p3io emulation
* Remove obsolete BT4 DDR stuff
* iidxhook: Refactored software monitor check and bugfixes. You can use the
auto monitor check to determine your machine's refresh rate or (new) set the
refresh rate yourself in the configuration file, e.g. when you already have
determined it using one of the newer IIDX games and want to skip that monitor
check or if BT5's software monitor check doesn't work properly (e.g. on Win 7).
* iidxhook1-3: Check if eamuse server is reachable and log a warning otherwise.
This should make debugging invalid URLs or connection issues easier.
* iidxhook: Revised ezusb and ezusb2 emulation layer. Translucent support
removed, all IO emulation goes through BT5's iidxio interface.
* iidxio: Add implementations for ezusb (C02 IO) and ezusb2 (IO2) hardware. This
allows you to run _ANY_ IIDX game supported by BT5 either with real C02 or IO2
hardware.
* iidxhook: Remove translucent card reader feature. Again, to create a unified
interface for _ALL_ versions, use the eamio-icca.dll if you want to run on
real ICCA (slotted or wavepass) readers.
* Various other bugfixes
Again, read the various markdown (.md) readme files. We tried to document
everything to the best of our knowledge. If you are missing something, please
contribute by adding that information and submitting a patch to us.
- Added a lot of documentation and readme stuff (READ IT!!11)
- Re-numbering iidxhook implementations to make room for missing games
- Support for IIDX 18 -> iidxhook4
- Support for IIDX 19 -> iidxhook5
- Support for IIDX 20 -> iidxhook6
- A lot of code refactoring and cleanup
- Refactor p3io emulation
- Remove obsolete BT4 DDR stuff
- iidxhook: Refactored software monitor check and bugfixes. You can use the auto monitor check to
determine your machine's refresh rate or (new) set the refresh rate yourself in the configuration
file, e.g. when you already have determined it using one of the newer IIDX games and want to skip
that monitor check or if BT5's software monitor check doesn't work properly (e.g. on Win 7).
- iidxhook1-3: Check if eamuse server is reachable and log a warning otherwise. This should make
debugging invalid URLs or connection issues easier.
- iidxhook: Revised ezusb and ezusb2 emulation layer. Translucent support removed, all IO emulation
goes through BT5's iidxio interface.
- iidxio: Add implementations for ezusb (C02 IO) and ezusb2 (IO2) hardware. This allows you to run
_ANY_ IIDX game supported by BT5 either with real C02 or IO2 hardware.
- iidxhook: Remove translucent card reader feature. Again, to create a unified interface for _ALL_
versions, use the eamio-icca.dll if you want to run on real ICCA (slotted or wavepass) readers.
- Various other bugfixes
Again, read the various markdown (.md) readme files. We tried to document everything to the best of
our knowledge. If you are missing something, please contribute by adding that information and
submitting a patch to us.
## v5.21
* Camera hook for IIDX 25 (use any UVC webcam in-game), by Xyen
* *deep breath* Source code release
- Camera hook for IIDX 25 (use any UVC webcam in-game), by Xyen
- *deep breath* Source code release
## v5.20
* Support for the new IIDX 25 IO board (xyen)
* New IO hook system with better multi-threading behavior
* Add a replaceable "vefxio" backend dll for IIDX (xyen)
* Card reader emulation can now be disabled in iidxhook (xyen)
* Add jbhook (xyen, mon)
* Add ddrhook (ported from Bemanitools 4 by mon)
* Various ICCA emulation improvements (xyen, mon)
* QoL improvements to config.exe (xyen, mon)
* Other bug fixes (various contributors)
- Support for the new IIDX 25 IO board (xyen)
- New IO hook system with better multi-threading behavior
- Add a replaceable "vefxio" backend dll for IIDX (xyen)
- Card reader emulation can now be disabled in iidxhook (xyen)
- Add jbhook (xyen, mon)
- Add ddrhook (ported from Bemanitools 4 by mon)
- Various ICCA emulation improvements (xyen, mon)
- QoL improvements to config.exe (xyen, mon)
- Other bug fixes (various contributors)
## a19
* iidx 17 support
* Bugfix: forums.php?action=viewthread&threadid=51257&postid=1425861#post1425861
* iidx 14-17: Improved monitor check and new monitor check screen which shows
the current frame rate instead of just a white screen
* iidx 09-13: Improved monitor check (but still white screen when in progress.
d3d8 doesn't offer any text render out of the box)
* iidxfx(2)-exit-hook: Switch off lights on shutdown
* Various other bugfixes
- iidx 17 support
- Bugfix: forums.php?action=viewthread&threadid=51257&postid=1425861#post1425861
- iidx 14-17: Improved monitor check and new monitor check screen which shows the current frame rate
instead of just a white screen
- iidx 09-13: Improved monitor check (but still white screen when in progress. d3d8 doesn't offer
any text render out of the box)
- iidxfx(2)-exit-hook: Switch off lights on shutdown
- Various other bugfixes
## a18
* Bugfix: forums.php?action=viewthread&threadid=51063
* Various other bugfixes
- Bugfix: forums.php?action=viewthread&threadid=51063
- Various other bugfixes
## a17
* IIDX 16 support
* Fix broken debug output to file (for iidxhook1-3 and all games using launcher)
* Improve debug output
* Various minor bugfixes
- IIDX 16 support
- Fix broken debug output to file (for iidxhook1-3 and all games using launcher)
- Improve debug output
- Various minor bugfixes
## a16
* Add tools.zip which contains various tools for development: ezusb IO related,
bemanitools API testing, acio related
* Add documentation (.md files) for tools
* Add iidxfx(2)-exit-hook.dll: Hook this using either inject or launcher
(depending on the game version) and exit the game by pressing Start P1 + Start
P2 + VEFX + Effect simultaneously
* Bugfix iidxio API: 16seg not working on IIDX games with FX2 emulation
* Bugfix iidxio API: return value of init call not getting checked in hook
libraries
* SDVX input emulation fixes
* Various other bugfixes
- Add tools.zip which contains various tools for development: ezusb IO related, bemanitools API
testing, acio related
- Add documentation (.md files) for tools
- Add iidxfx(2)-exit-hook.dll: Hook this using either inject or launcher (depending on the game
version) and exit the game by pressing Start P1 + Start P2 + VEFX + Effect simultaneously
- Bugfix iidxio API: 16seg not working on IIDX games with FX2 emulation
- Bugfix iidxio API: return value of init call not getting checked in hook libraries
- SDVX input emulation fixes
- Various other bugfixes
## a15
* Select best network adapter if having multiple
* Add Felica card detection
* Fix SDVX HID lighting
* Fix IIDX FX2 deck lighting
- Select best network adapter if having multiple
- Add Felica card detection
- Fix SDVX HID lighting
- Fix IIDX FX2 deck lighting
## a13
* iidx 15 (DJ Troopers) support
* Fix BG video triangle seam on old games
* New options handling: cmd args and options file
- iidx 15 (DJ Troopers) support
- Fix BG video triangle seam on old games
- New options handling: cmd args and options file
## a11
* Fix nVidia crash on GOLD
- Fix nVidia crash on GOLD
## a10
* Adds IO2 emulation for Gold
* Add IO2 translucent mode for Gold ONLY atm (untested due to lack of hardware)
* Random input bug resolved (also kinda untested, so maybe?)
- Adds IO2 emulation for Gold
- Add IO2 translucent mode for Gold ONLY atm (untested due to lack of hardware)
- Random input bug resolved (also kinda untested, so maybe?)
## a09
* Add IIDX 14 support
- Add IIDX 14 support
## a08
* Add experimental KFCA (SDVX PCB) support
* Add Sound Voltex and BeatStream builds
- Add experimental KFCA (SDVX PCB) support
- Add Sound Voltex and BeatStream builds
## a07
* Add IIDX 13 DistorteD support
* Add option to use real card readers with IIDX 13
- Add IIDX 13 DistorteD support
- Add option to use real card readers with IIDX 13
## a06
* Fixes bug in chart data loader interception code
- Fixes bug in chart data loader interception code
## a05
* Fix broken card reader emulation on Copula
* Add monitor check/auto timebase for old IIDX games (9-12) -> refer to the
readme file on how to use it
- Fix broken card reader emulation on Copula
- Add monitor check/auto timebase for old IIDX games (9-12) -> refer to the readme file on how to
use it
## a04
* Add software frame rate limiter for all D3D8 based games (-g option).
- Add software frame rate limiter for all D3D8 based games (-g option).
## a03
* Add support for IIDX 9-12
* Translucent mode: Use real C02 EZUSB IO hardware
* eamio-real.dll: Use real slotted or wave pass card readers
* Setup guide, advanced features and FAQ: see readme file iidxhook1.md
- Add support for IIDX 9-12
- Translucent mode: Use real C02 EZUSB IO hardware
- eamio-real.dll: Use real slotted or wave pass card readers
- Setup guide, advanced features and FAQ: see readme file iidxhook1.md
## a02
* Fonts are always correct irrespective of system locale! (Make sure you
install East Asian fonts tho)
* No longer crashes shitty gaming mice that don't follow the USB spec! (will
backport this to bt4)
* launcher.exe now has a UAC manifest! (because 2006 called and told me to get
with the fucking program)
- Fonts are always correct irrespective of system locale! (Make sure you install East Asian fonts
tho)
- No longer crashes shitty gaming mice that don't follow the USB spec! (will backport this to bt4)
- launcher.exe now has a UAC manifest! (because 2006 called and told me to get with the fucking
program)
## a01
* Initial Alpha, only supports IIDX 21 and 22 for now.
- Initial Alpha, only supports IIDX 21 and 22 for now.

View File

@@ -1,30 +1,88 @@
# 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.
# 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.
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.
When creating new issues, use our template for reporting bugs. It tells you what kind of information we need.
## Reporting and discussions: Issues section on gitlab
# 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.
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.
Please read our [development guidelines](doc/development.md) as they contain valuable information that your contribution
meets our standards.
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.
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.
## Bug reports
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.
Follow these steps when reporting bugs to ensure you provide all information we *always* need and
make your report valuable and actionable.
# 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).
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
## 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.
**!!! Maintaining documentation by adding new or improving existing documentation is as important as
code !!!**
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).

View File

@@ -1,32 +1,21 @@
FROM fedora:31
FROM --platform=amd64 debian:11.6-slim@sha256:f7d141c1ec6af549958a7a2543365a7829c2cdc4476308ec2e182f8a7c59b519
LABEL description="Build environment for bemanitools"
RUN yum -y install \
git \
# mingw-w64-gcc has 32-bit and 64-bit toolchains
RUN apt-get update && apt-get install -y --no-install-recommends \
mingw-w64 \
mingw-w64-common \
make \
zip \
clang \
mingw64-gcc.x86_64 \
mingw32-gcc.x86_64 \
wine.x86_64
git \
&& rm -rf /var/lib/apt/lists/*
RUN mkdir /bemanitools
WORKDIR /bemanitools
# Order optimized for docker layer caching
COPY run-tests-wine.sh run-tests-wine.sh
COPY CHANGELOG.md CHANGELOG.md
COPY CONTRIBUTING.md CONTRIBUTING.md
COPY LICENSE LICENSE
COPY GNUmakefile GNUmakefile
COPY Module.mk Module.mk
COPY README.md README.md
COPY doc doc
COPY dist dist
COPY src src
# .git folder required or building fails when version is generated
COPY .git .git
# Building
RUN make
ENTRYPOINT [ \
"/bin/sh", \
"-c" , \
"cd /bemanitools && \
make" ]

View File

@@ -14,7 +14,7 @@ BUILDDIR ?= build
builddir_docker := $(BUILDDIR)/docker
docker_container_name := "bemanitools-build"
docker_image_name := "bemanitools:build"
docker_image_name := "bemanitools-build:latest"
depdir := $(BUILDDIR)/dep
objdir := $(BUILDDIR)/obj
@@ -37,19 +37,24 @@ ldflags := -Wl,--gc-sections -static-libgcc
all: build
FORCE:
.PHONY: \
build-docker \
clean \
code-format \
doc-format \
print-building \
print-release \
run-tests \
version
version \
FORCE
release: \
print-release \
clean \
code-format \
doc-format \
all \
run-tests
@@ -69,7 +74,11 @@ clean:
code-format:
$(V)echo "Applying clang-format..."
$(V)find src/ -name '*.c' -o -name '*.h' | xargs clang-format -i -style=file
$(V)find src/main src/test -name '*.c' -o -name '*.h' | xargs clang-format -i -style=file
doc-format:
$(V)echo "Applying mdformat on all docs..."
$(V)find . -name '*.md' | xargs mdformat --wrap 100
run-tests:
$(V)echo "Running tests..."
@@ -81,13 +90,21 @@ version:
build-docker:
$(V)docker rm -f $(docker_container_name) 2> /dev/null || true
$(V)docker build -t $(docker_image_name) -f Dockerfile .
$(V)docker create --name $(docker_container_name) $(docker_image_name)
$(V)rm -rf $(builddir_docker)
$(V)mkdir -p $(builddir_docker)
$(V)docker cp $(docker_container_name):/bemanitools/build $(builddir_docker)
$(V)mv $(builddir_docker)/build/* $(builddir_docker)
$(V)rm -r $(builddir_docker)/build
$(V)docker \
build \
-t $(docker_image_name) \
-f Dockerfile \
.
$(V)docker \
run \
--volume $(shell pwd):/bemanitools \
--name $(docker_container_name) \
$(docker_image_name)
clean-docker:
$(V)docker rm -f $(docker_container_name) || true
$(V)docker image rm -f $(docker_image_name) || true
$(V)rm -rf $(BUILDDIR)
#
# Pull in module definitions
@@ -185,6 +202,8 @@ $$(depdir_$1_$2_$3):
$$(objdir_$1_$2_$3):
$(V)mkdir -p $$@
$$(volatile_$3:%.c=$$(objdir_$1_$2_$3)/%.o): FORCE
$$(objdir_$1_$2_$3)/%.o: $$(srcdir_$3)/%.c \
| $$(depdir_$1_$2_$3) $$(objdir_$1_$2_$3)
$(V)echo ... $$@
@@ -226,7 +245,7 @@ $$(dll_$1_$2_$3) $$(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)
@@ -256,7 +275,7 @@ 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

366
Module.mk
View File

@@ -21,12 +21,20 @@
#
# 4: Patch 2: beatmania IIDX 14 GOLD
#
# 4: Patch 3: pop'n music 15 ADVENTURE
#
# 6: Patch 5: beatmania IIDX 15 DJ Troopers
#
# 7: Patch 1: pop'n music 16 PARTY
#
# 8: Patch 3: beatmania IIDX 16 Empress
# jubeat
#
# 10: Patch 4: DanceDanceRevolution X2
# 9: Patch 0: pop'n music 17 THE MOVIE
#
# 10: Patch 1: pop'n music 18 Sengoku Retsuden
# Patch 2: jubeat Knit
# Patch 4: DanceDanceRevolution X2
#
# 11: Patch 1: beatmania IIDX 18 Resort Anthem
# pop'n music 19 Tune Street
@@ -49,14 +57,17 @@
# beatmania IIDX 22 PENDUAL
# beatmania IIDX 23 copula
# beatmania IIDX 24 SINOBUZ
# Patch 3: DanceDanceRevoluion A20+ (64-bit)
# "Patch" 3: Silent Scope Bone Eater (compatible with p7)
# "Patch" 7: Steel Chronicle VicTroopers (not a Bemani, w/e)
#
# 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 \
@@ -69,97 +80,130 @@ 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 1306 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/avs-util/Module.mk
include src/main/bio2drv/Module.mk
include src/main/bio2emu/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
include src/main/camhook/Module.mk
include src/main/cconfig/Module.mk
include src/main/config/Module.mk
include src/main/d3d9-util/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-async/Module.mk
include src/main/ddrio-p3io/Module.mk
include src/main/ddrio-mm/Module.mk
include src/main/ddrio-smx/Module.mk
include src/main/ddriotest/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/extio/Module.mk
include src/main/extiodrv/Module.mk
include src/main/extiotest/Module.mk
include src/main/ezusb-emu/Module.mk
include src/main/ezusb-iidx/Module.mk
include src/main/ezusb-iidx-16seg-emu/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
include src/main/iidxhook-d3d9/Module.mk
include src/main/iidxhook-util/Module.mk
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/iidxhook9/Module.mk
include src/main/iidxio/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/jbiotest/Module.mk
include src/main/jbhook/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/p3iodrv/Module.mk
include src/main/p3ioemu/Module.mk
include src/main/p3io-ddr-tool/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/sdvxio-kfca/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/vigem-ddrio/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
@@ -172,10 +216,12 @@ $(zipdir)/:
$(zipdir)/tools.zip: \
build/bin/indep-32/aciotest.exe \
build/bin/indep-32/ddriotest.exe \
build/bin/indep-32/eamiotest.exe \
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 \
@@ -192,8 +238,10 @@ $(zipdir)/tools.zip: \
$(zipdir)/tools-x64.zip: \
build/bin/indep-64/aciotest.exe \
build/bin/indep-64/ddriotest.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 \
@@ -281,6 +329,21 @@ $(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 \
@@ -313,6 +376,21 @@ $(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 \
@@ -353,7 +431,7 @@ $(zipdir)/iidx-25-to-26.zip: \
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/iidx-27.zip: \
$(zipdir)/iidx-27-to-30.zip: \
build/bin/avs2_1700-64/iidxhook9.dll \
build/bin/avs2_1700-64/launcher.exe \
build/bin/indep-64/config.exe \
@@ -363,24 +441,40 @@ $(zipdir)/iidx-27.zip: \
build/bin/indep-64/vefxio.dll \
dist/iidx/config.bat \
dist/iidx/gamestart-27.bat \
dist/iidx/gamestart-28.bat \
dist/iidx/gamestart-29.bat \
dist/iidx/gamestart-30.bat \
dist/iidx/iidxhook-27.conf \
dist/iidx/iidxhook-28.conf \
dist/iidx/iidxhook-29.conf \
dist/iidx/iidxhook-30.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 $@ $^
@@ -399,28 +493,79 @@ $(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 $@ $^
@@ -438,7 +583,7 @@ $(zipdir)/sdvx-01-to-04.zip: \
$(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 \
@@ -467,6 +612,8 @@ $(zipdir)/sdvx-05-cn.zip: \
$(V)zip -j $@ $^
$(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 \
@@ -475,6 +622,8 @@ $(zipdir)/sdvx-hwio-x86.zip: \
$(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 \
@@ -482,10 +631,48 @@ $(zipdir)/sdvx-hwio-x64.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)/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 \
@@ -494,26 +681,84 @@ $(zipdir)/ddr-12-to-16.zip: \
build/bin/indep-32/geninput.dll \
dist/ddr/config.bat \
dist/ddr/gamestart-12.bat \
dist/ddr/gamestart-13.bat \
dist/ddr/gamestart-14.bat \
dist/ddr/gamestart-15.bat \
dist/ddr/gamestart-16.bat \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/ddr-16-x64.zip: \
$(zipdir)/ddr-13.zip: \
build/bin/avs2_1306-32/launcher.exe \
build/bin/avs2_1306-32/ddrhook2.dll \
build/bin/avs2_1306-32/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-18.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/eamio.dll \
build/bin/indep-32/geninput.dll \
dist/ddr/config.bat \
dist/ddr/gamestart-17.bat \
dist/ddr/gamestart-18.bat \
dist/ddr/gamestart-14.bat \
dist/ddr/gamestart-15.bat \
dist/ddr/gamestart-16.bat \
dist/ddr/gamestart-17.bat \
dist/ddr/gamestart-18.bat \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/ddr-16-to-18-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 \
build/bin/indep-64/ddrio-mm.dll \
build/bin/indep-64/ddrio-smx.dll \
build/bin/indep-64/eamio.dll \
build/bin/indep-64/geninput.dll \
dist/ddr/config.bat \
dist/ddr/gamestart-17.bat \
dist/ddr/gamestart-18.bat \
dist/ddr/gamestart-16.bat \
dist/ddr/gamestart-17.bat \
dist/ddr/gamestart-18.bat \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/ddr-hwio-x86.zip: \
build/bin/indep-32/ddrio-async.dll \
build/bin/indep-32/ddrio-p3io.dll \
build/bin/indep-32/ddrio-mm.dll \
build/bin/indep-32/ddrio-smx.dll \
build/bin/indep-32/extiotest.exe \
build/bin/indep-32/p3io-ddr-tool.exe \
build/bin/indep-32/vigem-ddrio.exe \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/ddr-hwio-x64.zip: \
build/bin/indep-64/ddrio-async.dll \
build/bin/indep-64/ddrio-p3io.dll \
build/bin/indep-64/ddrio-mm.dll \
build/bin/indep-64/ddrio-smx.dll \
build/bin/indep-64/extiotest.exe \
build/bin/indep-64/p3io-ddr-tool.exe \
build/bin/indep-64/vigem-ddrio.exe \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -j $@ $^
@@ -532,11 +777,29 @@ $(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 $@ $^
@@ -569,25 +832,38 @@ $(BUILDDIR)/tests.zip: \
$(BUILDDIR)/bemanitools.zip: \
$(zipdir)/bst.zip \
$(zipdir)/ddr-12-to-16.zip \
$(zipdir)/ddr-16-x64.zip \
$(zipdir)/ddr-11.zip \
$(zipdir)/ddr-12.zip \
$(zipdir)/ddr-12-us.zip \
$(zipdir)/ddr-13.zip \
$(zipdir)/ddr-14-to-18.zip \
$(zipdir)/ddr-16-to-18-x64.zip \
$(zipdir)/ddr-hwio-x86.zip \
$(zipdir)/ddr-hwio-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.zip \
$(zipdir)/iidx-27-to-30.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 \

245
README.md
View File

@@ -1,104 +1,189 @@
# Bemanitools 5
[![pipeline status](https://dev.s-ul.eu/djhackers/bemanitools/badges/master/pipeline.svg)](https://dev.s-ul.eu/djhackers/bemanitools/commits/master)
Version: 5.33
Version: `5.49`
[Release history](CHANGELOG.md)
[Changelog](CHANGELOG.md)
A collection of tools to run [various Bemani arcade games](#list-of-supported-games).
A collection of tools to run [various Bemani arcade games](#supported-games).
Bemanitools 5 (BT5) is the successor to Bemanitools 4 which introduces a big code cleanup and support for newer games.
BT5 uses a cleaner approach than BT4 did; specifically, all input and lighting is handled by emulating the protocols
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.
Bemanitools 5 (BT5) is the successor to Bemanitools 4 which introduces a big code cleanup and
support for newer games. BT5 uses a cleaner approach than BT4 did; specifically, all input and
lighting is handled by emulating the protocols 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)
* Beatmania IIDX 27 Heroic Verse (iidx-27.zip) using [iidxhook9](doc/iidxhook/iidxhook9.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
# 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.
Browse our [documentation](doc/README.md) as it might already cover various questions and concerns
you are looking for or about to ask.
# Distribution contents
Check the [list of supported games](#list-of-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).
## Contributions and bug reporting
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.
[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 X3 vs. 2ndMIX (`ddr-13.zip`): [ddrhook2](doc/ddrhook/ddrhook2.md)
- Dance Dance Revolution 2013 (`ddr-14-to-18.zip`): [ddrhook2](doc/ddrhook/ddrhook2.md)
- Dance Dance Revolution 2014 (`ddr-14-to-18.zip`): [ddrhook2](doc/ddrhook/ddrhook2.md)
- Dance Dance Revolution A (`ddr-14-to-18.zip`): [ddrhook2](doc/ddrhook/ddrhook2.md)
- Dance Dance Revolution A20 (`ddr-14-to-18.zip`): [ddrhook2](doc/ddrhook/ddrhook2.md)
- Dance Dance Revolution A20+ (`ddr-14-to-18.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-30.zip`): [iidxhook9](doc/iidxhook/iidxhook9.md)
- Beatmania IIDX 28 BISTROVER (`iidx-27-to-30.zip`): [iidxhook9](doc/iidxhook/iidxhook9.md)
- Beatmania IIDX 29 CASTHOUR (`iidx-27-to-30.zip`): [iidxhook9](doc/iidxhook/iidxhook9.md)
- Beatmania IIDX 30 RESIDENT (`iidx-27-to-30.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
## Auxiliary tooling
- Bootstrapping
- [inject](doc/inject.md): Inject arbitrary hooking libraries into a target application process.
- [launcher](doc/launcher.md): Bootstrap Konami's AVS environment and launch a target application
with arbitrary injected hooking libraries.
- Beatmnia IIDX Ezusb IO board
- [ezusb-iidx-fpga-flash](doc/tools/ezusb-iidx-fpga-flash.md): Flash a binary blob with FPGA
firmware to a target ezusb FX IO board
- [ezusb-iidx-sram-flash](doc/tools/ezusb-iidx-sram-flash.md): Flash a binary blob with SRAM
contents to a target ezusb FX2 IO board
- Exit hooks: Exit the game with a button combination using native cabinet inputs
- [iidx-ezusb-exit-hook](doc/tools/iidx-ezusb-exit-hook.md): For IIDX with ezusb IO
- [iidx-bio2-exit-hook](doc/tools/iidx-bio2-exit-hook.md): For IIDX with BIO2 IO
- [iidx-ezusb2-exit-hook](doc/tools/iidx-ezusb-exit-hook.md): For IIDX with ezusb FX2 IO
- Bemanitools API testing: Tools for testing bemanitools API implementations
- [ddriotest](doc/tools/ddriotest.md): For [ddrio API](doc/api.md#io-boards)
- [eamiotest](doc/tools/eamiotest.md): For [eamio API](doc/api.md#eamuse-readers)
- [iidxiotest](doc/tools/iidxiotest.md): For [iidxio API](doc/api.md#io-boards)
- [jbiotest](doc/tools/jbiotest.md): For [jbio API](doc/api.md#io-boards)
- DDR IO testing: Tools for testing hardware of a real DDR cabinet
- [p3io-ddr-tool](doc/tools/p3io-ddr-tool.md)
- [extiotest](doc/tools/extiotest.md)
- [aciotest](doc/tools/aciotest.md): Command line tool to quickly test ACIO devices
- config: UI input/output configuration tool when using the default bemanitools API (geninput)
- ir-beat-patch-9/10: Patch the IR beat phase on IIDX 9 and 10
- [mempatch-hook](doc/tools/mempatch-hook.md): Patch raw memory locations in the target process
based on the provided configuration
- [pcbidgen](doc/tools/pcbidgen.md): Konami PCBID generator tool
- [ViGEm clients](doc/vigem/README.md): Expose BT5 APIs as XBOX game controllers to play any games
with real cabinet hardware.
## Pre-requisites
### 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](#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.
Depending on the game, you also need the following dependencies installed:
* DirectX 9 runtime
* 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).
- The 32-bit (x86) version of
[Microsoft Visual C++ 2010 Service Pack 1 Redistributable Package MFC Security Update](https://www.microsoft.com/en-sg/download/details.aspx?id=26999)
- The 32-bit (x86) and 64-bit (x64) versions of
[Microsoft Visual C++ Redistributable Packages for Visual Studio 2013](https://www.microsoft.com/en-sg/download/details.aspx?id=40784)
- The
[DirectX 9 End-User Runtimes (June 2010)](https://www.microsoft.com/en-us/download/details.aspx?id=8109)
# Development
## Building
See the [development document](doc/development).
See also [bemanitools-supplement](https://www.github.com/djhackersdev/bemanitools-supplement/) for
files.
## 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.
## Development
### Building
See the [development document](doc/development.md).
### 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
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.
## Release process
Please refer to the [dedicated documentation](doc/release-process.md).
## License
Source code license is the Unlicense; you are permitted to do with this as thou wilt. For details,
please refer to the [LICENSE file](LICENSE) included with the source code.

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# 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

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# 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

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

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# 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

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@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 %*

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@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 %*

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

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

View File

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

View File

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

View File

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

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

View File

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

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@echo off
cd /d %~dp0
if not exist conf\nvram mkdir conf\nvram
if not exist conf\nvram\ea3-config.xml copy prop\eamuse-config.xml conf\nvram\ea3-config.xml
if not exist conf\nvram\coin.xml copy prop\coin.xml conf\nvram\coin.xml
if not exist conf\nvram\eacoin.xml copy prop\eacoin.xml conf\nvram\eacoin.xml
if not exist conf\nvram\testmode-v.xml copy prop\testmode-v.xml conf\nvram\testmode-v.xml
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 .\ddrhook2.dll .\arkmdxp3.dll %*

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@echo off
cd /d %~dp0
if not exist conf\nvram mkdir conf\nvram
if not exist conf\nvram\ea3-config.xml copy prop\eamuse-config.xml conf\nvram\ea3-config.xml
if not exist conf\nvram\coin.xml copy prop\coin.xml conf\nvram\coin.xml
if not exist conf\nvram\eacoin.xml copy prop\eacoin.xml conf\nvram\eacoin.xml
if not exist conf\nvram\testmode-v.xml copy prop\testmode-v.xml conf\nvram\testmode-v.xml
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 .\ddrhook2.dll .\arkmdxp3.dll %*

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@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
if not exist dev\nvram mkdir dev\nvram
if not exist dev\raw mkdir dev\raw
inject iidxhook4-cn.dll bm2dx.exe -D --config iidxhook-18-cn.conf %*

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@@ -0,0 +1,17 @@
@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
if not exist dev\nvram mkdir dev\nvram
if not exist dev\raw mkdir dev\raw
inject iidxhook5-cn.dll bm2dx.exe -D --config iidxhook-20-cn.conf %*

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@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 %*

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@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-29.conf %*

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@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
)
modules\launcher -H 134217728 -B iidxhook9.dll bm2dx.dll --config iidxhook-30.conf %*

View File

@@ -1,12 +1,45 @@
@echo off
cd /d %~dp0
IF "%1"=="" GOTO USAGE
REM Open menu if no arguments specified
if "%~1" == "" goto menu
iidx-irbeat-patch.exe 9 %1 e\\settings.bin.0
iidx-irbeat-patch.exe 9 %1 f\\settings.bin.1
GOTO END
if "%~1" gtr "3" goto badbeat
if "%~1" == "0" goto badbeat
:USAGE
ECHO "Usage: iidx-irbeat-patch.bat <beat phase>"
set beat = "%~1" - 1
iidx-irbeat-patch.exe 9 %beat% e\\settings.bin.0
iidx-irbeat-patch.exe 9 %beat% f\\settings.bin.1
if not errorlevel 0 goto error
echo Beat phase patched sucessfully
exit /b
:menu
echo Select beat phase:
echo 1 - beat#1
echo 2 - beat#2
echo 3 - beat#3
choice /n /c:123
set /a beat = %errorlevel% - 1
echo.
iidx-irbeat-patch.exe 9 %beat% e\\settings.bin.0
iidx-irbeat-patch.exe 9 %beat% f\\settings.bin.1
echo.
if not errorlevel 0 goto error
echo Beat phase patched sucessfully
timeout 5
exit /b
:error
echo Something has gone wrong with the patching process, have you run the game at least once?
pause
exit /b
:badbeat
echo Invalid beat phase specified, values are 1 to 3.
exit /b
:END

View File

@@ -1,12 +1,45 @@
@echo off
cd /d %~dp0
IF "%1"=="" GOTO USAGE
REM Open menu if no arguments specified
if "%~1" == "" goto menu
iidx-irbeat-patch.exe 10 %1 e\\settings.bin.0
iidx-irbeat-patch.exe 10 %1 f\\settings.bin.1
GOTO END
if %~1 gtr 3 goto badbeat
if %~1 == 0 goto badbeat
:USAGE
ECHO "Usage: iidx-irbeat-patch.bat <beat phase>"
set /a beat = %~1 - 1
iidx-irbeat-patch.exe 9 %beat% e\\settings.bin.0
iidx-irbeat-patch.exe 9 %beat% f\\settings.bin.1
if not errorlevel 0 goto error
echo Beat phase patched sucessfully
exit /b
:menu
echo Select beat phase:
echo 1 - beat#1
echo 2 - beat#2
echo 3 - beat#3
choice /n /c:123
set /a beat = %errorlevel% - 1
echo.
iidx-irbeat-patch.exe 10 %beat% e\\settings.bin.0
iidx-irbeat-patch.exe 10 %beat% f\\settings.bin.1
echo.
if not errorlevel 0 goto error
echo Beat phase patched sucessfully
timeout 5
exit /b
:error
echo Something has gone wrong with the patching process, have you run the game at least once?
pause
exit /b
:badbeat
echo Invalid beat phase specified, values are 1 to 3.
exit /b
:END

View File

@@ -10,7 +10,7 @@ eamuse.pcbid=0101020304050607086F
# EAMID
eamuse.eamid=0101020304050607086F
# Fix stretched BG videos on newer GPUs. Might appear on Red and newer
# Fix stretched BG videos on newer GPUs. Might appear on SIRIUS and older. On 9th and 10th style this issue may only affect older BGAs (from 1st-3rd style)
gfx.bgvideo_uv_fix=false
# Run the game in a framed window (requires windowed option)
@@ -46,17 +46,26 @@ 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
# Enable monitoring of ezusb.dll calls by logging call traces. Only works on 9th and 10th style!
ezusb.api_call_monitoring=false
# Set the type of ezusb IO board. 0 = C02, 1 = D01. Note: Impacts security settings!
ezusb.io_board_type=0
# Disable operator clock setting system clock time
misc.disable_clock_set=false
# Stub calls to rteffect.dll (10th to DistorteD)
misc.rteffect_stub=false
# Path to store the settings, e.g. bookkeeping, operator settings. d:, e: and f: drive configuration/settings data
misc.settings_path=.\
# Security boot version (e.g. GEC02).
sec.boot_version=GEC02
# Security boot seeds for ezusb, format: X:X:X where X is a number of 0-9 (e.g. 0:0:0).
sec.boot_seeds=0:0:0
# Security black plug mcode id string (e.g. GQC02JAA).
sec.black_plug_mcode=GQC02JAA
# Security black plug mcode id string (e.g. GEC02JAA).
sec.black_plug_mcode=GEC02JAA

View File

@@ -10,7 +10,7 @@ eamuse.pcbid=0101020304050607086F
# EAMID
eamuse.eamid=0101020304050607086F
# Fix stretched BG videos on newer GPUs. Might appear on Red and newer
# Fix stretched BG videos on newer GPUs. Might appear on SIRIUS and older. On 9th and 10th style this issue may only affect older BGAs (from 1st-3rd style)
gfx.bgvideo_uv_fix=false
# Run the game in a framed window (requires windowed option)
@@ -46,12 +46,21 @@ 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
# Enable monitoring of ezusb.dll calls by logging call traces. Only works on 9th and 10th style!
ezusb.api_call_monitoring=false
# Set the type of ezusb IO board. 0 = C02, 1 = D01. Note: Impacts security settings!
ezusb.io_board_type=1
# Disable operator clock setting system clock time
misc.disable_clock_set=false
# Stub calls to rteffect.dll (10th to DistorteD)
misc.rteffect_stub=false
# Path to store the settings, e.g. bookkeeping, operator settings. d:, e: and f: drive configuration/settings data
misc.settings_path=.\
# Security boot version (e.g. GEC02).
sec.boot_version=GEC02

View File

@@ -10,7 +10,7 @@ eamuse.pcbid=0101020304050607086F
# EAMID
eamuse.eamid=0101020304050607086F
# Fix stretched BG videos on newer GPUs. Might appear on Red and newer
# Fix stretched BG videos on newer GPUs. Might appear on SIRIUS and older. On 9th and 10th style this issue may only affect older BGAs (from 1st-3rd style)
gfx.bgvideo_uv_fix=false
# Run the game in a framed window (requires windowed option)
@@ -46,12 +46,21 @@ 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
# Enable monitoring of ezusb.dll calls by logging call traces. Only works on 9th and 10th style!
ezusb.api_call_monitoring=false
# Set the type of ezusb IO board. 0 = C02, 1 = D01. Note: Impacts security settings!
ezusb.io_board_type=1
# Disable operator clock setting system clock time
misc.disable_clock_set=false
# Stub calls to rteffect.dll (10th to DistorteD)
misc.rteffect_stub=false
# Path to store the settings, e.g. bookkeeping, operator settings. d:, e: and f: drive configuration/settings data
misc.settings_path=.\
# Security boot version (e.g. GEC02).
sec.boot_version=GEC02

View File

@@ -10,7 +10,7 @@ eamuse.pcbid=0101020304050607086F
# EAMID
eamuse.eamid=0101020304050607086F
# Fix stretched BG videos on newer GPUs. Might appear on Red and newer
# Fix stretched BG videos on newer GPUs. Might appear on SIRIUS and older. On 9th and 10th style this issue may only affect older BGAs (from 1st-3rd style)
gfx.bgvideo_uv_fix=false
# Run the game in a framed window (requires windowed option)
@@ -46,6 +46,12 @@ 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
# Enable monitoring of ezusb.dll calls by logging call traces. Only works on 9th and 10th style!
ezusb.api_call_monitoring=false
# Set the type of ezusb IO board. 0 = C02, 1 = D01. Note: Impacts security settings!
ezusb.io_board_type=1
# Fix broken 3D background on Happy Sky's music select (if appearing completely white)
misc.happy_sky_ms_bg_fix=false
@@ -55,6 +61,9 @@ misc.disable_clock_set=false
# Stub calls to rteffect.dll (10th to DistorteD)
misc.rteffect_stub=false
# Path to store the settings, e.g. bookkeeping, operator settings. d:, e: and f: drive configuration/settings data
misc.settings_path=.\
# Security boot version (e.g. GEC02).
sec.boot_version=GEC02

View File

@@ -10,7 +10,7 @@ eamuse.pcbid=0101020304050607086F
# EAMID
eamuse.eamid=0101020304050607086F
# Fix stretched BG videos on newer GPUs. Might appear on Red and newer
# Fix stretched BG videos on newer GPUs. Might appear on SIRIUS and older. On 9th and 10th style this issue may only affect older BGAs (from 1st-3rd style)
gfx.bgvideo_uv_fix=false
# Run the game in a framed window (requires windowed option)
@@ -46,6 +46,12 @@ 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
# Enable monitoring of ezusb.dll calls by logging call traces. Only works on 9th and 10th style!
ezusb.api_call_monitoring=false
# Set the type of ezusb IO board. 0 = C02, 1 = D01. Note: Impacts security settings!
ezusb.io_board_type=1
# Fix broken 3D background on DistorteD's music select (if appearing completely black)
misc.distorted_ms_bg_fix=false
@@ -55,6 +61,9 @@ misc.disable_clock_set=false
# Stub calls to rteffect.dll (10th to DistorteD)
misc.rteffect_stub=false
# Path to store the settings, e.g. bookkeeping, operator settings. d:, e: and f: drive configuration/settings data
misc.settings_path=.\
# Security boot version (e.g. GEC02).
sec.boot_version=GEC02

View File

@@ -7,7 +7,7 @@ eamuse.pcbid=0101020304050607086F
# EAMID
eamuse.eamid=0101020304050607086F
# Fix stretched BG videos on newer GPUs. Might appear on Red and newer
# Fix stretched BG videos on newer GPUs. Might appear on SIRIUS and older. On 9th and 10th style this issue may only affect older BGAs (from 1st-3rd style)
gfx.bgvideo_uv_fix=false
# Run the game in a framed window (requires windowed option)
@@ -46,8 +46,8 @@ 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
# Path to store the settings, e.g. bookkeeping, operator settings. d:, e: and f: drive configuration/settings data
misc.settings_path=.\
# Security black plug mcode id string (e.g. GQC02JAA).
sec.black_plug_mcode=GQGLDJA
sec.black_plug_mcode=GQGLDJAA

View File

@@ -7,7 +7,7 @@ eamuse.pcbid=0101020304050607086F
# EAMID
eamuse.eamid=0101020304050607086F
# Fix stretched BG videos on newer GPUs. Might appear on Red and newer
# Fix stretched BG videos on newer GPUs. Might appear on SIRIUS and older. On 9th and 10th style this issue may only affect older BGAs (from 1st-3rd style)
gfx.bgvideo_uv_fix=false
# Run the game in a framed window (requires windowed option)
@@ -46,8 +46,8 @@ 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
# Path to store the settings, e.g. bookkeeping, operator settings. d:, e: and f: drive configuration/settings data
misc.settings_path=.\
# Security black plug mcode id string (e.g. GQC02JAA).
sec.black_plug_mcode=GQHDDJA
sec.black_plug_mcode=GQHDDJAA

View File

@@ -7,7 +7,7 @@ eamuse.pcbid=0101020304050607086F
# EAMID
eamuse.eamid=0101020304050607086F
# Fix stretched BG videos on newer GPUs. Might appear on Red and newer
# Fix stretched BG videos on newer GPUs. Might appear on SIRIUS and older. On 9th and 10th style this issue may only affect older BGAs (from 1st-3rd style)
gfx.bgvideo_uv_fix=false
# Run the game in a framed window (requires windowed option)
@@ -49,8 +49,8 @@ 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
# Path to store the settings, e.g. bookkeeping, operator settings. d:, e: and f: drive configuration/settings data
misc.settings_path=.\
# Security black plug mcode id string (e.g. GQC02JAA).
sec.black_plug_mcode=GQI00JA
sec.black_plug_mcode=GQI00JAA

View File

@@ -7,7 +7,7 @@ eamuse.pcbid=0101020304050607086F
# EAMID
eamuse.eamid=0101020304050607086F
# Fix stretched BG videos on newer GPUs. Might appear on Red and newer
# Fix stretched BG videos on newer GPUs. Might appear on SIRIUS and older. On 9th and 10th style this issue may only affect older BGAs (from 1st-3rd style)
gfx.bgvideo_uv_fix=false
# Run the game in a framed window (requires windowed option)
@@ -49,8 +49,8 @@ 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
# Path to store the settings, e.g. bookkeeping, operator settings. d:, e: and f: drive configuration/settings data
misc.settings_path=.\
# 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
View File

@@ -0,0 +1,50 @@
# PCBID
eamuse.pcbid=0101020304050607086F
# 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
# Path to store the settings, e.g. bookkeeping, operator settings. d:, e: and f: drive configuration/settings data
misc.settings_path=.\
# Security black plug mcode id string (e.g. GQC02JAA).
sec.black_plug_mcode=GKJDZCAA

View File

@@ -1,6 +1,3 @@
# 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
@@ -36,3 +33,15 @@ 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
# Path to store the settings, e.g. bookkeeping, operator settings. d:, e: and f: drive configuration/settings data
misc.settings_path=.\

View File

@@ -1,12 +1,12 @@
# 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
@@ -33,3 +33,15 @@ 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
# Path to store the settings, e.g. bookkeeping, operator settings. d:, e: and f: drive configuration/settings data
misc.settings_path=.\

47
dist/iidx/iidxhook-20-cn.conf vendored Normal file
View File

@@ -0,0 +1,47 @@
# PCBID
eamuse.pcbid=0101020304050607086F
# 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
# Path to store the settings, e.g. bookkeeping, operator settings. d:, e: and f: drive configuration/settings data
misc.settings_path=.\
# Security black plug mcode id string (e.g. GQC02JAA).
sec.black_plug_mcode=GKJDZCAA

View File

@@ -1,6 +1,3 @@
# 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
@@ -33,3 +30,9 @@ gfx.forced_refresh_rate=-1
# D3D9 device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter
gfx.device_adapter=-1
# Disable card reader emulation and enable usage of real card reader hardware on COM1 (for games supporting slotted/wavepass readers)
io.disable_card_reader_emu=false
# Disable ezusb IO emulation and enable usage of real ezusb1/2 IO hardware
io.disable_io_emu=false

View File

@@ -1,6 +1,3 @@
# 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
@@ -33,3 +30,9 @@ gfx.forced_refresh_rate=-1
# D3D9 device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter
gfx.device_adapter=-1
# Disable card reader emulation and enable usage of real card reader hardware on COM1 (for games supporting slotted/wavepass readers)
io.disable_card_reader_emu=false
# Disable ezusb IO emulation and enable usage of real ezusb1/2 IO hardware
io.disable_io_emu=false

View File

@@ -1,6 +1,3 @@
# 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
@@ -33,3 +30,9 @@ gfx.forced_refresh_rate=-1
# D3D9 device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter
gfx.device_adapter=-1
# Disable card reader emulation and enable usage of real card reader hardware on COM1 (for games supporting slotted/wavepass readers)
io.disable_card_reader_emu=false
# Disable ezusb IO emulation and enable usage of real ezusb1/2 IO hardware
io.disable_io_emu=false

View File

@@ -1,6 +1,3 @@
# 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
@@ -33,3 +30,9 @@ gfx.forced_refresh_rate=-1
# D3D9 device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter
gfx.device_adapter=-1
# Disable card reader emulation and enable usage of real card reader hardware on COM1 (for games supporting slotted/wavepass readers)
io.disable_card_reader_emu=false
# Disable ezusb IO emulation and enable usage of real ezusb1/2 IO hardware
io.disable_io_emu=false

View File

@@ -1,6 +1,3 @@
# 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
@@ -33,3 +30,9 @@ gfx.forced_refresh_rate=-1
# D3D9 device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter
gfx.device_adapter=-1
# Disable card reader emulation and enable usage of real card reader hardware on COM1 (for games supporting slotted/wavepass readers)
io.disable_card_reader_emu=false
# Disable ezusb IO emulation and enable usage of real ezusb1/2 IO hardware
io.disable_io_emu=false

View File

@@ -1,6 +1,3 @@
# 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
@@ -37,17 +34,23 @@ gfx.device_adapter=-1
# Disables the camera emulation
cam.disable_emu=false
# Override camera device ID 1 detection (copy from device manager, do not escape)
# Disable camera 1. Use, i.e., if you only have one camera and want it to be mapped to camera 2 ingame.
cam.disable_camera1=false
# Disable camera 2. Use, i.e., if you have more than one camera but only want to map camera 1 ingame.
cam.disable_camera2=false
# Override camera device ID 1 detection (copy from device manager, do not escape) Leave blank to automatically detect
cam.device_id1=
# Override camera device ID 2 detection (copy from device manager, do not escape)
# Override camera device ID 2 detection (copy from device manager, do not escape) Leave blank to automatically detect
cam.device_id2=
# Disable card reader emulation and enable usage of real card reader hardware on COM0 (for games supporting slotted readers)
# Disable card reader emulation and enable usage of real card reader hardware on COM1 (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
io.disable_poll_limiter=false

View File

@@ -1,6 +1,3 @@
# 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
@@ -37,17 +34,23 @@ gfx.device_adapter=-1
# Disables the camera emulation
cam.disable_emu=false
# Override camera device ID 1 detection (copy from device manager, do not escape)
# Disable camera 1. Use, i.e., if you only have one camera and want it to be mapped to camera 2 ingame.
cam.disable_camera1=false
# Disable camera 2. Use, i.e., if you have more than one camera but only want to map camera 1 ingame.
cam.disable_camera2=false
# Override camera device ID 1 detection (copy from device manager, do not escape) Leave blank to automatically detect
cam.device_id1=
# Override camera device ID 2 detection (copy from device manager, do not escape)
# Override camera device ID 2 detection (copy from device manager, do not escape) Leave blank to automatically detect
cam.device_id2=
# Disable card reader emulation and enable usage of real card reader hardware on COM0 (for games supporting slotted readers)
# Disable card reader emulation and enable usage of real card reader hardware on COM1 (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
io.disable_poll_limiter=false

View File

@@ -1,4 +1,4 @@
# Disable card reader emulation and enable usage of real card reader hardware on COM0 (for games supporting slotted readers)
# Disable card reader emulation and enable usage of real card reader hardware on COM1 (for games supporting slotted readers)
io.disable_card_reader_emu=false
# Disable BIO2 emulation and enable usage of real BIO2 hardware
@@ -11,13 +11,22 @@ io.disable_poll_limiter=false
io.lightning_mode=false
# Disable camera connection
io.disable_cams=false
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=false
cam.disable_emu=true
# Disable camera 1. Use, i.e., if you only have one camera and want it to be mapped to camera 2 ingame.
cam.disable_camera1=false
# Disable camera 2. Use, i.e., if you have more than one camera but only want to map camera 1 ingame.
cam.disable_camera2=false
# Override camera device ID detection (copy from device manager, do not escape)
cam.device_id1=
@@ -31,7 +40,7 @@ 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
@@ -40,6 +49,12 @@ 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
@@ -49,6 +64,12 @@ 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
# IP of adapter to force override with
adapter.override_ip=

84
dist/iidx/iidxhook-28.conf vendored Normal file
View File

@@ -0,0 +1,84 @@
# Disable card reader emulation and enable usage of real card reader hardware on COM1 (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
# Disable camera 1. Use, i.e., if you only have one camera and want it to be mapped to camera 2 ingame.
cam.disable_camera1=false
# Disable camera 2. Use, i.e., if you have more than one camera but only want to map camera 1 ingame.
cam.disable_camera2=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)

84
dist/iidx/iidxhook-29.conf vendored Normal file
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@@ -0,0 +1,84 @@
# Disable card reader emulation and enable usage of real card reader hardware on COM1 (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
# Disable camera 1. Use, i.e., if you only have one camera and want it to be mapped to camera 2 ingame.
cam.disable_camera1=true
# Disable camera 2. Use, i.e., if you have more than one camera but only want to map camera 1 ingame.
cam.disable_camera2=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)

84
dist/iidx/iidxhook-30.conf vendored Normal file
View File

@@ -0,0 +1,84 @@
# Disable card reader emulation and enable usage of real card reader hardware on COM1 (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
# Disable camera 1. Use, i.e., if you only have one camera and want it to be mapped to camera 2 ingame.
cam.disable_camera1=true
# Disable camera 2. Use, i.e., if you have more than one camera but only want to map camera 1 ingame.
cam.disable_camera2=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)

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

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

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

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

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

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

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

11
dist/jb/gamestart-03.bat vendored Normal file
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@@ -0,0 +1,11 @@
@echo off
cd /d %~dp0
if not exist dev\nvram mkdir dev\nvram
if not exist dev\nvram\ea3-config.xml copy prop\ea3-config.xml dev\nvram\ea3-config.xml
if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml
if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml
if not exist dev\raw mkdir dev\raw
launcher -H 33554432 -K jbhook2.dll jubeat.dll -v

View File

@@ -3,8 +3,9 @@
cd /d %~dp0
if not exist dev\nvram mkdir dev\nvram
if not exist dev\nvram\ea3-config.xml copy prop\ea3-config.xml dev\nvram\ea3-config.xml
if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml
if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml
if not exist dev\raw mkdir dev\raw
launcher -K jbhook.dll jubeat.dll
launcher -H 33554432 -K jbhook3.dll jubeat.dll

View File

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

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

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

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

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

1
dist/popn/config.bat vendored Normal file
View File

@@ -0,0 +1 @@
@start config.exe pnm

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

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

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

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

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

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

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

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

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

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

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

View File

@@ -13,13 +13,22 @@ 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
@@ -28,6 +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
@@ -37,6 +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

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@@ -0,0 +1,34 @@
# 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 and IO (hardware) implementations 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

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@@ -1,43 +1,81 @@
# Bemanitools API
Bemanitools introduces interfaces abstracting the IO hardware of many games. This is used to implement support for
non-intended IO devices from simple keyboard support, standard gamecontrollers to custom IO boards or using real
hardware with the games (e.g. support for real legacy hardware).
Bemanitools introduces interfaces abstracting the IO hardware of many games. This is used to
implement support for non-intended IO devices from simple keyboard support, standard gamecontrollers
to custom IO boards or using real hardware with the games (e.g. support for real legacy hardware).
For a list of already supported and included hardware by game, see the next section.
The BT5 API separates main game IO hardware like buttons, turn tables, spinners, lights etc. (bstio, iidxio, ...) from
eamuse hardware like 10-key pads and card readers (eamio).
The BT5 API separates main game IO hardware like buttons, turn tables, spinners, lights etc. (bstio,
iidxio, ...) from eamuse hardware like 10-key pads and card readers (eamio).
If you want to write an implementation for your own custom piece of hardware, check out the SDK (*bemanitools*
sub-folder) in the source code (src.zip).
If you want to write an implementation for your own custom piece of hardware, check out the SDK
(*bemanitools* sub-folder) in the source code (src.zip).
## Implementations
The following implementations are already shipped with BT5.
* BeatStream
* bstio.dll (default): Keyboard, joystick and mouse input
* Dance Dance Revolution
* ddrio.dll (default): Keyboard, joystick and mouse input
* ddrio-mm.dll: Minimaid hardware
* 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
* jubeat
* jbio.dll (default): Keyboard, joystick and mouse input
* SOUND VOLTEX
* sdvxio.dll (default): Keyboard, joystick and mouse input
### IO boards
The following implementations are already shipped with BT5.
- BeatStream
- bstio.dll (default): Keyboard, joystick and mouse input
- Dance Dance Revolution
- ddrio.dll (default): Keyboard, joystick and mouse input
- [ddrio-p3io.dll](ddrhook/ddrio-p3io.md): DDR P3IO (Dragon PCB) + EXTIO hardware
- ddrio-mm.dll: Minimaid hardware
- [ddrio-smx.dll](ddrhook/ddrio-smx.md): StepManiaX platforms
- [ddrio-async](ddrhook/ddrio-async.md): Wrapper/shim library to drive another ddrio in a
dedicated IO thread
- Beatmania IIDX
- iidxio.dll (default): Keyboard, joystick and mouse input
- [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 readers
Eamuse hardware support is implemented separately:
* eamio.dll (default): Keyboard and joystick input
- eamio.dll (default): Keyboard and joystick input
- eamio-icca.dll: Slotted/wave pass readers, required for old games with magnetic stripe cards
#### ICCA readers for IIDX and port config in device manager
The COM port for the card readers needs to be configured correctly in device manager. Otherwise,
communication with the readers will fail if the settings do not align with how the game or
bemanitools wants to operate them.
Use built-in ports on your mainboard if available but an external USB to serial port dongle also
works.
- Assign `COM1` to the COM port the card readers are connected to.
- Ensure that the following settings for the COM port you are going to use are set
- BAUD rate 57600
- Data bits 8
- Parity None
- Stop bits 1
- Flow control None.
## 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
A DEF file for geninput.dll is included. To convert the DEF into an import library suitable for use
with Visual C++, run
```
lib /machine:i386 /def:geninput.def
```
from the Visual C++ command line. If you're using mingw then use dlltool:
```
dlltool -d geninput.def -l geninput.a
```
```

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@@ -1,182 +1,239 @@
# Bemanitools architecture
This document gives you an overview of the architecture of Bemanitools (5). Why do we need this? This helps document the
various design decisions and how everything comes together, in the end. At some point when things are evolving and other
developers want to pick up the project, this might give them answers to why some things were done well or not so well.
This allows them to iterate on the current design (document) to analyze if a change they want to apply might work out
or not.
Anway, enough preface...I guess you got the idea. This document will be split into several sections which address
different aspects of the architecture.
This document gives you an overview of the architecture of Bemanitools (5). Why do we need this?
This helps document the various design decisions and how everything comes together, in the end. At
some point when things are evolving and other developers want to pick up the project, this might
give them answers to why some things were done well or not so well. This allows them to iterate on
the current design (document) to analyze if a change they want to apply might work out or not.
Anway, enough preface...I guess you got the idea. This document will be split into several sections
which address different aspects of the architecture.
## The big picture
TODO create a graphic that presents the key modules and ideas.
## Detouring library functions, IAT hooking
One of Bemanitools's goals is to avoid patching of executables, libraries or any game data and instead rely on
intercepting calls to libraries to patch bugs or introduce new features. To support a game on a non native platform
transparently, e.g. your home desktop, this allows us to intercept I/O communication to emulate hardware or
files/filesystem features the game expects to be available.
We create a so called "hook library/hook.dll" which gets injected to the target process (the game) before the game
runs any of its application code. This is well known by the terms of dll injection and will not be further discussed
here (google it). The injected dll will replace the function addresses in the IATs to detour any calls to our own
handler functions before, eventually, calling the real function. This way, we can intercept the call and do cool things.
One of Bemanitools's goals is to avoid patching of executables, libraries or any game data and
instead rely on intercepting calls to libraries to patch bugs or introduce new features. To support
a game on a non native platform transparently, e.g. your home desktop, this allows us to intercept
I/O communication to emulate hardware or files/filesystem features the game expects to be available.
We create a so called "hook library/hook.dll" which gets injected to the target process (the game)
before the game runs any of its application code. This is well known by the terms of dll injection
and will not be further discussed here (google it). The injected dll will replace the function
addresses in the IATs to detour any calls to our own handler functions before, eventually, calling
the real function. This way, we can intercept the call and do cool things.
These features are covered by the modules in the following subfolders in src/main:
* hook: Essentially, this is capnhook: https://github.com/decafcode/capnhook. General tools for hooking Win32 API calls.
* hooklib: Some additional helper modules to take care of specific issues in Bemanitools, e.g. rs232 related stuff for
ACIO.
- hook: Essentially, this is capnhook: https://github.com/decafcode/capnhook. General tools for
hooking Win32 API calls.
- hooklib: Some additional helper modules to take care of specific issues in Bemanitools, e.g. rs232
related stuff for ACIO.
Check the modules for details.
## Hooking and IRP
IRP stands for "I/O request packet" and is a kernel mode structure used in Windows drivers for communication with the
OS. The data structure describes an I/O request with parameters for that request avoiding function calls with large
number of arguments to a driver.
We make use of that "IRP pattern" by creating a flexible and maintainable abstraction layer for the following hooking
modules:
* iohook: Hook I/O (e.g. file) related calls
* d3d9: Hook d3d9 graphics API calls
IRP stands for "I/O request packet" and is a kernel mode structure used in Windows drivers for
communication with the OS. The data structure describes an I/O request with parameters for that
request avoiding function calls with large number of arguments to a driver.
An IRP handler is implemented to handle selected IRP calls based on the specified operation type. IRP handlers can be
chained which allows splitting up different features/interceptors to different functions and modules allowing you to
create a clear structure. At the end of the forwarding chain, you the real API function that maps to the abstracted
operation is called. However, a handler can decide at any time to not forward calls which allows you to implement
emulation of access to selected files or I/O devices.
We make use of that "IRP pattern" by creating a flexible and maintainable abstraction layer for the
following hooking modules:
- iohook: Hook I/O (e.g. file) related calls
- d3d9: Hook d3d9 graphics API calls
An IRP handler is implemented to handle selected IRP calls based on the specified operation type.
IRP handlers can be chained which allows splitting up different features/interceptors to different
functions and modules allowing you to create a clear structure. At the end of the forwarding chain,
you the real API function that maps to the abstracted operation is called. However, a handler can
decide at any time to not forward calls which allows you to implement emulation of access to
selected files or I/O devices.
Modules that make use of this:
* iidxhook-util/d3d9
* ezusb-emu/device
* ezusb2-emu/device
* acioemu/emu
## 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
* iidxhook1-8: Hook dlls for Beatmania IIDX, we are currently at 8 different implementations due to the various
iterations the game went through, related to software and hardware.
* sdvxhook: Hook dll for SoundVoltex series
- iidxhook-util/d3d9
- ezusb-emu/device
- ezusb2-emu/device
- acioemu/emu
The following sub-sections will give you some brief insights on each hook implementation and what modules were used.
## 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
- iidxhook1-8: Hook dlls for Beatmania IIDX, we are currently at 8 different implementations due to
the various iterations the game went through, related to software and hardware.
- sdvxhook: Hook dll for SoundVoltex series
The following sub-sections will give you some brief insights on each hook implementation and what
modules were used.
### bsthook
TODO
### ddrhook
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
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.
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 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.
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.
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.
TODO go into some more detail about some differences in the hook modules, e.g. 18 to 19 look identical
-> but different AVS versions
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.
TODO go into some more detail about some differences in the hook modules, e.g. 18 to 19 look
identical -> but different AVS versions
#### iidxhook1 (9-12)
* Ezusb C02 I/O emulation
* Setupapi emulation
* Full security emulation with SRAM and round plugs
* Full serial emulation for magstripe card readers
* 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
* Network related patches to enable eamuse to custom servers
* Filesystem patches to detour E and F backup drives for settings
- Ezusb C02 I/O emulation
- Setupapi emulation
- Full security emulation with SRAM and round plugs
- Full serial emulation for magstripe card readers
- 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
- Network related patches to enable eamuse to custom servers
- Filesystem patches to detour E and F backup drives for settings
#### iidxhook2 (13)
* Ezusb C02 I/O emulation
* Setupapi emulation
* Full security emulation with SRAM and round plugs
* 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
* Font patching for Japanese chars
* Network related patches to enable eamuse to custom servers
* Filesystem patches to detour E and F backup drives for settings
- Ezusb C02 I/O emulation
- Setupapi emulation
- Full security emulation with SRAM and round plugs
- 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
- Font patching for Japanese chars
- Network related patches to enable eamuse to custom servers
- Filesystem patches to detour E and F backup drives for settings
#### iidxhook3 (14-17)
* Ezusb IO2 I/O emulation
* Setupapi emulation
* Full security emulation with SRAM and round plugs
* Full game essential I/O emulation
* ACIO ICCA card reader emulation, slotted readers
* d3d9 patching and extended features
* Font patching for Japanese chars
* Network related patches to enable eamuse to custom servers
* Filesystem patches to detour E and F backup drives for settings
- Ezusb IO2 I/O emulation
- Setupapi emulation
- Full security emulation with SRAM and round plugs
- Full game essential I/O emulation
- ACIO ICCA card reader emulation, slotted readers
- d3d9 patching and extended features
- Font patching for Japanese chars
- Network related patches to enable eamuse to custom servers
- Filesystem patches to detour E and F backup drives for settings
#### iidxhook4 (18)
* Ezusb IO2 I/O emulation
* Setupapi 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
- Ezusb IO2 I/O emulation
- Setupapi 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
* 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
- Ezusb IO2 I/O emulation
- Setupapi 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
* ACIO ICCA card reader emulation, wave pass readers
* d3d9 patching and extended features
* Font patching for Japanese chars
- Ezusb IO2 I/O emulation
- Setupapi 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
#### iidxhook7 (21-24)
* Ezusb IO2 I/O emulation
* Setupapi 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
- Ezusb IO2 I/O emulation
- Setupapi 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
#### iidxhook8 (25-26)
* ACIO BIO2 I/O emulation
* Setupapi 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
- ACIO BIO2 I/O emulation
- Setupapi 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
### jbhook
TODO
### popnhook
TODO
### sdvxhook
TODO
## The ezusb (emulation) stack
TODO
## The ACIO (emulation) stack
TODO
## BT5 API
TODO
## AVS and launcher
TODO
## Inject
TODO
TODO

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# 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](ddrio-smx.md): Support for StepManiaX dance platforms
- [ddrio-p3io](ddrio-p3io.md): P3IO + EXTIO driver implementation
- [ddrio-async](ddrio-async.md): Wrapper/shim library to drive another ddrio in a dedicated IO
thread
## Unicorntail
[Instructions how to run on Chimera PCBs](unicorntail.md).

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

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# 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
- Dance Dance Revolution A20
- Dance Dance Revolution A20+
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).
## Setup A20+
### Data and folder structure
The following assumes you are using vanilla and unpacked/decrypted data. Copy/unpack the data to a
destination of your choice. Expect to have the following root folder structure:
```
arkdata
com
data
dev
modules
prop
```
- Copy the contents of `modules` to the root folder that the dll-files are next to the folders
`arkdata`, `com`, etc.
- Unpack the contents of `ddr-14-to-16.zip` to the root folder. `luncher.exe` should be located next
to `arkdata`, `com` and all the dll-files
#### Configuring eamuse settings
You need to create a `prop/ea3-config.xml` configuration file which provides properties for
connecting to a network of your choice (and allows the game to boot).
Take the `prop/eamuse.xml` as a base and make a copy of it called `prop/ea3-config.xml`.
Add the software identifier as a child to the `<ea3>` parent node:
```xml
<soft>
<model __type="str">MDX</model>
<dest __type="str">J</dest>
<spec __type="str">A</spec>
<rev __type="str">A</rev>
<ext __type="str">2022020200</ext>
</soft>
```
Replace the identifiers according to the version you are using.
Add your PCBID as a child to the `<ea3>` parent node:
```xml
<id>
<pcbid __type="str">00010203040506070809</pcbid>
<hardid __type="str">00010203040506070809</hardid>
</id>
```
Replace the values accordingly with your actual PCBID registered with your target network.
Add network settings (note this might already exist, replace existing or delete old one) as a child
to the `<ea3>` parent node:
```xml
<network>
<sz_xrpc_buf __type="u32">102400</sz_xrpc_buf>
<ssl __type="bool">0</ssl>
<services>http://eamuse.konami.fun/service/services/services/</services>
</network>
```
Replace the properties accordingly with the settings provided by your network provider, e.g. the
URL, further settings like ssl etc.
## 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`
The `gamestart-XX.bat` scripts should already take care of this by executing the listed commands
when launched.
Note: The one that comes with IIDX will hang DDR at startup. The opposite is not true: IIDX works
just fine with this CLVSD.
### Laggy audio
If you're running on Windows XP, go to the sound devices control panel, select your sound card,
click Advanced Options and turn Hardware Acceleration down to basic. This will make the audio much
less laggy..

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# Asynchronous proxy wrapper for other ddrio implementations
This implementation of the Bemanitools API is not implementing support for any specific IO hardware.
It is a proxy/shim library that loads another ddrio library, e.g. ddrio-p3io, and drives the entire
backend in a dedicated IO thread. By implementing this behind the ddrio API, it is fully transparent
to any existing application using it.
The main benefit is the improved IO polling performance depending on how expensive the synchronous
calls of the actual hardware are. For example, *ddrio-p3io* has very expensive write calls with ~12
ms duration while read calls take ~4 ms. Therefore, a full update cycle is already about as costly
as rendering an entire frame (at 60 fps).
## Setup
For hook libraries, i.e. ddrhookX, but likely applicable to 3rd party applications (consolidate
their manuals).
- Have `ddrio-async.dll` in the same folder as your `ddrhookX.dll`
- Rename `ddrio-async.dll` to `ddrio.dll`
- Pick another ddrio library as the backend of your choice, e.g. `ddrio-p3io.dl` and put it next to
the async `ddrio.dll`
- Rename it to `ddrio-async-child.dll`, ddrio-async is looking for that filename in the same folder
- Ensure that your `gamestart.bat` actually injects the appropriate `ddrhook.dll`, for example:
```bat
inject ddrhook1.dll ddr.exe ...*
```
or
```bat
launcher -K ddrhook2.dll arkmdxp3.dll ...*
```

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# ddrio API implementation with DDR P3IO (Dragon) and EXTIO
This implementation of BT5's ddrio API allows you to use the native DDR P3IO of a "Dragon PCB" plus
the EXTIO with anything the ddrio API supports.
This is not required to run the actual games supporting the hardware natively. However, there are
various 3rd party applications using the ddrio API where you might benefit from using actual SD
cabinet hardware, e.g. [vigem-ddrio](../vigem/README.md).
## Setup
For hooks, but likely applicable to 3rd party applications (consolidate their manuals).
- Driver: You must have the P3IO driver intalled on your system
- Driver from
[bemanitools-supplements](https://github.com/djhackersdev/bemanitools-supplement/blob/master/ddr/p3io/README.md)
- Have `ddrio-p3io.dll` in the same folder as your `ddrhookX.dll`
- Rename `ddrio-p3io.dll` to `ddrio.dll`
- Ensure that your `gamestart.bat` actually injects the appropriate ddrhook dll, for example:
```bat
inject ddrhook1.dll ddr.exe ...*
```
or
```bat
launcher -K ddrhook2.dll arkmdxp3.dll ...*
```

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

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# Unicorntail
Unicorntail is a hook library to run the DDR games on a hybrid type of hardware referred to as a
"Chimera" or "Unicorn". Compared to a "Dragon", which refers to the official stock hardware by
Konami, a Chimera mixes the P3IO board from a PCB used with GF&DM V4-V8, Jubeat, Jubeat Ripples or
Jubeat Knit with the motherboard from a GF&DM XG, XG2 or XG3 PCB, or a Reflec Beat PCB.
Actual build instructions for such hardware are out of scope here.
## Context
Dragon PCBs are hard to come by compared to finding the parts for a Chimera PCB.
A Chimera PCB however is different in many aspects to the Dragon PCB and requires the use of the
`unicorntail.dll` hook library.
The Dragon's P3IO has two serial ports that the regular P3IOs do not, and one of these serial ports
is used to communicate with the card readers. Note that these are actual serial ports driven
directly by the P3IO microcontroller, these are NOT just passed through to the motherboard like the
proprietary COM1 and COM2 connectors.
Unicorn Tail intercepts serial port IO commands being sent to the P3IO and redirects them to a COM4
in Windows instead, where two readers can be connected via the motherboard's RS232 port or a usb
RS232 adapter.
## Drivers
You need the P3IO driver installed on your target system. These can be acquired from an actual stock
HDD or grabbed from
[bemanitools-supplements](https://dev.s-ul.net/djhackers/bemanitools-supplement/-/blob/master/gfdm/p3io/README.md).
## COM Port Setup
Using Device Manager in Windows, ensure the following COM ports are connected and setup.
COM1: EXTIO COM4: Two readers
Windows is often poor about saving the COM port number, so ewf commit (if applicable) and reboot
after saving this setting to ensure it sticks.
## Setup and run
Edit the `gamestart.bat` file that you are using and append `unicorntail.dll` to the list of hooks,
e.g.:
```shell
launcher.exe -H 33554432 -K unicorntail.dll arkmdxp3.dll %*
```
If you want to use any ddrhook library in addition, you have to have the hooks in the right order to
make everything work correctly, e.g.:
```shell
launcher.exe -H 33554432 -K unicorntail.dll -K ddrhook2.dll arkmdxp3.dll %*
```

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# Development documentation and notes
This folder contains various lose documentation snippets created by the developers. These can be
helpful as future reference.

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# Follow-up (14th August 2019)
After publishing this post-mortem, I got messaged by a user on sows who was able to shed some more light on this issue.
The user was experiencing the same symptoms on a Win7 setup: blue screen once the firmware was flashed to the C02 IO.
This user's solutions was to use the USB2 ports on the PC instead of the USB3 ones. This is good to know and kinda
aligns with the weird things happening in the driver (see below).
# Post-mortem: C02 IO kernel module crash on Windows 7 (29th July 2019) by icex2
## Background
The original ezusbsys.sys kernel module, which is required to run the C02 IO, was compiled for Windows XP 32-bit, only.
There is a newer driver by Cypress, cyusb3.sys, which could be used to IO2 boards on newer Windows platforms, but does
not work with the C02 IO in combination with Konami's propriatery firmware. Thus, it was not possible to run the C02 IO
on anything than Windows XP 32-bit. But, with newer IIDX games running on Windows 7 64-bit, the C02 IO wasn't usable
anymore. Leaving aside, that the newer games actually require a BIO2 board and do not support C02 nor IO2 boards
anymore.
## The goal
I still wanted to use my cabinet with a C02 board on newer games which is possible with BT5 adding an emulation layer
and an interface (iidxio). This IO interface can be used to implement a driver that talks to a real IO again. Thus,
implementing a ezusb iidxio driver library, we can run newer games with an C02 IO as well.
However, there was no ezusbsys.sys driver that works on newer platforms required to run the newer games. But, Cypress
was nice and included the source code of the ezusbsys kernel module. With a few tweaks and a very recent version of
visual studio, it was quite easy to build this driver for newer platforms, including Windows 7, 8 and 10 in both
32-bit and 64-bit variants.
## The problem
But, when using this driver on certain combinations of newer hardware (max. 1-2 years old) and Windows 7, the kernel
module might crash after the Konami C02 firmware got flashed to the ezusb board. The result was a bluescreen and reboot.
However, the hardware was fine and the kernel module worked fine on another piece of hardware, the stock PC that was
used with iidx 20 to 24. However, this hardware is not powerful enough to run iidx 25 and newer without stuttering
issues.
## The analysis/debugging
Note: The full source code can be found in the bemanitools-supplement package.
Setup:
* Native hardware with Windows 7 that was crashing
* Vmware with Windows 10 and Visual Studio 2019 to compile the kernel module. Target platform Windows 7 64-bit
* Booting Windows 7 in test mode to allow unsigned kernel modules to run and with debug output turned on
* dbgview on Windows 7 machine to get local kernel dbg output
Because I wanted to stick to Windows 7 in the beginning (refer to the solution section), I started debugging the kernel
module by enabling the debug message output that was already available in the code. However, since kernel debug message
printing can be very delayed, the kernel could not print various messages before the kernel crashed.
Thus, I started stripping the kernel module step by step to narrow down the possible spots causing the crash. After a
few hours, I got the (first) issue tracked down:
After the firmware was flashed, the device had to re-enumerate. When this happens, the function *Ezusb_PnPAddDevice*
is called to create a new instance of the device. Since this kernel module is acting as a filter driver, it has to
trap this call, and add a filter device before the real device in the device stack. Thus, each call to the ezusb device
hits the filter device first and the filter device calls the real device after doing some magic.
*Ezusb_PnPAddDevice* calls *Ezusb_CreateDeviceObject*. Afterwards, it checks the status of the call to
*Ezusb_CreateDeviceObject* and if successful, it tries attaching the device to the device stack. However, instead of
using *IoAttachDeviceToDeviceStackSafe* it uses the unsafe variant *IoAttachDeviceToDeviceStack* which can lead to a
race condition on newer Windows Systems. Furthermore, all initialization of further variables of the *deviceObject*
needs to happen BEFORE doing that. Again, this is a race condition.
Next issue: Once the kernel calls *Ezusb_StartDevice* -> *Ezusb_ConfigureDevice* -> *Ezusb_SelectInterfaces*, it tries
to use *USBD_ParseConfigurationDescriptorEx* to get the interface from the configuration descriptor. However, that
fails for some unknown reason. I checked the data structure and it is perfectly fine and everything is there. Thus,
I wrote my own version *Ezusb_GetInterfaceFromConfigurationDescriptor* which does all the magic required to get this
part fixed:
```
PUSB_INTERFACE_DESCRIPTOR Ezusb_GetInterfaceFromConfigurationDescriptor(
IN PUSB_CONFIGURATION_DESCRIPTOR ConfigurationDescriptor
)
{
if (!ConfigurationDescriptor) {
Ezusb_KdPrint(("ERROR Ezusb_GetInterfaceFromConfigurationDescriptor NULL configuration desc"));
return NULL;
}
if (ConfigurationDescriptor->wTotalLength < sizeof(USB_CONFIGURATION_DESCRIPTOR) + sizeof(USB_CONFIGURATION_DESCRIPTOR)) {
Ezusb_KdPrint(("ERROR Ezusb_GetInterfaceFromConfigurationDescriptor configuration descriptor too small to have space for interface descriptor"));
return NULL;
}
// hardcoding this to a single interface because we only care about the ezusb used with IIDX (C02 IO)
if (ConfigurationDescriptor->bNumInterfaces < 1) {
Ezusb_KdPrint(("ERROR Ezusb_GetInterfaceFromConfigurationDescriptor num interfaces 0"));
return NULL;
}
// when retrieving the configuration descriptor from the usb device, the interface is located right next to it
return (PUSB_INTERFACE_DESCRIPTOR) (((unsigned char*) ConfigurationDescriptor) + sizeof(USB_CONFIGURATION_DESCRIPTOR));
}
```
And next issue is just up ahead: Following the above, we have to call *Ezusb_USBD_CreateConfigurationRequestEx* to
create a USB configuration request to set the interface we want to use. This is executed with a *Ezusb_CallUSBD* call
which sends request to the real hardware. However, this request always fails. The call *IoCallDriver* inside
*Ezusb_CallUSBD* always returns an NTSTATUS code that is not documented anywhere (can't find the exact status code
anymore, but once you get it, try to find it in the header file).
At this point, I had to give up. I already wasted too many hours and this is clearly a dead end.
## The solution
Once I realized that I got stuck with Windows 7 and I didn't want to buy (more) new hardware, I gave Windows 10 a try.
Surprisingly, this solved all the issues and the kernel module runs fine. The C02 board is flashable without crashing
and works with newer IIDX games.

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Separate boxed unit containing with one card reader slot and pin key pad
- BeatmaniaIIDX DistorteD to Lincle: grey slotted readers hanging below the
side speakers next to the monitor
- DDR SN 1/2: slotted readers red/black supernova cover mounted to the side of
the cabinet next to the monitor (left and right)
- BeatmaniaIIDX DistorteD to Lincle: grey slotted readers hanging below the side speakers next to
the monitor
- DDR SN 1/2: slotted readers red/black supernova cover mounted to the side of the cabinet next to
the monitor (left and right)
# ICCB
Single card reader slot (no separate pin pad) built into the cabinet.
Pin entry using game controls.
Single card reader slot (no separate pin pad) built into the cabinet. Pin entry using game controls.
- (First gen) Jubeat cabinets before replaced with wave pass readers
# ICCC
Single card reader wave pass unit without separate pin pad. Pin entry using
game controls. Still supported by newer versions.
Single card reader wave pass unit without separate pin pad. Pin entry using game controls. Still
supported by newer versions.
- (Second gen) Jubeat cabinets with wave pass readers
- (Second gen) Jubeat cabinets with wave pass readers

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Copy/pasted from chat with tau (2018/02/10):
alright then. so for modern iidx.
we want to do logging inside iidxhook and we also want to pass AVS-style log functions to iidxio
which in turn passes them on to geninput in order for those to do logging too
so iidxhook connects to the AVS log API: log_body_misc and friends, which I assume are invoked using
a log_misc() macro in Konami's source code that adds some sort of module tag.
anyway yeah this we already know.
libutil has four function ptrs: log_impl_misc and co. These are static variables which are
statically initialized to some no-op functions. Except log_impl_fatal, whose implementation just
calls libc abort()
at startup you call log_to_external(), supplying four function ptrs to wire these up to. As the name
suggests, this causes Bemanitools libutil to talk to something that is compatible with the AVS log
sink API.
alternatively you can log_to_writer(), which initializes Bemanitools to use its own, internal
logging system, and you give it a log writer function that takes strings and writes them somewhere.
So you have log sinks and you have log writers. The path is \[application code\] -> \[log sink\] ->
\[logging engine\] -> \[log writer\] 19:29
inside config.exe (or generally outside of modern AVS games) this path looks like \[bemanitools
application code\] -> \[log sinks passed across dlls\] -> \[bemanitools logging engine\] ->
\[bemanitools log writer\]
inside modern AVS game the path looks like \[bt hook dll / bt iodev dll\] -> \[avs log_body_whatever
log sinks\] -> \[avs logging engine\] -> \[launcher.exe log writer\]
note that I tried to keep the log writer API consistent with the AVS log writer API but then Konami
went and broke it repeatedly so now Bemanitools has its own stable log writer API. Launcher tracks
the AVS log writer API, which breaks constantly, so that's not the same thing.
anyway that's the background story. Now for the details about IIDX in particular.
up until about iidx19 we did things the obvious way: iidxhook would log_to_external() to hook into
the AVS log sinks and then call those directly and all was well. Then one fine day I was given a
IIDX19 data dump and tried running iidxhook and it crashed with a stack overflow. hmm.
the problem boils down to this: iidx19 AVS added those log timestamps. And for for whatever reason
the AVS logging engine needs to access some mutexes and condition variables to make this work
properly
but AVS of course in grand Konami tradition has its own threading and concurrency primitive API
which wraps the Win32 API. tbf this is kind of understandable in some sense, because win32 actually
did not have condition variables until Windows Vista! in 2006! seriously, I'm not kidding.
there's all sorts of articles out there describing in fine detail how to use Win32's event objects
to implement your own condition variables and the multitudinous pitfalls that this entails
but anyway one fun thing about the AVS concurrency API is that you can't actually use concurrency
primitives unless you're calling that API from a thread launched using the AVS threading API
and that's a problem in the case of iidxhook, because iidx is old as balls relatively speaking and
its EZUSB driver code has I think two worker threads, which it launches using the MS libc's
\_beginthreadex() function
this in turn is a wrapper around the win32 CreateThread function, but it also boots up stdio on
whatever new thread gets launched and basically is responsible for guaranteeing that the libc will
operate correctly on the newly launched thread
so yeah when you do windows programming, never call CreateThread, always call \_beginthreadex.
otherwise stuff will break. maybe.
point is, IIDX predates modern AVS so it just uses Windows threading directly. So, IIDX worker
thread starts up, iidxhook does its thing, writes a log message, calls into AVS logging, which in
turn grabs an AVS mutex, the implementation of which says "omg this isn't an AVS thread aaaaaa" and
... attempts to call back into the logging system to log this fact. whereupon a stack overflow
condition proceeds in a predictable manner.
so, there are a few ways to deal with this problem. bemanitools 4 dealt with it in a fairly stupid
way.
and very elaborate way too
bt4 intercepted IIDX's calls to create Windows threads and then redirected those calls to go via the
AVS threading API
so now the worker threads are AVS threads and logging works as expected
which is all well and good but the problem is that these threads are quite timing critical. it
probably worked fine, but i didn't want to risk affecting those threads in a weird way and
introducing latency and jitter. i wanted to keep the threading pristine and not mess with it just
for the sake of diagnostic messages
so bemanitools 5 uses the log server approach
at an appropriate time, it creates its own AVS thread, the logging server. Since it is an AVS
thread, it can call the AVS logging API
and then we have log_post_misc() and friends, implemented in log-server.c
we initialize the Bemanitools logging system to log "externally" to those funcs and we also
propagate those to iidxio.dll and eamio.dll which in turn pass them to geninput.dll
so what do log_post_misc and friends do
they lock a "mailbox" using the win32 concurrency primitives and write the log severity and a
pointer to the string to be logged into the mailbox, then signal the log server thread, again using
win32 concurrency primitives
then they do a synchronous wait for an acknowledgement from the logging server: since we're holding
a string pointer, we cannot return until that string pointer has been consumed or it may be
concurrently invalidated
so the log server wakes up, locks the mailbox, calls AVS log_body_misc() to write the log message,
then once that returns it asserts a signal in the mailbox (again, win32 event object because lol
what are condition variables) and releases the lock.
the caller gets the signal, wakes up, and returns to whatever Bemanitools code is running on the
IIDX IO worker thread that wanted to write a log message.
end of essay.

View File

@@ -0,0 +1,123 @@
# Follow-up (14th August 2019)
After publishing this post-mortem, I got messaged by a user on sows who was able to shed some more
light on this issue. The user was experiencing the same symptoms on a Win7 setup: blue screen once
the firmware was flashed to the C02 IO. This user's solutions was to use the USB2 ports on the PC
instead of the USB3 ones. This is good to know and kinda aligns with the weird things happening in
the driver (see below).
# Post-mortem: C02 IO kernel module crash on Windows 7 (29th July 2019) by icex2
## Background
The original ezusbsys.sys kernel module, which is required to run the C02 IO, was compiled for
Windows XP 32-bit, only. There is a newer driver by Cypress, cyusb3.sys, which could be used to IO2
boards on newer Windows platforms, but does not work with the C02 IO in combination with Konami's
propriatery firmware. Thus, it was not possible to run the C02 IO on anything than Windows XP
32-bit. But, with newer IIDX games running on Windows 7 64-bit, the C02 IO wasn't usable anymore.
Leaving aside, that the newer games actually require a BIO2 board and do not support C02 nor IO2
boards anymore.
## The goal
I still wanted to use my cabinet with a C02 board on newer games which is possible with BT5 adding
an emulation layer and an interface (iidxio). This IO interface can be used to implement a driver
that talks to a real IO again. Thus, implementing a ezusb iidxio driver library, we can run newer
games with an C02 IO as well.
However, there was no ezusbsys.sys driver that works on newer platforms required to run the newer
games. But, Cypress was nice and included the source code of the ezusbsys kernel module. With a few
tweaks and a very recent version of visual studio, it was quite easy to build this driver for newer
platforms, including Windows 7, 8 and 10 in both 32-bit and 64-bit variants.
## The problem
But, when using this driver on certain combinations of newer hardware (max. 1-2 years old) and
Windows 7, the kernel module might crash after the Konami C02 firmware got flashed to the ezusb
board. The result was a bluescreen and reboot.
However, the hardware was fine and the kernel module worked fine on another piece of hardware, the
stock PC that was used with iidx 20 to 24. However, this hardware is not powerful enough to run iidx
25 and newer without stuttering issues.
## The analysis/debugging
Note: The full source code can be found in the bemanitools-supplement package.
Setup:
- Native hardware with Windows 7 that was crashing
- Vmware with Windows 10 and Visual Studio 2019 to compile the kernel module. Target platform
Windows 7 64-bit
- Booting Windows 7 in test mode to allow unsigned kernel modules to run and with debug output
turned on
- dbgview on Windows 7 machine to get local kernel dbg output
Because I wanted to stick to Windows 7 in the beginning (refer to the solution section), I started
debugging the kernel module by enabling the debug message output that was already available in the
code. However, since kernel debug message printing can be very delayed, the kernel could not print
various messages before the kernel crashed.
Thus, I started stripping the kernel module step by step to narrow down the possible spots causing
the crash. After a few hours, I got the (first) issue tracked down:
After the firmware was flashed, the device had to re-enumerate. When this happens, the function
*Ezusb_PnPAddDevice* is called to create a new instance of the device. Since this kernel module is
acting as a filter driver, it has to trap this call, and add a filter device before the real device
in the device stack. Thus, each call to the ezusb device hits the filter device first and the filter
device calls the real device after doing some magic.
*Ezusb_PnPAddDevice* calls *Ezusb_CreateDeviceObject*. Afterwards, it checks the status of the call
to *Ezusb_CreateDeviceObject* and if successful, it tries attaching the device to the device stack.
However, instead of using *IoAttachDeviceToDeviceStackSafe* it uses the unsafe variant
*IoAttachDeviceToDeviceStack* which can lead to a race condition on newer Windows Systems.
Furthermore, all initialization of further variables of the *deviceObject* needs to happen BEFORE
doing that. Again, this is a race condition.
Next issue: Once the kernel calls *Ezusb_StartDevice* -> *Ezusb_ConfigureDevice* ->
*Ezusb_SelectInterfaces*, it tries to use *USBD_ParseConfigurationDescriptorEx* to get the interface
from the configuration descriptor. However, that fails for some unknown reason. I checked the data
structure and it is perfectly fine and everything is there. Thus, I wrote my own version
*Ezusb_GetInterfaceFromConfigurationDescriptor* which does all the magic required to get this part
fixed:
```
PUSB_INTERFACE_DESCRIPTOR Ezusb_GetInterfaceFromConfigurationDescriptor(
IN PUSB_CONFIGURATION_DESCRIPTOR ConfigurationDescriptor
)
{
if (!ConfigurationDescriptor) {
Ezusb_KdPrint(("ERROR Ezusb_GetInterfaceFromConfigurationDescriptor NULL configuration desc"));
return NULL;
}
if (ConfigurationDescriptor->wTotalLength < sizeof(USB_CONFIGURATION_DESCRIPTOR) + sizeof(USB_CONFIGURATION_DESCRIPTOR)) {
Ezusb_KdPrint(("ERROR Ezusb_GetInterfaceFromConfigurationDescriptor configuration descriptor too small to have space for interface descriptor"));
return NULL;
}
// hardcoding this to a single interface because we only care about the ezusb used with IIDX (C02 IO)
if (ConfigurationDescriptor->bNumInterfaces < 1) {
Ezusb_KdPrint(("ERROR Ezusb_GetInterfaceFromConfigurationDescriptor num interfaces 0"));
return NULL;
}
// when retrieving the configuration descriptor from the usb device, the interface is located right next to it
return (PUSB_INTERFACE_DESCRIPTOR) (((unsigned char*) ConfigurationDescriptor) + sizeof(USB_CONFIGURATION_DESCRIPTOR));
}
```
And next issue is just up ahead: Following the above, we have to call
*Ezusb_USBD_CreateConfigurationRequestEx* to create a USB configuration request to set the interface
we want to use. This is executed with a *Ezusb_CallUSBD* call which sends request to the real
hardware. However, this request always fails. The call *IoCallDriver* inside *Ezusb_CallUSBD* always
returns an NTSTATUS code that is not documented anywhere (can't find the exact status code anymore,
but once you get it, try to find it in the header file).
At this point, I had to give up. I already wasted too many hours and this is clearly a dead end.
## The solution
Once I realized that I got stuck with Windows 7 and I didn't want to buy (more) new hardware, I gave
Windows 10 a try. Surprisingly, this solved all the issues and the kernel module runs fine. The C02
board is flashable without crashing and works with newer IIDX games.

View File

@@ -1,25 +1,31 @@
# Notes outlining some aspects of the DirectX calls which were required to know to implement a up-/downscaling feature
As the title says, this outlines some aspects I needed to figure out in order to implement a up-/downscaling feature
within the d3d9 hook module that works on all currently available IIDX versions (9 to 26).
To analyze the rendering loops, I have used a tool called apitrace which traces the calls of many graphic APIs:
https://github.com/apitrace/apitrace
As the title says, this outlines some aspects I needed to figure out in order to implement a
up-/downscaling feature within the d3d9 hook module that works on all currently available IIDX
versions (9 to 26).
Defintely recommended to quickly figure out what is going on regarding rendering. It also allows you to let you render
parts of a scene after the application exited because it records all API calls and data passed to them.
To analyze the rendering loops, I have used a tool called apitrace which traces the calls of many
graphic APIs: https://github.com/apitrace/apitrace
Anyway, considering the various iterations in (GPU) hardware the game had to undergo combined with weird quirks and
"fixes" Bemanitools is undoing, I wouldn't have guessed that their rendering engine was nearly the same until IIDX 20.
That's when they introduced SD/HD mode.
Defintely recommended to quickly figure out what is going on regarding rendering. It also allows you
to let you render parts of a scene after the application exited because it records all API calls and
data passed to them.
In this case, that's great news because I had to craft a solution that allows up-/downscaling the final frame to
different resolutions (see the iidxhook-util/d3d9 module for more details about the feature).
Anyway, considering the various iterations in (GPU) hardware the game had to undergo combined with
weird quirks and "fixes" Bemanitools is undoing, I wouldn't have guessed that their rendering engine
was nearly the same until IIDX 20. That's when they introduced SD/HD mode.
In this case, that's great news because I had to craft a solution that allows up-/downscaling the
final frame to different resolutions (see the iidxhook-util/d3d9 module for more details about the
feature).
But first, we need a breakdown of the render loop's most relevant parts for this:
## IIDX pre 20
Using apitrace, we can see the following outline of a frame (not counting the first one that does a lot of setup in
the beginning):
Using apitrace, we can see the following outline of a frame (not counting the first one that does a
lot of setup in the beginning):
```
BeginScene
Clear
@@ -31,12 +37,14 @@ Present
No render target switching, simply render everything to the back buffer...plain and simple.
Note: The viewport size is determined by the size returned by GetClientRect, wtf.
Welp, no official Konmai seal of approval without that. ¯\_(ツ)_/¯
Note: The viewport size is determined by the size returned by GetClientRect, wtf. Welp, no official
Konmai seal of approval without that. ¯\_(ツ)\_/¯
## IIDX 20+
Using apitrace, we can see the following outline of a frame (not counting the first one that does a lot of setup in
the beginning):
Using apitrace, we can see the following outline of a frame (not counting the first one that does a
lot of setup in the beginning):
```
BeginScene
// tex1 is a render target texture with size 1280x720 (also in SD mode)
@@ -63,26 +71,30 @@ EndScene -> ErrInvalidCall return code
Present
```
This is quite a different flow to implement HD and SD mode but the solution to solve that particular problem is straight
forward and easy to understand. This means that the game will always render in HD mode and only downscale the final
frame to SD resolution for 640x480 output.
This is quite a different flow to implement HD and SD mode but the solution to solve that particular
problem is straight forward and easy to understand. This means that the game will always render in
HD mode and only downscale the final frame to SD resolution for 640x480 output.
Also, why the fuck do they call BeginScene and EndScene twice? Looks like they wanted to do this in two separate scenes
for some reason. Checking the return values would have revealed to them that something's not right...lucky them that
this code works nevertheless.
Another Konmai seal of approval, a job well done. ¯\_(ツ)_/¯
Also, why the fuck do they call BeginScene and EndScene twice? Looks like they wanted to do this in
two separate scenes for some reason. Checking the return values would have revealed to them that
something's not right...lucky them that this code works nevertheless. Another Konmai seal of
approval, a job well done. ¯\_(ツ)\_/¯
## iidxhook's up-/downscaling solution
The initial solution simply hooked into BeginScene and EndScene and let the game render to an intermediate render
target texture. The texture was scaled according to the actual target frame buffer size before getting presented. This
solution worked fine for pre IIDX 20 games but created a black screen on IIDX 20+.
In order to avoid two different scaling flows, the final solution that works for both does the following:
* Create a render target texture with native resolution and let the game render to it
* Set the render target to that intermediate render target texture on BeginScene
* Before Present
* Scale the intermediate render target texture to the back buffer
* Set the back buffer as the render target
* Present frame
The initial solution simply hooked into BeginScene and EndScene and let the game render to an
intermediate render target texture. The texture was scaled according to the actual target frame
buffer size before getting presented. This solution worked fine for pre IIDX 20 games but created a
black screen on IIDX 20+.
Just an outline which follows the actual implementation that you can find in the iidxhook-util/d3d9.
In order to avoid two different scaling flows, the final solution that works for both does the
following:
- Create a render target texture with native resolution and let the game render to it
- Set the render target to that intermediate render target texture on BeginScene
- Before Present
- Scale the intermediate render target texture to the back buffer
- Set the back buffer as the render target
- Present frame
Just an outline which follows the actual implementation that you can find in the iidxhook-util/d3d9.

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@@ -0,0 +1,215 @@
# ACIO BIO2 IIDX package dump
Package dump excerpt of the init sequence of a original Konami IIDX BIO2 with sub IO connected. This
was used to identify a missing piece of information that needs to be communicated to the BIO2 for
IIDX to initialize the sub IO correctly.
The dump was cut off after two polls as the sequence just keeps on repeating from that point on.
## Findings for problem to solve
With the previous implemention of the BIO2 driver, which was created off references of SDVX KFCA, a
BIO2 used with IIDX and the sub IO (to upgrade older C02, IO2 cabinets) connected didn't initialize
properly. This resulted in no inputs/outputs other than 14 keys working.
The problem identified was a different byte, exact meaning not known, that is sent in
[exchange 4](#exchange-4-ac-io-cmd-clear). Instead of `0x3B` from the SDVX KFCA based
implementation, it needs to be set to `0x2D`.
## Exchange 1: AC_IO_CMD_ASSIGN_ADDRS
### Write
```text
AA 00 00 01 00 01 00 02
AA: SOF
00: addr
0001: AC_IO_CMD_ASSIGN_ADDRS
00: seq_no
01: nbytes
data: 00
02: checksum
```
### Read
```
AA AA 00 00 01 00 01 01 03
AA: SOF
AA: SOF
00: addr
0001: addr
00: seq_no
01: nbytes
01: data
03: checksum
```
## Exchange 2: AC_IO_CMD_GET_VERSION
### Write
```
AA 01 00 02 00 00 03
AA: SOF
01: addr, node 1
0002: AC_IO_CMD_GET_VERSION
00: seq_no
00: nbytes
03: checksum
```
### Read
```
AA AA 81 00 02 00 2C 0D 06 00 00 ...
AA: SOF
AA: SOF
81: Response flag + node 1
0002: AC_IO_CMD_GET_VERSION
00: seq_no
2C: nbytes
0D 06 00 00 ...: data
XX: checksum
```
## Exchange 3: AC_IO_CMD_START_UP
### Write
```
AA 01 00 03 00 00 04
AA: SOF
01: addr
0003: AC_IO_CMD_START_UP
00: seq_no
00: nbytes
04: checksum
```
### Read
```
AA AA 81 00 03 00 01 00 85
AA: SOF
AA: SOF
81: Response flag + node 1
0003: AC_IO_CMD_START_UP
00: seq_no
01: nbytes
00: data
85: checksum
```
## Exchange 4: AC_IO_CMD_CLEAR
### Write
```
AA 01 01 00 00 01 2D 30
AA: SOF
01: addr
0100: AC_IO_CMD_CLEAR
00: seq_no
01: nbytes
2D: data
30: checksum
```
### Read
```
AA AA 81 01 00 00 01 00 83
AA: SOF
AA: SOF
81: Response flag + node 1
0100: AC_IO_CMD_CLEAR
00: seq_no
01: nbytes
00: data
83: checksum
```
## Exchange 5: BIO2_BI2A_CMD_WATCHDOG
### Write
```
AA 01 01 20 00 02 00 00 24
AA: SOF
01: addr
0120: BIO2_BI2A_CMD_WATCHDOG
00: seq_no
02: nbytes
00 00: data
24: checksum
```
### Read
```
AA AA 81 01 20 00 01 00 A3
AA: SOF
AA: SOF
81: Response flag + node 1
0120: BIO2_BI2A_CMD_WATCHDOG
00: seq_no
01: nbytes
00: data
A3: checksum
```
## Exchange 6: BIO2_BI2A_CMD_POLL
### Write
```
AA 01 01 52 00 30 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 84
AA: SOF
01: addr
0152: BIO2_BI2A_CMD_POLL
00: seq_no
30: nbtes
...: data
84: checksum
```
### Read
```
AA AA 81 01 52 00 2E 00 00 B0 00 F0 00 F0 F0 00 00 00 00 00 02 00 5F 11 FF 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 F3
AA: SOF
AA: SOF
81: Response flag + node 1
0152: BIO2_BI2A_CMD_POLL
00: seq_no
2E: nbytes
...: data
F3: checksum
```
## Exchange 7: BIO2_BI2A_CMD_POLL
### Write
```
AA 01 01 52 00 30 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 84
```
### Read
```
AA AA 81 01 52 00 2E 00 00 B0 00 F0 00 F0 F0 00 00 00 00 00 02 00 64 11 FF 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 F8
```

View File

@@ -0,0 +1,288 @@
# Beatmania IIDX 10th Style - D01 IO boot code and security init
Date: 2023-04-03 Author: icex2
Documenting decompiled and reverse engineered code snippets from the D01 JAE `bm2dx.exe`. These
helped me figuring out the two different security boot modes the game supports.
In summary, it supports booting with the C02 IO with a C02 black dongle and a D01 IO board with a
D01 dongle. No other combination is valid because they didn't make sense back then. You either had
an upgraded old style/twinkle cabinet to C02 (GEC02) or you bought a new dedicated cabinet (GQD01).
With 10th style supporting the old C02 dongle, it appears that all owners of a C02 cabinet with IO
board and C02 dongle received a free software update/HDD. This might make sense considering the
short life span of C02 and the game being super buggy, especially in earlier/initial revisions.
The game expects the following "configurations" from bemanitools:
- Booting as upgraded C02 with free D01 upgrade
- `sec.boot_version=GEC02 `
- `sec.boot_seeds=0:0:1`
- `sec.black_plug_mcode=GEC02JAA`
- "D01 IO pin" on IO board not active
- Booting as dedicated
- `sec.boot_version=GEC02 `
- `sec.boot_seeds=0:1:1`
- `sec.black_plug_mcode=GQD01JAA`
- "D01 IO pin" on IO board ACTIVE
All the above was derived from reading and understanding the documented code excerpts below.
## io_boot - sub_402700
Called as the first step in the boot statemachine by the "boot" function `sub_40F9C0`.
```c
// sub_402700
int __stdcall io_boot(int a1)
{
DWORD (__stdcall *timeGetTime)(); // esi
int usb_boot_security_res; // ebp
DWORD time_start; // ebx
int io_boot_state; // edi
DWORD now; // esi
BOOL is_d01_boot_mode; // esi
BOOL v7; // esi
int result; // eax
int v9; // [esp+10h] [ebp-2Ch]
int firmware_version; // [esp+14h] [ebp-28h]
int io_pad_read; // [esp+18h] [ebp-24h] BYREF
char v12[32]; // [esp+1Ch] [ebp-20h] BYREF
dword_4D0768 = 0;
strcpy(byte_4D076C, &byte_4D0858);
timeGetTime = ::timeGetTime;
v9 = 0;
usb_boot_security_res = io_pad_read;
time_start = ::timeGetTime();
io_boot_state = 0;
while ( 2 )
{
switch ( io_boot_state )
{
case 0: // "start io", firmware download and wait for reconnect
if ( usbStart(0) )
{
if ( time_exceeded(time_start, 20000) )
set_io_error_type(1, aErrorUsbioStar);// ERROR(USBIO START)
}
else
{
io_boot_state = 1;
}
goto reset_io_boot_state_label;
case 1: // check firmware
firmware_version = usbFirmResult();
if ( firmware_version == 96 )
{
if ( time_exceeded(time_start, 25000) )
set_io_error_type(1, aErrorFm); // ERROR(FM), FM = firmware
}
else
{
io_boot_state = 2;
}
goto reset_io_boot_state_label;
case 2:
if ( !firmware_version )
{
usbMute(1);
time_start = timeGetTime();
now = timeGetTime();
io_input_is_d01_ezusb = 0;
do
{
usbPadRead(&io_pad_read);
if ( (io_pad_read & 0x10) != 0 )
io_input_is_d01_ezusb = 1;
}
while ( !time_exceeded(now, 2000) );
io_boot_state = 3;
reset_io_boot_state_label:
timeGetTime = ::timeGetTime;
if ( io_boot_state != v9 )
{
v9 = io_boot_state;
time_start = ::timeGetTime();
}
continue; // retry
}
if ( firmware_version > 128 )
{
if ( firmware_version == 254 )
{
set_io_error_type(1, aErrorFmTrnsOut);// ERROR(FM TRNS-OUT)
return 1;
}
if ( firmware_version == 255 )
{
set_io_error_type(1, aErrorFmTimeOut);// ERROR(FM TIME-OUT)
return 1;
}
}
else
{
switch ( firmware_version )
{
case 128:
set_io_error_type(1, aErrorFmReadErr);// ERROR(FM READ-ERR)
return 1;
case -113:
set_io_error_type(1, aErrorFmDlErr);// ERROR(FM DL-ERR)
return 1;
case -33:
set_io_error_type(1, aErrorFmCmprReq);// ERROR(FM CMPR-REQ)
return 1;
}
}
UNKNOWN_ERROR_LABEL:
set_io_error_type(1, aErrorUnknown); // ERROR(UNKNOWN)
return 1;
case 3:
if ( io_init_security() )
{
set_io_error_type(1, aErrorSqInit); // ERROR(SQ-INIT)
return 1;
}
io_boot_state = 4;
goto reset_io_boot_state_label;
case 4:
is_d01_boot_mode = io_input_is_d01_ezusb != 0;
if ( !strncmp(black_dongle_mcode, MCODE_GED01, 5u) )
is_d01_boot_mode = 1;
usb_boot_security_res = usbBootSecurity(aGec02, 0, is_d01_boot_mode, 1);
if ( usb_boot_security_res == 96 )
{
if ( time_exceeded(time_start, 20000) )
set_io_error_type(1, aErrorBtSqInit);// ERROR(BT-SQ-INIT)'
}
else
{
io_boot_state = 5;
}
goto reset_io_boot_state_label;
case 5:
if ( usb_boot_security_res )
{
switch ( usb_boot_security_res )
{
case 0xFFFFFE9F:
set_io_error_type(1, aErrorSecurityE);// ERROR(SECURITY EEP)
result = 1;
break;
case 0xFFFFFECF:
case 0xFFFFFEDF:
set_io_error_type(1, aErrorSecurityI);// ERROR(SECURITY ID or EEP)
result = 1;
break;
case 0xFFFFFEEF:
set_io_error_type(1, aErrorSecurityN);// 'ERROR(SECURITY No Match)'
result = 1;
break;
case 0xFFFFFEFF:
io_boot_state = 6;
goto reset_io_boot_state_label;
default:
goto UNKNOWN_ERROR_LABEL;
}
}
else
{
Sleep(0x3E8u);
result = 0;
}
return result;
case 6: // security conversion/upgrading security dongles
v7 = io_input_is_d01_ezusb != 0;
if ( !usbGetSecurityKey(v12) )
{
if ( usbSetupSecurityComplete(v12, 0, v7, 1) )
set_io_error_type(1, aErrorSecurityC);// ERROR(SECURITY CONVERSION FAILED)
return 1;
}
set_io_error_type(1, aErrorSecurityC); // ERROR(SECURITY CONVERSION FAILED)
goto reset_io_boot_state_label;
default:
goto UNKNOWN_ERROR_LABEL;
}
}
}
```
## io_init_security - sub_402BB0
Sub-function of the [io_boot](#io_boot---sub_402700) function.
```c
// sub_402BB0
int io_init_security()
{
int v0; // esi
int v2; // esi
int mcode_mismatch_cnt; // esi
char white_dongle_data_maybe[10]; // [esp+Ch] [ebp-20h] BYREF
usbSecurityInit();
v0 = 0;
while ( usbSecurityInitDone() )
{
if ( v0 > 1200 )
{
set_io_error_type(-1, aNgSi);
return -1;
}
++v0;
Sleep(16u);
}
pcbid = 0;
dword_4D0754 = 0;
word_4D0758 = 0;
while ( usbGetPCBID(&pcbid) )
Sleep(1u);
*(_DWORD *)black_dongle_mcode = 0;
v2 = 0;
*(_DWORD *)&black_dongle_mcode[4] = 0;
while ( usbGetSecurity(black_dongle_mcode) ) // black_dongle_mcode = GQD01JAA
{
if ( v2 > 1200 )
{
set_io_error_type(-1, aNgPd);
return -1;
}
++v2;
Sleep(16u);
}
set_cabinet_type(black_dongle_mcode[6]);
mcode_mismatch_cnt = black_dongle_mcode[0] != 'G';
if ( io_input_is_d01_ezusb || !strncmp(black_dongle_mcode, MCODE_GED01, 5u) )// Path for using the D01 dongle with D01 IO board
{
if ( (unsigned __int8)black_dongle_mcode[2] != (char)MCODE_D01 )
++mcode_mismatch_cnt;
if ( (unsigned __int8)black_dongle_mcode[3] != SBYTE1(MCODE_D01) )
++mcode_mismatch_cnt;
if ( (unsigned __int8)black_dongle_mcode[4] != SBYTE2(MCODE_D01) )
++mcode_mismatch_cnt;
}
else // Path for using the C02 dongle with C02 IO board
{
if ( (unsigned __int8)black_dongle_mcode[2] != MCODE_C02[0] )
++mcode_mismatch_cnt;
if ( (unsigned __int8)black_dongle_mcode[3] != MCODE_C02[1] )
++mcode_mismatch_cnt;
if ( (unsigned __int8)black_dongle_mcode[4] != MCODE_C02[2] )
++mcode_mismatch_cnt;
if ( !usbGetSecurityKey(white_dongle_data_maybe) )
{
black_dongle_mcode[6] = white_dongle_data_maybe[6];
set_cabinet_type(white_dongle_data_maybe[6]);
}
}
if ( black_dongle_mcode[5] != 'J' )
++mcode_mismatch_cnt;
if ( black_dongle_mcode[6] != 'A' && black_dongle_mcode[6] != 'B' && black_dongle_mcode[6] != 'C' )
++mcode_mismatch_cnt;
if ( !mcode_mismatch_cnt )
return 0;
set_io_error_type(-1, aNgSecurity);
return -1;
}
```

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@@ -0,0 +1,56 @@
# IIDX 24 GFX upscaling notes
Date: 2023-04-15 Author: icex2
Notes about my work on fixing the upscaling/downscaling feature of bemanitools for IIDX 20 to 26. I
realized that the render backend changed significantly that the old method that worked fine doesn't
work anymore.
The tool used in the screenshots is [apitrace](https://github.com/apitrace/apitrace).
## IIDX 24
The GFX engine in IIDX from 20 to 26 has a changed render loop that includes built-in scaling to
implement the SD and HD/HD\* screen settings that are selectable in the operator menu
### Frame 0 - GFX init part
Setting up the context and device, as well as the frame buffer. This also creates the intermediate
texture that is configured as the render target once it begins drawing the scene.
![](2023-04-13-iidx-24-gfx-upscaling/init.png)
### Frame 1 - A clean main render path
Start the scene and set the render target to the intermediate texture.
![](2023-04-13-iidx-24-gfx-upscaling/beginscene.png)
After done drawing the scene, the intermediate texture is blended to the framebuffer. With a target
2D plane having the size of the target resolution, the blending applies linear scaling to either up-
or downscale the final image.
![](2023-04-13-iidx-24-gfx-upscaling/scaling.png)
## IIDX 10
A recap of the old stuff, see also [my previous notes](2019-10-07-iidx-gfx-rendering-loops.md), as I
had to look at everything again to properly understand the differences.
### Frame 0 - GFX init part
Setting up the context and device, as well as the frame buffer. Renders directly to the frame
buffer.
![](2023-04-13-iidx-24-gfx-upscaling/init10.png)
### Frame 1 - A clean main render path
Beginning the scene excerpt. The viewport needs to match the target resolution to display the final
image correctly.
![](2023-04-13-iidx-24-gfx-upscaling/beginscene10.png)
Ending the scene excerpt, nothing fancy here, just swapping the back buffer.
![](2023-04-13-iidx-24-gfx-upscaling/endscene10.png)

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