Compare commits

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212 Commits
5.33 ... 5.40

Author SHA1 Message Date
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
361 changed files with 13017 additions and 2644 deletions

View File

@@ -1,67 +1,136 @@
#
# This pipeline requires packages to be switched on under the repository settings. Otherwise, you will 403s when
# uploading to the package repo is triggered.
#
# Variables to setup in GitLab CI/CD settings of the project
#
# The variables with BASE64 postfixes need to contain the base64 encoded data. Otherwise, masking
# in GitLab won't work due to not matching their pre-defined regex
#
# CI_PIGSTALL_DATA_PREFIX_BASE64
# CI_PIGSTALL_LINK_BASE64
# CI_PIGSTALL_PHP_SESSION_ID
# CI_PIGSTALL_SESSION_BASE64
#
# CI_TOOLS_UPLOAD_KEY
# CI_TOOLS_UPLOAD_URL
# CI_TOOLS_URL
image: docker:stable
variables:
DOCKER_TLS_CERTDIR: "/certs"
DIST_PACKAGE_RELATIVE_PATH: "build/docker/bemanitools.zip"
PACKAGE_REGISTRY_URL: "${CI_API_V4_URL}/projects/${CI_PROJECT_ID}/packages/generic/bemanitools"
services:
- docker:19.03.8-dind
before_script:
- docker info
stages:
- build
- create-release-package
- releasetag
- upload
- release
build:
stage: build
only:
refs:
- master
- tags
before_script:
- apk update && apk add make > /dev/null
script:
- make build-docker
artifacts:
name: "$CI_COMMIT_SHORT_SHA-$CI_JOB_NAME"
paths:
- build
expire_in: 1 week
upload-package-registry:
stage: upload
image: curlimages/curl:latest
only:
refs:
- master
create-release-package:
stage: create-release-package
variables:
GIT_STRATEGY: none
- tags
dependencies:
- build
before_script:
- apk update && apk add zip > /dev/null
script:
- mv build/docker/bemanitools.zip ./bemanitools.zip
- rm -r build
- find . -mindepth 1 ! -regex '^./bemanitools.zip' -delete
- unzip bemanitools.zip
- rm bemanitools.zip
artifacts:
name: "$CI_COMMIT_SHORT_SHA-$CI_JOB_NAME"
paths:
- ./*
only:
refs:
- master
releasetag:
stage: releasetag
dependencies: []
before_script:
- apk update && apk add curl > /dev/null
script:
- |
curl --silent --show-error \
--data "{\"tag_name\": \"${CI_COMMIT_TAG}\", \"name\": \"${CI_PROJECT_NAME}-${CI_COMMIT_TAG}\", \"description\": \"${CI_COMMIT_TAG_MESSAGE:-No release notes.}\"}" \
--header "Content-Type: application/json" \
--header "Private-Token: ${CI_PRIVATE_TOKEN}" \
--request POST \
"${CI_API_V4_URL}/projects/${CI_PROJECT_ID}/releases"
if [ "${CI_COMMIT_TAG}" ]; then
version="${CI_COMMIT_TAG}"
else
version="${CI_COMMIT_SHORT_SHA}"
fi
- |
curl \
--silent \
--fail \
--show-error \
--header "JOB-TOKEN: ${CI_JOB_TOKEN}" \
--upload-file "${DIST_PACKAGE_RELATIVE_PATH}" \
$PACKAGE_REGISTRY_URL/${version}/bemanitools.zip
upload-tools-page:
stage: upload
image: curlimages/curl:latest
only:
- tags
refs:
- tags
dependencies:
- build
script:
- |
curl \
--silent \
--fail \
--show-error \
--connect-timeout 5 \
--max-time 10 \
--retry 5 \
-F "key=${CI_TOOLS_UPLOAD_KEY}" \
-F "filename=${CI_PROJECT_NAME}-v${CI_COMMIT_TAG}.zip" \
-F "file=@${DIST_PACKAGE_RELATIVE_PATH}" \
${CI_TOOLS_UPLOAD_URL}
release-gitlab:
stage: release
image: registry.gitlab.com/gitlab-org/release-cli:v0.8.0
only:
refs:
- tags
script:
- version="$CI_COMMIT_TAG"
- release_message="$(scripts/ci/create-release-message.sh "${version}" < CHANGELOG.md)"
- |
release-cli create \
--name "bemanitools ${version}" \
--description="${release_message}" \
--tag-name ${version} \
--assets-link "{\"name\":\"Distribution binaries\",\"url\":\"${PACKAGE_REGISTRY_URL}/${version}/bemanitools.zip\"}"
release-pigstall:
stage: release
image: curlimages/curl:latest
only:
refs:
- tags
script:
- version="${CI_COMMIT_TAG}"
- changelog_excerpt="$(scripts/ci/create-release-message.sh "${version}" < CHANGELOG.md)"
- release_message="$(printf "bemanitools ${version} released\n${CI_TOOLS_URL}/bemanitools-v${version}.zip\n${changelog_excerpt}")"
- session="$(echo "$CI_PIGSTALL_SESSION_BASE64" | base64 -d)"
- data_prefix="$(echo "$CI_PIGSTALL_DATA_PREFIX_BASE64" | base64 -d)"
- link="$(echo "$CI_PIGSTALL_LINK_BASE64" | base64 -d)"
- |
curl \
--silent \
--fail \
--connect-timeout 5 \
--max-time 10 \
--retry 5 \
--show-error \
-H 'Content-Type: application/x-www-form-urlencoded' \
-H "Cookie: PHPSESSID=$CI_PIGSTALL_PHP_SESSION_ID; session=${session}" \
--data-raw "${data_prefix}&body=${release_message}" \
"${link}"

View File

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

View File

@@ -1,4 +1,53 @@
# 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.
## 5.40
* 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

View File

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

View File

@@ -226,7 +226,7 @@ $$(dll_$1_$2_$3) $$(implib_$1_$2_$3): $$(obj_$1_$2_$3) $$(abslib_$1_$2_$3) \
$(V)echo ... $$(dll_$1_$2_$3)
$(V)$$(toolchain_$1)gcc -shared \
-o $$(dll_$1_$2_$3) -Wl,--out-implib,$$(implib_$1_$2_$3) \
$$^ $$(ldflags_$3)
-Wl,--start-group $$^ -Wl,--end-group $$(ldflags_$3)
$(V)$$(toolchain_$1)strip $$(dll_$1_$2_$3)
$(V)$$(toolchain_$1)ranlib $$(implib_$1_$2_$3)
@@ -256,7 +256,7 @@ impdef_$1_$2_$3 ?= src/imports/import_$1_$2_$3.def
$$(bindir_$1_$2)/lib$3.a: $$(impdef_$1_$2_$3) | $$(bindir_$1_$2)
$(V)echo ... $$@ [dlltool]
$(V)$$(toolchain_$1)dlltool -l $$@ -d $$<
$(V)$$(toolchain_$1)dlltool --kill-at -l $$@ -d $$<
endef

232
Module.mk
View File

@@ -26,7 +26,8 @@
# 8: Patch 3: beatmania IIDX 16 Empress
# jubeat
#
# 10: Patch 4: DanceDanceRevolution X2
# 10: Patch 2: jubeat Knit
# Patch 4: DanceDanceRevolution X2
#
# 11: Patch 1: beatmania IIDX 18 Resort Anthem
# pop'n music 19 Tune Street
@@ -54,9 +55,11 @@
#
# 17: Patch 0: beatmania IIDX 25 CANNON BALLERS
# beatmania IIDX 26 Rootage
# beatmania IIDX 27 HEROIC VERSE
#
# Patch 3: SOUND VOLTEX VIVID WAVE
#
#
cflags += \
-DWIN32_LEAN_AND_MEAN \
@@ -69,48 +72,53 @@ cflags += \
# Each AVS-dependent project should consume the earliest AVS import definition
# that is still ABI-compatible with the real build its target links against.
avsvers_32 := 1700 1603 1601 1508 1403 1304 1101 803 0
avsvers_64 := 1700 1603 1601 1508
avsvers_32 := 1700 1603 1601 1508 1403 1304 1101 1002 803 0
avsvers_64 := 1700 1603 1601 1509 1508
imps += avs avs-ea3
include src/main/aciodrv/Module.mk
include src/main/aciodrv-proc/Module.mk
include src/main/acioemu/Module.mk
include src/main/aciomgr/Module.mk
include src/main/aciotest/Module.mk
include src/main/asio/Module.mk
include src/main/bio2drv/Module.mk
include src/main/bio2emu/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/d3d9exhook/Module.mk
include src/main/ddrhook/Module.mk
include src/main/ddrio/Module.mk
include src/main/ddrio-smx/Module.mk
include src/main/ddrhook-util/Module.mk
include src/main/ddrhook1/Module.mk
include src/main/ddrhook2/Module.mk
include src/main/ddrio-mm/Module.mk
include src/main/ddrio-smx/Module.mk
include src/main/ddrio/Module.mk
include src/main/dinput/Module.mk
include src/main/eamio/Module.mk
include src/main/eamio-icca/Module.mk
include src/main/eamio/Module.mk
include src/main/eamiotest/Module.mk
include src/main/ezusb/Module.mk
include src/main/ezusb-emu/Module.mk
include src/main/ezusb-iidx/Module.mk
include src/main/ezusb-iidx-emu/Module.mk
include src/main/ezusb-iidx-fpga-flash/Module.mk
include src/main/ezusb-iidx-sram-flash/Module.mk
include src/main/ezusb-iidx/Module.mk
include src/main/ezusb-tool/Module.mk
include src/main/ezusb2/Module.mk
include src/main/ezusb/Module.mk
include src/main/ezusb2-dbg-hook/Module.mk
include src/main/ezusb2-emu/Module.mk
include src/main/ezusb2-iidx/Module.mk
include src/main/ezusb2-iidx-emu/Module.mk
include src/main/ezusb2-iidx/Module.mk
include src/main/ezusb2-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
@@ -124,42 +132,50 @@ 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/p3ioemu/Module.mk
include src/main/p4iodrv/Module.mk
include src/main/p4ioemu/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/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
@@ -176,6 +192,7 @@ $(zipdir)/tools.zip: \
build/bin/indep-32/ezusb-iidx-fpga-flash.exe \
build/bin/indep-32/ezusb-iidx-sram-flash.exe \
build/bin/indep-32/iidxiotest.exe \
build/bin/indep-32/iidx-bio2-exit-hook.dll \
build/bin/indep-32/iidx-ezusb-exit-hook.dll \
build/bin/indep-32/iidx-ezusb2-exit-hook.dll \
build/bin/indep-32/jbiotest.exe \
@@ -194,6 +211,7 @@ $(zipdir)/tools-x64.zip: \
build/bin/indep-64/aciotest.exe \
build/bin/indep-64/eamiotest.exe \
build/bin/indep-64/iidxiotest.exe \
build/bin/indep-64/iidx-bio2-exit-hook.dll \
build/bin/indep-64/iidx-ezusb-exit-hook.dll \
build/bin/indep-64/iidx-ezusb2-exit-hook.dll \
build/bin/indep-64/jbiotest.exe \
@@ -353,7 +371,7 @@ $(zipdir)/iidx-25-to-26.zip: \
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/iidx-27.zip: \
$(zipdir)/iidx-27-to-28.zip: \
build/bin/avs2_1700-64/iidxhook9.dll \
build/bin/avs2_1700-64/launcher.exe \
build/bin/indep-64/config.exe \
@@ -363,24 +381,36 @@ $(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/iidxhook-27.conf \
dist/iidx/iidxhook-28.conf \
dist/iidx/vefx.txt \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/iidx-hwio-x86.zip: \
build/bin/indep-32/aciomgr.dll \
build/bin/indep-32/eamio-icca.dll \
build/bin/indep-32/iidxio-bio2.dll \
build/bin/indep-32/iidxio-ezusb.dll \
build/bin/indep-32/iidxio-ezusb2.dll \
dist/iidx/iidxio-bio2.conf \
build/bin/indep-32/vigem-iidxio.exe \
dist/iidx/vigem-iidxio.conf \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/iidx-hwio-x64.zip: \
build/bin/indep-64/aciomgr.dll \
build/bin/indep-64/eamio-icca.dll \
build/bin/indep-64/iidxio-bio2.dll \
build/bin/indep-64/iidxio-ezusb.dll \
build/bin/indep-64/iidxio-ezusb2.dll \
dist/iidx/iidxio-bio2.conf \
build/bin/indep-64/vigem-iidxio.exe \
dist/iidx/vigem-iidxio.conf \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -j $@ $^
@@ -399,28 +429,79 @@ $(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 +519,7 @@ $(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 +548,8 @@ $(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 +558,8 @@ $(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 +567,48 @@ $(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 \
@@ -494,7 +617,37 @@ $(zipdir)/ddr-12-to-16.zip: \
build/bin/indep-32/geninput.dll \
dist/ddr/config.bat \
dist/ddr/gamestart-12.bat \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/ddr-13.zip: \
build/bin/avs2_1304-32/launcher.exe \
build/bin/avs2_1304-32/ddrhook2.dll \
build/bin/avs2_1304-32/unicorntail.dll \
build/bin/indep-32/config.exe \
build/bin/indep-32/ddrio.dll \
build/bin/indep-32/ddrio-mm.dll \
build/bin/indep-32/ddrio-smx.dll \
build/bin/indep-32/eamio.dll \
build/bin/indep-32/geninput.dll \
dist/ddr/config.bat \
dist/ddr/gamestart-13.bat \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/ddr-14-to-16.zip: \
build/bin/avs2_1508-32/launcher.exe \
build/bin/avs2_1508-32/ddrhook2.dll \
build/bin/avs2_1508-32/unicorntail.dll \
build/bin/indep-32/config.exe \
build/bin/indep-32/ddrio.dll \
build/bin/indep-32/ddrio-mm.dll \
build/bin/indep-32/ddrio-smx.dll \
build/bin/indep-32/eamio.dll \
build/bin/indep-32/geninput.dll \
dist/ddr/config.bat \
dist/ddr/gamestart-14.bat \
dist/ddr/gamestart-15.bat \
dist/ddr/gamestart-16.bat \
@@ -504,7 +657,7 @@ $(zipdir)/ddr-12-to-16.zip: \
$(zipdir)/ddr-16-x64.zip: \
build/bin/avs2_1603-64/launcher.exe \
build/bin/avs2_1603-64/ddrhook.dll \
build/bin/avs2_1603-64/ddrhook2.dll \
build/bin/avs2_1603-64/unicorntail.dll \
build/bin/indep-64/config.exe \
build/bin/indep-64/ddrio.dll \
@@ -533,10 +686,7 @@ $(zipdir)/bst.zip: \
$(V)zip -j $@ $^
$(zipdir)/doc.zip: \
doc/iidxhook \
doc/sdvxhook \
doc/jbhook \
doc/tools \
doc/ \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -r $@ $^
@@ -569,7 +719,11 @@ $(BUILDDIR)/tests.zip: \
$(BUILDDIR)/bemanitools.zip: \
$(zipdir)/bst.zip \
$(zipdir)/ddr-12-to-16.zip \
$(zipdir)/ddr-11.zip \
$(zipdir)/ddr-12.zip \
$(zipdir)/ddr-12-us.zip \
$(zipdir)/ddr-13.zip \
$(zipdir)/ddr-14-to-16.zip \
$(zipdir)/ddr-16-x64.zip \
$(zipdir)/doc.zip \
$(zipdir)/iidx-09-to-12.zip \
@@ -580,14 +734,18 @@ $(BUILDDIR)/bemanitools.zip: \
$(zipdir)/iidx-20.zip \
$(zipdir)/iidx-21-to-24.zip \
$(zipdir)/iidx-25-to-26.zip \
$(zipdir)/iidx-27.zip \
$(zipdir)/iidx-27-to-28.zip \
$(zipdir)/iidx-hwio-x86.zip \
$(zipdir)/iidx-hwio-x64.zip \
$(zipdir)/jb-01.zip \
$(zipdir)/jb-02.zip \
$(zipdir)/jb-03.zip \
$(zipdir)/jb-04.zip \
$(zipdir)/jb-05-to-07.zip \
$(zipdir)/jb-08.zip \
$(zipdir)/jb-hwio.zip \
$(zipdir)/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 \

166
README.md
View File

@@ -1,7 +1,7 @@
# Bemanitools 5
[![pipeline status](https://dev.s-ul.eu/djhackers/bemanitools/badges/master/pipeline.svg)](https://dev.s-ul.eu/djhackers/bemanitools/commits/master)
[![pipeline status](https://dev.s-ul.net/djhackers/bemanitools/badges/master/pipeline.svg)](https://dev.s-ul.net/djhackers/bemanitools/commits/master)
Version: 5.33
Version: 5.40
[Release history](CHANGELOG.md)
@@ -12,56 +12,85 @@ BT5 uses a cleaner approach than BT4 did; specifically, all input and lighting i
spoken by the real IO PCBs, instead of replacing chunks of game code like BT4. The benefits of this approach are a more
authentic gameplay experience, and easier support for a broader range of releases from each game series.
# List of supported games
* BeatStream
* BeatStream (bst.zip) using bsthook
* BeatStream アニムトライヴ (bst.zip) using bsthook
* Dance Dance Revolution
* Dance Dance Revolution X2 (ddr-12-to-16.zip) using ddrhook
* Dance Dance Revolution X3 vs. 2ndMIX (ddr-12-to-16.zip) using ddrhook
* Dance Dance Revolution 2013 (ddr-12-to-16.zip) using ddrhook
* Dance Dance Revolution 2014 (ddr-12-to-16.zip) using ddrhook
* Dance Dance Revolution A (ddr-12-to-16.zip) using ddrhook
* Beatmania IIDX
* Beatmania IIDX 9th Style (iidx-09-to-12.zip) using [iidxhook1](doc/iidxhook/iidxhook1.md)
* Beatmania IIDX 10th Style (iidx-09-to-12.zip) using [iidxhook1](doc/iidxhook/iidxhook1.md)
* Beatmania IIDX 11 IIDX RED (iidx-09-to-12.zip) using [iidxhook1](doc/iidxhook/iidxhook1.md)
* Beatmania IIDX 12 HAPPY SKY (iidx-09-to-12.zip) using [iidxhook1](doc/iidxhook/iidxhook1.md)
* Beatmania IIDX 13 DistorteD (iidx-13.zip) using [iidxhook2](doc/iidxhook/iidxhook2.md)
* Beatmania IIDX 14 GOLD (iidx-14-to-17.zip) using [iidxhook3](doc/iidxhook/iidxhook3.md)
* Beatmania IIDX 15 DJ TROOPERS (iidx-14-to-17.zip) using [iidxhook3](doc/iidxhook/iidxhook3.md)
* Beatmania IIDX 16 EMPRESS (iidx-14-to-17.zip) using [iidxhook3](doc/iidxhook/iidxhook3.md)
* Beatmania IIDX 17 SIRIUS (iidx-14-to-17.zip) using [iidxhook3](doc/iidxhook/iidxhook3.md)
* Beatmania IIDX 18 Resort Anthem (iidx-18.zip) using [iidxhook4](doc/iidxhook/iidxhook4.md)
* Beatmania IIDX 19 Lincle (iidx-19.zip) using [iidxhook5](doc/iidxhook/iidxhook5.md)
* Beatmania IIDX 20 Tricoro (iidx-20.zip) using [iidxhook6](doc/iidxhook/iidxhook6.md)
* Beatmania IIDX 21 SPADA (iidx-21-to-24.zip) using [iidxhook7](doc/iidxhook/iidxhook7.md)
* Beatmania IIDX 22 PENDUAL (iidx-21-to-24.zip) using [iidxhook7](doc/iidxhook/iidxhook7.md)
* Beatmania IIDX 23 copula (iidx-21-to-24.zip) using [iidxhook7](doc/iidxhook/iidxhook7.md)
* Beatmania IIDX 24 SINOBUZ (iidx-21-to-24.zip) using [iidxhook7](doc/iidxhook/iidxhook7.md)
* Beatmania IIDX 25 CANNON BALLERS (iidx-25-to-26.zip) using [iidxhook8](doc/iidxhook/iidxhook8.md)
* Beatmania IIDX 26 Rootage (iidx-25-to-26.zip) using [iidxhook8](doc/iidxhook/iidxhook8.md)
* 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
Browse our [documentation](doc/README.md) as it might already cover various questions and concerns
you are looking for or about to ask.
# Supported platforms
## Contributions and bug reporting
[Read the dedicated CONTRIBUTING.md documentation](CONTRIBUTING.md).
The tl;dr version and golden rules of the sections in the document:
* **EVERYONE** can contribute, this is **NOT** limited to people coding
* [Open an issue on gitlab for discussions, feature requests and bug reports](CONTRIBUTING.md#reporting-and-discussions-issues-section-on-github)
* [ALWAYS report bugs as issues and ALWAYS use the available bug template](CONTRIBUTING.md#bug-reports)
* [Everyone is allowed to submit changes which are not just limited to code by opening merge requests](CONTRIBUTING.md#pull-requests-bugfixes-new-features-or-other-code-contributions)
* [Documentation improvements can and even should be contributed by non developers](CONTRIBUTING.md#pull-requests-bugfixes-new-features-or-other-code-contributions)
## Supported games
The following games are supported with their corresponding hook-libraries.
* BeatStream
* BeatStream (`bst.zip`): bsthook
* BeatStream アニムトライヴ (`bst.zip`): bsthook
* [Dance Dance Revolution](doc/ddrhook/README.md)
* Dance Dance Revolution X (`ddr-11.zip`): [ddrhook1](doc/ddrhook/ddrhook1.md)
* Dance Dance Revolution X2 (US/EU regions) (`ddr-12-us.zip`): [ddrhook1](doc/ddrhook/ddrhook1.md)
* Dance Dance Revolution X2 (JP region) (`ddr-12.zip`): [ddrhook2](doc/ddrhook/ddrhook2.md)
* Dance Dance Revolution 2013 (`ddr-14-to-16.zip`): [ddrhook2](doc/ddrhook/ddrhook2.md)
* Dance Dance Revolution 2014 (`ddr-14-to-16.zip`): [ddrhook2](doc/ddrhook/ddrhook2.md)
* Dance Dance Revolution A (`ddr-14-to-16.zip`): [ddrhook2](doc/ddrhook/ddrhook2.md)
* [Beatmania IIDX](doc/iidxhook/README.md)
* Beatmania IIDX 9th Style (`iidx-09-to-12.zip`): [iidxhook1](doc/iidxhook/iidxhook1.md)
* Beatmania IIDX 10th Style (`iidx-09-to-12.zip`): [iidxhook1](doc/iidxhook/iidxhook1.md)
* Beatmania IIDX 11 IIDX RED (`iidx-09-to-12.zip`): [iidxhook1](doc/iidxhook/iidxhook1.md)
* Beatmania IIDX 12 HAPPY SKY (`iidx-09-to-12.zip`): [iidxhook1](doc/iidxhook/iidxhook1.md)
* Beatmania IIDX 13 DistorteD (`iidx-13.zip`): [iidxhook2](doc/iidxhook/iidxhook2.md)
* Beatmania IIDX 14 GOLD (`iidx-14-to-17.zip`): [iidxhook3](doc/iidxhook/iidxhook3.md)
* Beatmania IIDX 15 DJ TROOPERS (`iidx-14-to-17.zip`): [iidxhook3](doc/iidxhook/iidxhook3.md)
* Beatmania IIDX 16 EMPRESS (`iidx-14-to-17.zip`): [iidxhook3](doc/iidxhook/iidxhook3.md)
* Beatmania IIDX 17 SIRIUS (`iidx-14-to-17.zip`): [iidxhook3](doc/iidxhook/iidxhook3.md)
* Beatmania IIDX 18 Resort Anthem (`iidx-18.zip`): [iidxhook4](doc/iidxhook/iidxhook4.md)
* Beatmania IIDX 19 Lincle (`iidx-19.zip`): [iidxhook5](doc/iidxhook/iidxhook5.md)
* Beatmania IIDX 20 Tricoro (`iidx-20.zip`): [iidxhook6](doc/iidxhook/iidxhook6.md)
* Beatmania IIDX 21 SPADA (`iidx-21-to-24.zip`): [iidxhook7](doc/iidxhook/iidxhook7.md)
* Beatmania IIDX 22 PENDUAL (`iidx-21-to-24.zip`): [iidxhook7](doc/iidxhook/iidxhook7.md)
* Beatmania IIDX 23 copula (`iidx-21-to-24.zip`): [iidxhook7](doc/iidxhook/iidxhook7.md)
* Beatmania IIDX 24 SINOBUZ (`iidx-21-to-24.zip`): [iidxhook7](doc/iidxhook/iidxhook7.md)
* Beatmania IIDX 25 CANNON BALLERS (`iidx-25-to-26.zip`): [iidxhook8](doc/iidxhook/iidxhook8.md)
* Beatmania IIDX 26 Rootage (`iidx-25-to-26.zip`): [iidxhook8](doc/iidxhook/iidxhook8.md)
* Beatmania IIDX 27 Heroic Verse (`iidx-27-to-28.zip`): [iidxhook9](doc/iidxhook/iidxhook9.md)
* Beatmania IIDX 28 BISTROVER (`iidx-27-to-28.zip`): [iidxhook9](doc/iidxhook/iidxhook9.md)
* [jubeat](doc/jbhook/README.md)
* jubeat (`jb-01.zip`): [jbhook1](doc/jbhook/jbhook1.md)
* jubeat ripples (`jb-02.zip`): [jbhook1](doc/jbhook/jbhook1.md)
* jubeat knit (`jb-03.zip`): [jbhook2](doc/jbhook/jbhook2.md)
* jubeat copious (`jb-04.zip`): [jbhook2](doc/jbhook/jbhook2.md)
* jubeat saucer (fulfill) (`jb-05-to-07.zip`): [jbhook3](doc/jbhook/jbhook3.md)
* jubeat prop (`jb-05-to-07.zip`): [jbhook3](doc/jbhook/jbhook3.md)
* jubeat qubell (`jb-05-to-07.zip`): [jbhook3](doc/jbhook/jbhook3.md)
* jubeat clan (`jb-08.zip`): [jbhook3](doc/jbhook/jbhook3.md)
* jubeat festo (`jb-08.zip`): [jbhook3](doc/jbhook/jbhook3.md)
* SOUND VOLTEX
* SOUND VOLTEX BOOTH (`sdvx-01-to-04.zip`): sdvxhook
* SOUND VOLTEX II -infinite infection- (`sdvx-01-to-04.zip`): sdvxhook
* SOUND VOLTEX III GRAVITY WARS (`sdvx-01-to-04.zip`): sdvxhook
* SOUND VOLTEX IV HEAVENLY HAVEN (`sdvx-01-to-04.zip`): sdvxhook
* SOUND VOLTEX Vivid Wave (`sdvx-05-to-06`): sdvxhook2
* SOUND VOLTEX EXCEED GEAR (`sdvx-05-to-06`): sdvxhook2
## ViGEm clients: Expose BT5 APIs as XBOX game controllers
Play your favorite non-bemani arcade games with any hardware, e.g. real cabinet hardware, that
implements BT5 APIs.
See the dedicated [readme](doc/vigem/README.md) for details.
## Supported platforms
Our main platforms are currently Windows XP and Windows 7 which are also the target platforms on the original hardware
of those games. However, as it gets more difficult to get and maintain hardware comptible with Windows XP, this might
change in the future. Many games also run on very recent Windows 10 builds but bear with us that it's hard to keep up
with Windows updates breaking legacy software.
# Distribution contents
## 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).
@@ -69,7 +98,7 @@ You will find *.md files in various sub-packages that give you further instructi
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.
@@ -79,21 +108,46 @@ Depending on the game, you also need the following dependencies installed:
* Microsoft Visual C++ Redistributables 2010 **and** 2013: Depends on the game and age but both
should cover most if not all of the games so far
# Contributions
Please refer to the [dedicated documentation](CONTRIBUTING.md).
## Development
### Building
See the [development document](doc/development.md).
# Development
## Building
See the [development document](doc/development).
## Architecture
### Architecture
A dedicate [architecture document](doc/architecture.md) outlines the architecture of Bemanitools and points out the most
important aspects you should know before you get started with development.
## API
### API
Please refer to the [API documentation](doc/api.md).
# License
## Release process
Steps for the release process:
1. Update the corresponding section in the [changelog](CHANGELOG.md) with bullet points reflecting
major features merged into master since the previous release
1. Make sure you have the latest `master` state pulled to your local copy
1. Tag the release with the next release number which also be found at the
[top of the readme](#bemanitools-5) as it always reflects the current version beinged worked on
on the `master` branch , e.g. 5.35: `git tag 5.35`
1. Push the tag to upstream: `git push origin 5.35`
1. The [build pipeline](https://dev.s-ul.net/djhackers/bemanitools/-/pipelines) should start
automatically once the tag is pushed including the steps `build` and `upload-release`
1. Once completed successfully, the release is uploaded
1. Take the changelog of the published version and notify the pigs in the stall about it:
1. New post in thread
```
<insert version here> released: <direct link to published version>
Changelog:
<paste changelog here>
```
1. Update the OP title by bumping the version number in it
1. Update the OP post by extending it accordingly (see previous entries)
1. Bump the version number at the [top of this readme](#bemanitools-5) and add a new empty section
in the [changelog](CHANGELOG.md) with the new version number as title. Commit changes and push to
`master` branch
1. Continue developing and merging MRs until you decide its time for another release
## License
Source code license is the Unlicense; you are permitted to do with this as thou wilt. For details, please refer to the
[LICENSE file](LICENSE) included with the source code.

32
dist/ddr/ddr-11-us.conf vendored Normal file
View File

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

32
dist/ddr/ddr-11.conf vendored Normal file
View File

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

32
dist/ddr/ddr-12-eu.conf vendored Normal file
View File

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

32
dist/ddr/ddr-12-us.conf vendored Normal file
View File

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

11
dist/ddr/gamestart-11-us.bat vendored Normal file
View File

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

11
dist/ddr/gamestart-11.bat vendored Normal file
View File

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

11
dist/ddr/gamestart-12-eu.bat vendored Normal file
View File

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

11
dist/ddr/gamestart-12-us.bat vendored Normal file
View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

16
dist/iidx/gamestart-28.bat vendored Normal file
View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@@ -16,6 +16,9 @@ io.disable_cams=false
# Disables the built in file hooks, requiring manual file creation
io.disable_file_hooks=false
# Turntable sensitivity multiplier (1.0 is default)
io.tt_multiplier=1.0
# Disables the camera emulation
cam.disable_emu=false
@@ -31,7 +34,7 @@ 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 +43,12 @@ 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 +58,12 @@ 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=

78
dist/iidx/iidxhook-28.conf vendored Normal file
View File

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

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@@ -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
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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

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# ICCA serial port
icc.port=COM2
# ICCA bus baudrate (real devices expect 57600)
icc.baud=57600

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

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

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

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@@ -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

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# 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

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# H44B serial port
h44b.port=COM2
# H44B bus baudrate (real devices expect 57600)
h44b.baud=57600

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@@ -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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# Bemanitools 5 documentation
This folder contains various types of documentation.
Table of contents:
* 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
* [sdvxhook](sdvxhook/README.md): Documentation relevant to `sdvxhook` implementations
* Development
* [API](api.md): Available APIs for BT5 and instructions how to use them
* [Architecture](architecture.md): Outline of BT5's architecture, how things are designed and why
* [Development](development.md): Development environment, building, releasing, etc.
* [Developer documentation](dev/README.md): Various lose documentation/notes by developers
* [Tools](tools/README.md): Documentation for additional user and development tooling
## Further external documentation
A list of external documentation that can be useful when dealing with bemanitools,
supported data and hardware.
* [arcade-docs](https://github.com/Shizmob/arcade-docs): An open (to read and contribute) repository
of arcade hardware and software documentation

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@@ -22,12 +22,15 @@ The following implementations are already shipped with BT5.
* ddrio-smx.dll: StepManiaX platforms
* Beatmania IIDX
* iidxio.dll (default): Keyboard, joystick and mouse input
* iidxio-ezusb.dll: Ezusb (C02 IO) driver
* iidxio-ezusb2.dll: Ezusb FX2 (IO2) driver
* [iidxio-bio2.dll](iidxhook/iidxio-bio2.md): BIO2 driver
* [iidxio-ezusb.dll](iidxhook/iidxio-ezusb.md): Ezusb (C02 IO) driver
* [iidxio-ezusb2.dll](iidxhook/iidxio-ezusb2.md): Ezusb FX2 (IO2) driver
* jubeat
* jbio.dll (default): Keyboard, joystick and mouse input
* SOUND VOLTEX
* sdvxio.dll (default): Keyboard, joystick and mouse input
* [sdvxio-bio2.dll](sdvxhook/sdvxio-bio2.md): BIO2 driver
* [sdvxio-kfca.dll](sdvxhook/sdvxio-kfca.md): KFCA IO board driver
Eamuse hardware support is implemented separately:
* eamio.dll (default): Keyboard and joystick input

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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](ddrhook/ddrio-smx.md): Support for StepManiaX dance platforms

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

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# 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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# 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
```

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@@ -1,5 +1,4 @@
# iidxhook
iidxhook is a collection of hook libraries for BeatmaniaIIDX providing
emulation and various patches to run these games on non BemaniPC hardware and
newer Windows versions.
@@ -9,8 +8,7 @@ The hook libraries must be bootstrapped either using [inject](../inject.md) or
instructions are given in dedicated readme files for each iidxhook version
(see below).
# Versions
## Versions
iidxhook comes in a few different flavors. The game and its engine changed over
the years. Some game versions might require patches/parameters enabled which
others don't need or have different AVS versions. Here is the list of supported
@@ -25,21 +23,28 @@ games:
* [iidxhook8](iidxhook8.md): CANNON BALLERS, Rootage
* [iidxhook8](iidxhook9.md): Heroic Verse
When building kactools, independent packages are created for each set of games
When building bemanitools, independent packages are created for each set of games
which are ready to be dropped on top of vanilla AC data dumps. We recommend
using prestine dumps to avoid any conflicts with other hardcoded hacks or
using pristine dumps to avoid any conflicts with other hardcoded hacks or
binary patches.
# How to run
## How to run
To run your game with iidxhook, you have to use the inject tool to inject the
DLL to the game process. *dist/iidx* contains bat scripts with all the
DLL to the game process. `dist/iidx` contains bat scripts with all the
important parameters configured. Further parameters can be added but might not
be required to run the game with default settings.
Further information on how to setup the data for each specific version are
elaborated in their dedicated readme files.
# Command line options
## Command line options
Add the argument *-h* when running inject with iidxhook to print help/usage
information with a list of parameters you can apply to tweak various things.
## iidxio API
Available implementations that can be swapped out depending on which kind of
IO hardware you want to use:
* `iidxio`: Default implementation supporting keyboard, mouse and USB
game controllers
* [iidxio-bio2](iidxhook/iidxio-bio2.md): Support BIO2 hardware
* [iidxio-ezusb](iidxhook/iidxio-ezusb.md): Support C02 ezusb FX hardware
* [iidxio-ezusb2](iidxhook/iidxio-ezusb2.md): Support IO2 ezusb FX2 hardware

View File

@@ -126,6 +126,16 @@ happens, run the game again.
# Troubleshooting and FAQ
## The game is running (very) slow in fullscreen mode but is fine in window mode
If you are using a AMD GPU, try disabling "GPU scaling" which you can find in AMD
settings UI under "Settings" -> "Display".
This issue only observed on 9th Style so far.
Use
[bemanitool's built in upscaling feature](#over-underscan-bad-image-quality-or-latency-caused-by-my-monitorsTV-upscaler) if the game is not
scaled properly in full screen.
## Window mode or any other gfx related options do not work when changing them in the config file or using cmd args
See [this](#Use-d3d8to9-wrapper) section.

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@@ -57,6 +57,12 @@ If you want to run the games online, you have to set a valid PCBID and EAMID
argument. You also have to set the url of the eamuse server you want to
connect to.
Additional note regarding EAMID: This is new compared to the prior games and
is provided as the identifier of the "eamuse license" to the server. Depending
on the implementation of the server, this can lead to authentication failure
resulting in
[a network error on boot or warning during gameplay](#network-warning-instead-of-network-ok).
Run the game with the gamestart-XX.bat file and enable network on the operator
menu. When enabled, the game seems to hang and expects you to power
cycle the machine (i.e. quit the game and restart it).
@@ -134,7 +140,7 @@ value to cut down start-up times.
## "NETWORK WARNING" instead of "NETWORK OK"
This can be caused by:
* Invalid PCBID
* Invalid PCBID/EAMID: Ensure both are [set to the same ID](#eamuse-network-setup)
* Firewall blocking connections
* Invalid eamuse url or port specified
* Game is not run using the Administrator account

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@@ -85,17 +85,29 @@ cycle the machine (i.e. quit the game and restart it).
## USB IO (ezusb)
Use the specific iidxio API implementations, e.g. iidxio-ezusb2.dll to use
the IO2 EZUSB board, to run the game on real hardware. Thanks to a common
abstraction layer, you can also use custom IO boards or whatever Konami hardware
is going to be available in the future. Obviously, someone has to write a
driver, first.
You have the following options:
* Set `io.disable_io_emu=true` in the `iidxhook.conf` file to not hook ezusb
IO communication with an emulation layer. The game will directly talk to the IO.
The game supports the ezusb (C02) as well as ezusb FX2 (IO2) boards.
* Set `io.disable_io_emu=false` in the `iidxhook.conf` file.
Use the specific iidxio API implementations, e.g. `iidxio-ezusb2.dll` to use
the IO2 EZUSB board. The common `iidxio` abstraction layer also allows you to
use custom IO boards or whatever Konami hardware is going to be available in
the future. Obviously, someone has to write an imlementation of the `iidxio`
API, first.
## Slotted/Wave pass card readers
Replace the default *eamio.dll* with the *eamio-icca.dll* and have either your
You have the following options:
* Set `io.disable_card_reader_emu=true` in the `iidxhook.conf` file to not hook
card reader communication with an emulation layer. The game will directly talk
to the real readers though this only supports whatever readers the game
directly supports (slotted readers)
* Set `io.disable_card_reader_emu=false` in the `iidxhook.conf` file.
Replace the default `eamio.dll` with the `eamio-icca.dll` and have either your
slotted (IIDX, DDR Supernova or GF/DM type) or new wave pass card readers
conencted and and assigned to *COM1*.
conencted and and assigned to `COM1`. Other custom implementations of of the
`eamio` API also work.
### ICCA device settings (device manager)
* Port: COM1
@@ -112,7 +124,7 @@ mainboard.
# Known bugs
## USBIO (FM-DL TIMEOUT)
IIDX occasionally fails to boot with a "USBIO (FM-DL TIMEOUT)" error. If this
happens, run the game again.
happens, run the game again.
# Troubleshooting and FAQ

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@@ -85,17 +85,29 @@ cycle the machine (i.e. quit the game and restart it).
## USB IO (ezusb)
Use the specific iidxio API implementations, e.g. iidxio-ezusb2.dll to use
the IO2 EZUSB board, to run the game on real hardware. Thanks to a common
abstraction layer, you can also use custom IO boards or whatever Konami hardware
is going to be available in the future. Obviously, someone has to write a
driver, first.
You have the following options:
* Set `io.disable_io_emu=true` in the `iidxhook.conf` file to not hook ezusb
IO communication with an emulation layer. The game will directly talk to the IO.
The game supports the ezusb (C02) as well as ezusb FX2 (IO2) boards.
* Set `io.disable_io_emu=false` in the `iidxhook.conf` file.
Use the specific iidxio API implementations, e.g. `iidxio-ezusb2.dll` to use
the IO2 EZUSB board. The common `iidxio` abstraction layer also allows you to
use custom IO boards or whatever Konami hardware is going to be available in
the future. Obviously, someone has to write an imlementation of the `iidxio`
API, first.
## Slotted/Wave pass card readers
Replace the default *eamio.dll* with the *eamio-icca.dll* and have either your
You have the following options:
* Set `io.disable_card_reader_emu=true` in the `iidxhook.conf` file to not hook
card reader communication with an emulation layer. The game will directly talk
to the real readers though this only supports whatever readers the game
directly supports (wave pass readers)
* Set `io.disable_card_reader_emu=false` in the `iidxhook.conf` file.
Replace the default `eamio.dll` with the `eamio-icca.dll` and have either your
slotted (IIDX, DDR Supernova or GF/DM type) or new wave pass card readers
conencted and and assigned to *COM1*.
conencted and and assigned to `COM1`. Other custom implementations of of the
`eamio` API also work.
### ICCA device settings (device manager)
* Port: COM1

View File

@@ -96,17 +96,29 @@ cycle the machine (i.e. quit the game and restart it).
## USB IO (ezusb)
Use the specific iidxio API implementations, e.g. iidxio-ezusb2.dll to use
the IO2 EZUSB board, to run the game on real hardware. Thanks to a common
abstraction layer, you can also use custom IO boards or whatever Konami hardware
is going to be available in the future. Obviously, someone has to write a
driver, first.
You have the following options:
* Set `io.disable_io_emu=true` in the `iidxhook.conf` file to not hook ezusb
IO communication with an emulation layer. The game will directly talk to the IO.
The game supports the ezusb (C02) as well as ezusb FX2 (IO2) boards.
* Set `io.disable_io_emu=false` in the `iidxhook.conf` file.
Use the specific iidxio API implementations, e.g. `iidxio-ezusb2.dll` to use
the IO2 EZUSB board. The common `iidxio` abstraction layer also allows you to
use custom IO boards or whatever Konami hardware is going to be available in
the future. Obviously, someone has to write an imlementation of the `iidxio`
API, first.
## Slotted/Wave pass card readers
Replace the default *eamio.dll* with the *eamio-icca.dll* and have either your
You have the following options:
* Set `io.disable_card_reader_emu=true` in the `iidxhook.conf` file to not hook
card reader communication with an emulation layer. The game will directly talk
to the real readers though this only supports whatever readers the game
directly supports (wave pass readers)
* Set `io.disable_card_reader_emu=false` in the `iidxhook.conf` file.
Replace the default `eamio.dll` with the `eamio-icca.dll` and have either your
slotted (IIDX, DDR Supernova or GF/DM type) or new wave pass card readers
conencted and and assigned to *COM1*.
conencted and and assigned to `COM1`. Other custom implementations of of the
`eamio` API also work.
### ICCA device settings (device manager)
* Port: COM1

View File

@@ -101,17 +101,29 @@ cycle the machine (i.e. quit the game and restart it).
## USB IO (ezusb)
Use the specific iidxio API implementations, e.g. iidxio-ezusb2.dll to use
the IO2 EZUSB board, to run the game on real hardware. Thanks to a common
abstraction layer, you can also use custom IO boards or whatever Konami hardware
is going to be available in the future. Obviously, someone has to write a
driver, first.
You have the following options:
* Set `io.disable_io_emu=true` in the `iidxhook.conf` file to not hook ezusb
IO communication with an emulation layer. The game will directly talk to the IO.
The game supports the ezusb (C02) as well as ezusb FX2 (IO2) boards.
* Set `io.disable_io_emu=false` in the `iidxhook.conf` file.
Use the specific iidxio API implementations, e.g. `iidxio-ezusb2.dll` to use
the IO2 EZUSB board. The common `iidxio` abstraction layer also allows you to
use custom IO boards or whatever Konami hardware is going to be available in
the future. Obviously, someone has to write an imlementation of the `iidxio`
API, first.
## Slotted/Wave pass card readers
Replace the default *eamio.dll* with the *eamio-icca.dll* and have either your
You have the following options:
* Set `io.disable_card_reader_emu=true` in the `iidxhook.conf` file to not hook
card reader communication with an emulation layer. The game will directly talk
to the real readers though this only supports whatever readers the game
directly supports (wave pass readers)
* Set `io.disable_card_reader_emu=false` in the `iidxhook.conf` file.
Replace the default `eamio.dll` with the `eamio-icca.dll` and have either your
slotted (IIDX, DDR Supernova or GF/DM type) or new wave pass card readers
conencted and and assigned to *COM1*.
conencted and and assigned to `COM1`. Other custom implementations of of the
`eamio` API also work.
### ICCA device settings (device manager)
* Port: COM1

View File

@@ -97,22 +97,31 @@ cycle the machine (i.e. quit the game and restart it).
### BIO2 hardware
Set the *io.disable_bio2_emu* configuration value to *1* to disable BIO2
emulation to run the game using real BIO2 hardware.
Set `io.disable_bio2_emu=true` in the `iidxhook.conf` file to not hook the BIO2
communication with an emulation layer. The game will directly talk to the IO.
In this mode, tthe game supports the BIO2 board only.
### Ezusb and other
Use the specific iidxio API implementations, e.g. iidxio-ezusb2.dll to use
the IO2 EZUSB board, to run the game on real hardware. Thanks to a common
abstraction layer, you can also use custom IO boards or whatever Konami hardware
is going to be available in the future. Obviously, someone has to write a
driver, first.
Set `io.disable_bio2_emu=false` in the `iidxhook.conf` file.
Use the specific iidxio API implementations, e.g. `iidxio-ezusb2.dll` to use
the IO2 EZUSB board. The common `iidxio` abstraction layer also allows you to
use custom IO boards or whatever Konami hardware is going to be available in
the future. Obviously, someone has to write an imlementation of the `iidxio`
API, first.
## Slotted/Wave pass card readers
Replace the default *eamio.dll* with the *eamio-icca.dll* and have either your
You have the following options:
* Set `io.disable_card_reader_emu=true` in the `iidxhook.conf` file to not hook
card reader communication with an emulation layer. The game will directly talk
to the real readers though this only supports whatever readers the game
directly supports (wave pass readers)
* Set `io.disable_card_reader_emu=false` in the `iidxhook.conf` file.
Replace the default `eamio.dll` with the `eamio-icca.dll` and have either your
slotted (IIDX, DDR Supernova or GF/DM type) or new wave pass card readers
conencted and and assigned to *COM1*.
conencted and and assigned to `COM1`. Other custom implementations of of the
`eamio` API also work.
### ICCA device settings (device manager)
* Port: COM1
@@ -128,6 +137,16 @@ mainboard.
# Troubleshooting and FAQ
## The monitor check is showing high fps and I am using a monitor with high refresh rate features, e.g. 120/144hz
Sync and timing might be screwed up since the game was never meant to run on
such refresh rates. Try setting the option `gfx.forced_refresh_rate` to either
`59` or `60`.
Note: Your GPU driver settings must be configured to allow application overrides
on vertical sync/refresh rate options.
On AMD GPUs, set the "V-Sync" option to `On, unless application specifies`.
## The game does not run "well" (frame drops, drifting offsync etc)
This can be related to various issues:
* Make sure to run the game as (true) Administrator especially on Windows 7 and

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@@ -2,6 +2,7 @@
The following games are compatible with this version of iidxhook:
* Heroic Verse
* BISTROVER
The games must be bootstrapped using [launcher](../launcher.md).
@@ -92,24 +93,78 @@ cycle the machine (i.e. quit the game and restart it).
# Real hardware support
## The game does not go into either 640x480 (SD) or 1280x720 (HD) as expected but rather picks a resolution like 1386x768
The graphics backend of the game is auto detecting the resolution and refresh
rate based on the supported specs reported by the monitor. Depending on that
output, this can lead to the game picking some "odd" resolution like 1386x768
even the game is set to HD mode (expecting 1280x720).
Furthermore, this can lead to different refresh rate values on the automatic
monitor check, e.g. compared to previous versions (59.94 on Rootage but 60.02
on Heroic Verse). Ultimately, the result can be a very offsync gameplay
experience with extremely delayed input.
If that happens, try forcing the resolution to `1280x720` when the game is
set to HD mode in the operator menu. Note: Your monitor must also be capable
of handling the resolution.
iidxhook.conf:
```text
gfx.force_screen_res.width=1280
gfx.force_screen_res.height=720
```
## The monitor check is showing high fps and I am using a monitor with high refresh rate features, e.g. 120/144hz
Sync and timing might be screwed up since the game was never meant to run on
such refresh rates. Try setting the option `gfx.forced_refresh_rate` to either
`59` or `60`.
Note: Your GPU driver settings must be configured to allow application overrides
on vertical sync/refresh rate options.
On AMD GPUs, set the "V-Sync" option to `On, unless application specifies`.
### BIO2 hardware
Set the *io.disable_bio2_emu* configuration value to *1* to disable BIO2
emulation to run the game using real BIO2 hardware.
Set `io.disable_bio2_emu=true` in the `iidxhook.conf` file to not hook the BIO2
communication with an emulation layer. The game will directly talk to the IO.
In this mode, the game supports the BIO2 board only.
## Driver notes
You can use the default driver that Windows (7/10) automatically installs once
you connect the BIO2 board via USB to your host. However, these drivers will
not allow the game to detect the board correctly, throwing an IO error.
The drivers will work fine when using the iidxio API implementation
[iidxio-bio2](iidxio-bio2.md).
If you want to use the BIO2 with the game without the emulation layer, as
suggested above, you need to install Konami's original driver which is
identical to the stock Windows driver except the device name is different
(which is the crucial part for the stock game's automatic detection).
The driver is available in the bemanitools-supplement repository.
### Ezusb and other
Use the specific iidxio API implementations, e.g. iidxio-ezusb2.dll to use
the IO2 EZUSB board, to run the game on real hardware. Thanks to a common
abstraction layer, you can also use custom IO boards or whatever Konami hardware
is going to be available in the future. Obviously, someone has to write a
driver, first.
Set `io.disable_bio2_emu=false` in the `iidxhook.conf` file.
Use the specific iidxio API implementations, e.g. `iidxio-ezusb2.dll` to use
the IO2 EZUSB board. The common `iidxio` abstraction layer also allows you to
use custom IO boards or whatever Konami hardware is going to be available in
the future. Obviously, someone has to write an imlementation of the `iidxio`
API, first.
## Slotted/Wave pass card readers
Replace the default *eamio.dll* with the *eamio-icca.dll* and have either your
You have the following options:
* Set `io.disable_card_reader_emu=true` in the `iidxhook.conf` file to not hook
card reader communication with an emulation layer. The game will directly talk
to the real readers though this only supports whatever readers the game
directly supports (wave pass readers)
* Set `io.disable_card_reader_emu=false` in the `iidxhook.conf` file.
Replace the default `eamio.dll` with the `eamio-icca.dll` and have either your
slotted (IIDX, DDR Supernova or GF/DM type) or new wave pass card readers
conencted and and assigned to *COM1*.
conencted and and assigned to `COM1`. Other custom implementations of of the
`eamio` API also work.
### ICCA device settings (device manager)
* Port: COM1
@@ -124,6 +179,9 @@ stuck, try a USB <-> COM dongle instead of using one of the COM ports of the
mainboard.
# Troubleshooting and FAQ
## The turntable input feels laggy/delayed with my BIO2 + sub IO
See the [this readme](hardware/bio2-sub-io-turntable-bypass-cable.md) for
information about the bypass cable.
## The game does not run "well" (frame drops, drifting offsync etc)
This can be related to various issues:

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

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

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

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

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

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@@ -0,0 +1,18 @@
# Game list
The following games are compatible with this version of jbhook:
* jubeat saucer
* jubeat prop
* jubeat qubell
* jubeat clan
* jubeat festo
The games must be bootstrapped using [launcher](../launcher.md).
# Data setup and running the game
Unpack the package containing jbhook3 into the revision folder of your choice.
Most likely, you want to target the latest revision you have to run the latest
binary of the game with any bugfixes by developers.
Run the `gamestart-03.bat` file as admin.

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@@ -0,0 +1,13 @@
This library talks to a MagicBox cab's IO and implements the jbio API of BT5.
Thus, it allows you to use a MagicBox cab with *any* version of jubeat that is supported by BT5.
# Setup
* Rename `jbio-magicbox.dll` to `jbio.dll`.
* Make sure `jbio.dll` is in the same folder as both `jbhook.dll` and `jubeat.dll`
* Make sure that you have a copy of the `ch341dll.dll` that comes with MagicBox.
* Ensure that your `gamestart.bat` actually injects the appropriate jbhook dll
for example:
```
launcher -K jbhook.dll jubeat.dll ...*
```
or that the application otherwise uses `jbio.dll`

18
doc/jbhook/jbio-p4io.md Normal file
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@@ -0,0 +1,18 @@
This library talks to a P4IO (panel) and H44B through ACIO (lights) of a jubeat cab and implements the jbio API of BT5.
Thus, it allows you to use a modern jubeat cab with *any* version of jubeat that is supported by BT5.
# Setup
* Rename `jbio-p4io.dll` to `jbio.dll`.
* Make sure `jbio.dll` is in the same folder as both `jbhook.dll`, `aciomgr.dll` and `jubeat.dll`
* If you want IC card support via eamio-icca, ensure you also rename `eamio-icca.dll` to `eamio.dll`
* Ensure that your `gamestart.bat` actually injects the appropriate jbhook dll
for example:
```
launcher -K jbhook.dll jubeat.dll ...*
```
or that the application otherwise uses `jbio.dll`
* If you have P4IO but no H44B, lights will be disabled
* You can change the port and baudrate of the H44B node by editing the `jbio-h44b.conf` that should be created by default
* If you are using IC card support, you can edit `eamio-icc.conf` to change the port and baudrate
* If you are playing on a real cab, the port and baud of H44B and ICCA should be identical

38
doc/tools/README.md Normal file
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@@ -0,0 +1,38 @@
# Tools
Documentation about various additional tooling that is fundamentally not required to run any of
BT5's supported games, but provides additional features for users and developers alike.
## BT5 API
Various command line tools for quick and easy testing of BT5 API implementations witohut having
to run any target games.
* [eamiotest](eamiotest.md): `eamio` API
* [iidxiotest](iidxiotest.md): `iidxio` API
* [jbiotest](jbiotest.md): `jbio` API
## IO related
### ACIO
* [aciotest](aciotest.md): Command line tool for quick and easy testing of ACIO devices without
having to run a game.
### Ezusb
* [ezusb-iidx-fpga-flash](ezusb-iidx-fpga-flash.md): Tool for flashing the FPGA on ezusb 1 boards.
Required if you want to run games without native ezusb support using BT5's iidxio API.
* [ezusb-iidx-sram-flash](ezusb-iidx-sram-flash.md): Tool for flashing data to the SRAM of ezusb
FX 2 boards. Required if you want to run games without native ezusb FX 2 support using BT5's iidxio
API.
* [ezusb-tool](ezusb-tool.md): Fundamental tool for flashing the base firmware to ezusb 1/2 boards.
Required if you want to run games without native ezusb 1/2 support using BT5's iidxio API.
### IIDX exit hooks
Exit hooks allow you to exit the game using a combination of inputs on native IO hardware.
Supported IO hardware:
* [ezusb](iidx-ezusb-exit-hook.md)
* [ezusb 2](iidx-ezusb2-exit-hook.md)
* [bio2](iidx-bio2-exit-hook.md)
## Misc
* [mempatch-hook]: Hook library to dynamically apply memory address patches during runtime before
your application starts execution. Should be prefered over hardcoded hex-edits if applicable.
* [pcbidgen]: Command line tool to generate random PCBIDs

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@@ -0,0 +1,17 @@
# IIDX BIO2 exit hook
A hook library that can be used with BeatmaniaIIDX games that run the BIO2 IO board either natively,
e.g. 25+, or using the [iidxio-bio2 backend](../iidxhook/iidx-bio2.md). It allows the player to
exit the game by pressing the buttons `Start P1 + Start P2 + VEFX + Effect` simultaneously. This can
be useful if you want an option to exit back to your desktop without having a keyboard attached.
The exit hook lib must be loaded like any other hook lib you are already injecting to the game
using either `inject` or `launcher` (depending on the game version). The order for the hook libs is important as they are loaded in the order specified for the inject/launcher call. The entry in the `gamestart.bat` file should look like this for inject:
```bat
inject iidxhook3.dll -K iidx-bio2-exit-hook.dll bm2dx.exe ...
```
...and for launcher:
```bat
launcher -K iidxhook8.dll -K iidx-bio2-exit-hook.dll bm2dx.dll ...
```
Where `iidxhook3.dll` is used for versions 14-15 and `iidxhook8.dll` for versions 25-26.

13
doc/vigem/README.md Normal file
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@@ -0,0 +1,13 @@
# ViGEm: Virtual Gamepad Emulation Framework
Virtual game controller emulation library. Allows us to create in code emulated XBOX controllers.
This is used to hook up BT5's various IO API libraries allowing you to use any of their
implemtations as a game controller on Windows.
References:
* [ViGEmBus](https://github.com/ViGEm/ViGEmBus)
* [ViGEmClient](https://github.com/ViGEm/ViGEmClient)
Available ViGEm client implementations:
* [vigem-iidxio](vigem-iidxio.md): Exposes inputs provided by the iidxio API as three XBOX gamepads
* [vigem-sdvxio](vigem-sdvxio.md): Exposes inputs provided by the sdvxio API as one XBOX gamepad

62
doc/vigem/vigem-iidxio.md Normal file
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@@ -0,0 +1,62 @@
# ViGEm IIDXIO
This application allows you to use any iidxio backend, e.g. `iidxio-ezusb.dll`, `iidxio-ezusb2.dll`
or `iidxio-bio2.dll`, to be exposed as three XBOX 360 game controller on Windows.
Thus, it allows you to use a real cabinet with all its IO with *any* game that supports xinput.
Note: This will not work with games that require Direct Input (dinput), e.g. IIDX Infinitas.
## Setup
* Install [ViGEmBus](https://github.com/ViGEm/ViGEmBus/releases)
* Source for compiled binaries: [bemanitools-supplement](https://dev.s-ul.eu/djhackers/bemanitools-supplement)
* Place the following in the same folder as `vigem-iidxio.exe`:
* Get a copy of [ViGEmClient.dll](https://bin.jvnv.net/file/ZgMJK/ViGEmClient.zip) (or from bemanitools-supplements)
* Rename your corresponding `iidxio-XXX.dll`, e.g. `iidxio-bio2.dll`, to `iidxio.dll`.
* Run `vigem-iidxio.exe` so that the config file gets created (on first start)
* Edit `vigem-iidxio.conf` if needed. Available options are explained in the file
## Usage
* Depending on the iidxio implementation used, you might have to do some setup, e.g. flashing your
IO board for [ezusb](../iidxhook/iidxio-ezusb.md#setup) or
[ezusb2](../iidxhook/iidxio-ezusb2.md#setup)
* Run `vigem-iidxio.exe` and keep it open/running
* To quit the program, hit the `TEST` and `SERVICE` buttons at the same time
## Input mappings
| Cabinet | XBOX Gamepad 1 | XBOX Gamepad 2 | XBOX Gamepad 3 |
|------------|--------------------|--------------------|--------------------|
| P1 Key 1 | A | | |
| P1 Key 2 | B | | |
| P1 Key 3 | X | | |
| P1 Key 4 | Y | | |
| P1 Key 5 | Left shoulder | | |
| P1 Key 6 | Rights houlder | | |
| P1 Key 7 | Start | | |
| P2 Key 1 | | A | |
| P2 Key 2 | | B | |
| P2 Key 3 | | X | |
| P2 Key 4 | | Y | |
| P2 Key 5 | | Left shoulder | |
| P2 Key 6 | | Rights houlder | |
| P2 Key 7 | | Start | |
| Start P1 | Back | | |
| Start P2 | | Back | |
| VEFX | | | B |
| Effect | | | A |
| Test | | | X |
| Service | | | Y |
| Coin | | | Start |
| TT P1 Up | Thumbstick X axis+ | | |
| TT P1 Down | Thumbstick X axis- | | |
| TT P2 Up | | Thumbstick X axis+ | |
| TT P2 Down | | Thumbstick X axis- | |
Turntables are either in absolute or relative mode depending on how it's defined in the
`vigem-iidxio.conf`.
## Additional Notes For Cabinets (Running on embedded Windows 7):
* Make sure that you follow the instructions exactly from the release page
([Prerequisites for Windows 7](https://github.com/ViGEm/ViGEmBus/wiki/Prerequisites-for-Windows-7))
* If you get an error while trying to install KB3033929, re-enable windows update
* If you can't find some of these files, see bemanitools-supplements
* Make sure to ewfmgr C: -commit and reboot after installing the drivers (this only needs to be done once)

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@@ -19,6 +19,8 @@ Thus, it allows you to use a real cab with *any* game that supports xinput.
* VOL LR are mapped to L thumbstick X/Y (either in absolute or relative mode depending on the config)
# Additional Notes For Cabinets (Running on embedded Windows 7):
* Make sure that you follow the instructions exactly from the release page ([Prerequisites for Windows 7](https://github.com/ViGEm/ViGEmBus/wiki/Prerequisites-for-Windows-7))
* Make sure that you follow the instructions exactly from the release page
([Prerequisites for Windows 7](https://github.com/ViGEm/ViGEmBus/wiki/Prerequisites-for-Windows-7))
* If you get an error while trying to install KB3033929, re-enable windows update
* If you can't find some of these files, see bemanitools-supplements
* Make sure to ewfmgr C: -commit and reboot after installing the drivers (this only needs to be done once)

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@@ -0,0 +1,28 @@
#!/bin/sh
VERSION="$1"
section_active=""
changelog_excerpt=""
while IFS= read -r line; do
if [ "$section_active" ]; then
if [[ "$(echo "$line" | grep '^#')" ]]; then
section_active=""
else
changelog_excerpt="$(printf "%s\n%s" "$changelog_excerpt" "$line")"
fi
else
if [ "$line" = "## $VERSION" ]; then
section_active="1"
fi
fi
done
if [ "$changelog_excerpt" ]; then
printf "%s" "$changelog_excerpt"
exit 0
else
>&2 echo "Could not find version in changelog: $VERSION"
exit 1
fi

View File

@@ -36,7 +36,8 @@ enum property_type {
PROPERTY_TYPE_S64 = 8,
PROPERTY_TYPE_U64 = 9,
PROPERTY_TYPE_BIN = 10,
PROPERTY_TYPE_STR = 11
PROPERTY_TYPE_STR = 11,
PROPERTY_TYPE_BOOL = 52
};
struct property;
@@ -45,6 +46,12 @@ struct property_node;
struct avs_net_interface {
uint8_t mac_addr[6];
uint8_t unknown[30];
#if AVS_VERSION >= 1603
uint8_t unknown2[6];
#endif
#if AVS_VERSION >= 1700
uint8_t unknown3[6];
#endif
};
enum psmap_type {
@@ -57,8 +64,6 @@ enum psmap_type {
PSMAP_TYPE_S64 = 8,
PSMAP_TYPE_U64 = 9,
PSMAP_TYPE_STR = 10,
/* Used on avs 803 instead of value 10 */
PSMAP_TYPE_STR_LEGACY = 11,
PSMAP_TYPE_ATTR = 45,
PSMAP_TYPE_BOOL = 50,
};

19
src/imports/ch341.h Normal file
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@@ -0,0 +1,19 @@
/**
* This is the header for ch341dll.dll, a library for interfacing with the
* CH341 USB to serial/parallel port chip. Magic Box uses this for their
* proprietary IO, and it provides access to the panel sensors.
*
* The full .h for this file is floating around online with many more functions
* and comments (in Chinese). Only the bare minimum definitions are provided
* here for use in jbio-magicbox
*/
#ifndef IMPORTS_CH341_H
#define IMPORTS_CH341_H
HANDLE WINAPI CH341OpenDevice(ULONG iIndex);
VOID WINAPI CH341CloseDevice(ULONG iIndex);
BOOL WINAPI CH341EppReadData(ULONG iIndex, PVOID oBuffer, PULONG ioLength);
BOOL WINAPI CH341EppSetAddr(ULONG iIndex, UCHAR iAddr);
#endif

10
src/imports/glhelper.h Normal file
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@@ -0,0 +1,10 @@
#include <GL/gl.h>
void glFramebufferTexture2DEXT(GLenum target,
GLenum attachment,
GLenum textarget,
GLuint texture,
GLint level);
void glGenFramebuffersEXT(GLsizei n,
GLuint *ids);

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@@ -0,0 +1,5 @@
LIBRARY libavs-win32-ea3
EXPORTS
ea3_boot
ea3_shutdown

View File

@@ -0,0 +1,39 @@
LIBRARY libavs-win32
EXPORTS
avs_boot
avs_net_ctrl
avs_shutdown
avs_thread_create
avs_thread_destroy
avs_thread_exit
avs_thread_join
log_body_fatal
log_body_info
log_body_misc
log_body_warning
log_boot
log_change_level
property_create
property_desc_to_buffer
property_destroy
property_file_write
property_insert_read
property_mem_write
property_read_query_memsize
property_search
property_set_flag
property_node_clone
property_node_create
property_node_datasize
property_node_name
property_node_refer
property_node_remove
property_node_type
property_node_traversal
property_node_refdata
property_psmap_export
property_psmap_import
std_getenv
std_setenv

View File

@@ -0,0 +1,6 @@
LIBRARY glhelper
EXPORTS
glBindFramebufferEXT
glFramebufferTexture2DEXT
glGenFramebuffersEXT

View File

@@ -0,0 +1,6 @@
LIBRARY glhelper
EXPORTS
glBindFramebufferEXT
glFramebufferTexture2DEXT
glGenFramebuffersEXT

View File

@@ -0,0 +1,6 @@
LIBRARY glhelper
EXPORTS
glBindFramebufferEXT
glFramebufferTexture2DEXT
glGenFramebuffersEXT

View File

@@ -0,0 +1,6 @@
LIBRARY glhelper
EXPORTS
glBindFramebufferEXT
glFramebufferTexture2DEXT
glGenFramebuffersEXT

View File

@@ -0,0 +1,7 @@
LIBRARY ch341dll
EXPORTS
CH341OpenDevice@4=CH341OpenDevice
CH341CloseDevice@4=CH341CloseDevice
CH341EppReadData@12=CH341EppReadData
CH341EppSetAddr@8=CH341EppSetAddr

View File

@@ -0,0 +1,7 @@
LIBRARY libavs-win64-ea3
EXPORTS
ea3_boot @8 NONAME
ea3_get_boot_status @11 NONAME
ea3_get_pp_status @10 NONAME
ea3_shutdown @9 NONAME

View File

@@ -0,0 +1,32 @@
LIBRARY libavs-win64
EXPORTS
avs_boot @285 NONAME
avs_fs_close @65 NONAME
avs_fs_lseek @59 NONAME
avs_fs_lseek64 @60 NONAME
avs_fs_open @58 NONAME
avs_fs_read @61 NONAME
avs_net_ctrl @98 NONAME
avs_shutdown @286 NONAME
avs_thread_create @6 NONAME
avs_thread_destroy @8 NONAME
avs_thread_exit @12 NONAME
avs_thread_join @13 NONAME
log_body_fatal @357 NONAME
log_body_info @359 NONAME
log_body_misc @360 NONAME
log_body_warning @358 NONAME
property_create @127 NONAME
property_desc_to_buffer @129 NONAME
property_destroy @128 NONAME
property_insert_read @131 NONAME
property_node_create @145 NONAME
property_node_refer @158 NONAME
property_node_remove @146 NONAME
property_psmap_export @162 NONAME
property_psmap_import @161 NONAME
property_read_query_memsize @159 NONAME
property_search @144 NONAME
std_getenv @207 NONAME
std_setenv @208 NONAME

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@@ -5,9 +5,13 @@
#include <stdint.h>
#include <stdlib.h>
#include "acio/h44b.h"
#include "acio/hdxs.h"
#include "acio/icca.h"
#include "acio/kfca.h"
#include "acio/mdxf.h"
#include "acio/panb.h"
#include "acio/rvol.h"
#define AC_IO_SOF 0xAA
#define AC_IO_ESCAPE 0xFF
@@ -35,8 +39,11 @@ enum ac_io_node_type {
AC_IO_NODE_TYPE_LED_STRIP = 0x04020000,
AC_IO_NODE_TYPE_LED_SPIKE = 0x05010000,
AC_IO_NODE_TYPE_KFCA = 0x09060000,
AC_IO_NODE_TYPE_BI2A = 0x0d060000,
AC_IO_NODE_TYPE_RVOL = 0x09060001,
AC_IO_NODE_TYPE_MDXF = 0x09070000,
AC_IO_NODE_TYPE_PANB = 0x090E0000,
AC_IO_NODE_TYPE_BMPU = 0x0B000000,
AC_IO_NODE_TYPE_BI2A = 0x0D060000,
};
#pragma pack(push, 1)
@@ -66,15 +73,27 @@ struct ac_io_message {
uint8_t raw[0xFF];
uint8_t count;
uint8_t status;
uint8_t param;
struct ac_io_version version;
struct ac_io_h44b_output h44b_output;
struct ac_io_icca_misc icca_misc;
struct ac_io_icca_state icca_state;
struct ac_io_kfca_poll_in kfca_poll_in;
struct ac_io_kfca_poll_out kfca_poll_out;
struct ac_io_panb_poll_in panb_poll_in;
struct ac_io_panb_poll_out panb_poll_out;
struct ac_io_hdxs_output hdxs_output;
struct ac_io_rvol_poll_in rvol_poll_in;
struct ac_io_rvol_poll_out rvol_poll_out;
struct ac_io_mdxf_poll_in mdxf_poll_in;
struct ac_io_mdxf_light_out mdxf_light_out;
};
} cmd;

View File

@@ -14,6 +14,6 @@ struct ac_io_h44b_output {
uint8_t right_rgb[3];
uint8_t title_rgb[3];
uint8_t woofer_rgb[3];
};
} __attribute__((__packed__));
#endif
#endif

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@@ -4,13 +4,15 @@
#include <stdint.h>
enum ac_io_icca_cmd {
/* found on jubeat, sent right after queue loop start */
AC_IO_ICCA_CMD_UNKN_0116 = 0x0116,
/* Yet unknown command encountered first on jubeat (1) */
AC_IO_ICCA_CMD_UNKN_0120 = 0x0120,
AC_IO_ICCA_CMD_QUEUE_LOOP_START = 0x0130,
AC_IO_ICCA_CMD_ENGAGE = 0x0131,
AC_IO_ICCA_CMD_POLL = 0x0134,
AC_IO_ICCA_CMD_SET_SLOT_STATE = 0x0135,
AC_IO_ICCA_CMD_BEGIN_KEYPAD = 0x013A,
AC_IO_ICCA_CMD_DEVICE_CONTROL = 0x013A,
AC_IO_ICCA_CMD_POLL_FELICA = 0x0161,
AC_IO_ICCA_CMD_KEY_EXCHANGE = 0x0160,
AC_IO_ICCA_CMD_POLL_ENCRYPTED = 0x0164,
@@ -29,6 +31,14 @@ enum ac_io_icca_sensor_state {
AC_IO_ICCA_SENSOR_MASK_BACK_ON = (1 << 5)
};
enum ac_io_icca_status_code {
AC_IO_ICCA_STATUS_FAULT = 0x00,
AC_IO_ICCA_STATUS_IDLE = 0x01,
AC_IO_ICCA_STATUS_GOT_UID = 0x02,
AC_IO_ICCA_STATUS_IDLE_NEW = 0x04,
AC_IO_ICCA_STATUS_BUSY_NEW = 0x01,
};
enum ac_io_icca_keypad_mask {
AC_IO_ICCA_KEYPAD_MASK_EMPTY = (1 << 0),
AC_IO_ICCA_KEYPAD_MASK_3 = (1 << 1),

View File

@@ -1,48 +0,0 @@
#ifndef AC_IO_ICCB_H
#define AC_IO_ICCB_H
#include <stdint.h>
enum ac_io_iccb_cmd {
/* found on jubeat prop, sent after acio init req, maybe fw update? */
AC_IO_ICCB_CMD_UNK_0100 = 0x0100,
/* found on jubeat prop, sent right after queue loop start */
AC_IO_ICCB_CMD_UNK_0116 = 0x0116,
/* found on jubeat prop, sent after 0100 req */
AC_IO_ICCB_CMD_UNK_0120 = 0x0120,
AC_IO_ICCB_CMD_QUEUE_LOOP_START = 0x0130,
AC_IO_ICCB_CMD_POLL = 0x0134,
AC_IO_ICCB_CMD_UNK_135 = 0x0135,
AC_IO_ICCB_CMD_SLEEP = 0x013A,
AC_IO_ICCB_CMD_READ_CARD = 0x0161
};
enum ac_io_iccb_sensor_state {
AC_IO_ICCB_SENSOR_CARD = 0x02,
AC_IO_ICCB_SENSOR_NO_CARD = 0x04
};
enum ac_io_iccb_card_type {
AC_IO_ICCB_CARD_TYPE_ISO15696 = 0x0,
AC_IO_ICCB_CARD_TYPE_FELICA = 0x1,
};
#pragma pack(push, 1)
struct ac_io_iccb_misc {
uint8_t unknown;
uint8_t subcmd;
};
struct ac_io_iccb_state {
uint8_t sensor_state;
uint8_t card_type;
uint8_t uid[8];
uint8_t unk2;
uint8_t unk3;
uint8_t unk4[4];
};
#pragma pack(pop)
#endif

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@@ -41,8 +41,7 @@ struct ac_io_kfca_poll_in {
struct ac_io_kfca_poll_out {
uint32_t gpio;
uint8_t pwm[18];
uint8_t unk[2];
uint8_t pwm[20];
};
#pragma pack(pop)

49
src/main/acio/mdxf.h Normal file
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@@ -0,0 +1,49 @@
#ifndef AC_IO_MDXF_H
#define AC_IO_MDXF_H
#include <stdint.h>
#define AC_IO_CMD_MDXF_POLL 0x0110
#define AC_IO_CMD_MDXF_AUTO_GET_START 0x0116
#define AC_IO_CMD_MDXF_LIGHT 0x0113
#pragma pack(push, 1)
union mdxf_panel_sensors_individual {
struct {
uint8_t right : 1;
uint8_t left : 1;
uint8_t down : 1;
uint8_t up : 1;
uint8_t unused : 4;
};
uint8_t raw;
};
struct mdxf_panel_sensors {
uint8_t down : 4;
uint8_t up : 4;
uint8_t right : 4;
uint8_t left : 4;
};
struct ac_io_mdxf_poll_in {
struct mdxf_panel_sensors panel;
uint8_t unk;
};
struct mdxf_lights {
uint8_t up_right;
uint8_t down_left;
uint8_t up_left;
uint8_t down_right;
uint8_t unk;
};
struct ac_io_mdxf_light_out {
struct mdxf_lights side[2];
};
#pragma pack(pop)
#endif

42
src/main/acio/panb.h Normal file
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@@ -0,0 +1,42 @@
#ifndef AC_IO_PANB_H
#define AC_IO_PANB_H
#include <stdint.h>
#define AC_IO_CMD_PANB_POLL_REPLY 0x0110
#define AC_IO_CMD_PANB_SEND_LAMP 0x0111
#define AC_IO_CMD_PANB_START_AUTO_INPUT 0x0115
#define AC_IO_PANB_NUM_NODES 4
#define AC_IO_PANB_MAX_KEYS (7*AC_IO_PANB_NUM_NODES)
#define AC_IO_PANB_MAX_KEYPAIRS (AC_IO_PANB_MAX_KEYS/2)
struct ac_io_panb_keypair {
uint8_t key2 : 4;
uint8_t key1 : 4;
};
#pragma pack(push, 1)
struct ac_io_panb_poll_in {
/* last received command sequence number (start_auto_input / send_lamp) */
uint8_t sub_seq1;
/* auto-increment sequence number for autopoll reports */
uint8_t sub_seq2;
struct ac_io_panb_keypair keypair[AC_IO_PANB_MAX_KEYPAIRS];
};
#pragma pack(pop)
struct ac_io_panb_color {
uint8_t red;
uint8_t green;
uint8_t blue;
};
#pragma pack(push, 1)
struct ac_io_panb_poll_out {
struct ac_io_panb_color key[AC_IO_PANB_MAX_KEYS];
};
#pragma pack(pop)
#endif

74
src/main/acio/rvol.h Normal file
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@@ -0,0 +1,74 @@
#ifndef AC_IO_RVOL_H
#define AC_IO_RVOL_H
#include <stdint.h>
// technically RVOL also can poll with CMD 0x0113
// but museca never uses this (it's controlled by if the watchdog is on/off)
#define AC_IO_CMD_RVOL_POLL 0x0112
#define AC_IO_CMD_RVOL_SET_EXPAND_MODE 0x0114
#define AC_IO_CMD_RVOL_AMP_CONTROL 0x0128
#pragma pack(push, 1)
struct ac_io_rvol_buttons_1 {
uint8_t unk0 : 1;
uint8_t unk1 : 1;
uint8_t spinner_4 : 1;
uint8_t pedal : 1;
uint8_t spinner_5 : 1;
uint8_t unk5 : 1;
uint8_t unk6 : 1;
uint8_t unk7 : 1;
};
struct ac_io_rvol_buttons_2 {
uint8_t spinner_2 : 1;
uint8_t unk1 : 1;
uint8_t unk2 : 1;
uint8_t spinner_1 : 1;
uint8_t unk4 : 1;
uint8_t unk5 : 1;
uint8_t unk6 : 1;
uint8_t unk7 : 1;
};
struct ac_io_rvol_buttons_3 {
uint8_t unk0 : 1;
uint8_t unk1 : 1;
uint8_t unk2 : 1;
uint8_t spinner_3 : 1;
uint8_t unk4 : 1;
uint8_t unk5 : 1;
uint8_t unk6 : 1;
uint8_t unk7 : 1;
};
struct ac_io_rvol_poll_in {
uint8_t unk_0;
struct ac_io_rvol_buttons_1 buttons_1;
uint8_t unk_2_8[7];
struct ac_io_rvol_buttons_2 buttons_2;
uint8_t unk_10;
struct ac_io_rvol_buttons_3 buttons_3;
uint8_t unk_12_15[4];
uint8_t spinners[5];
uint8_t unk_21_22[2];
};
struct light_rgb {
uint8_t r;
uint8_t g;
uint8_t b;
};
struct ac_io_rvol_poll_out {
uint8_t unk0_3[4];
struct light_rgb spinner[5];
struct light_rgb title;
uint8_t unk22_31[10];
};
#pragma pack(pop)
#endif

View File

@@ -0,0 +1,7 @@
libs += aciodrv-proc
libs_aciodrv-proc := \
src_aciodrv-proc := \
panb.c \

View File

@@ -0,0 +1,90 @@
#define LOG_MODULE "aciodrv-proc-panb"
#include <string.h>
#include "aciodrv/device.h"
#include "aciodrv/panb.h"
#include "util/thread.h"
#include "util/log.h"
static int auto_poll_proc(void *auto_poll_param);
static int auto_poll_threadid;
static CRITICAL_SECTION keypair_lock;
static struct ac_io_panb_keypair _keypair[AC_IO_PANB_MAX_KEYPAIRS];
static CRITICAL_SECTION auto_poll_stop_lock;
static bool auto_poll_stop;
static int auto_poll_proc(void * param)
{
struct aciodrv_device_ctx * device = (struct aciodrv_device_ctx *) param;
struct ac_io_panb_poll_in poll_in;
bool stop;
do {
aciodrv_panb_recv_poll(device, &poll_in);
EnterCriticalSection(&keypair_lock);
memcpy(_keypair, poll_in.keypair, AC_IO_PANB_MAX_KEYPAIRS);
LeaveCriticalSection(&keypair_lock);
EnterCriticalSection(&auto_poll_stop_lock);
stop = auto_poll_stop;
LeaveCriticalSection(&auto_poll_stop_lock);
} while (!stop);
return 0;
}
bool aciodrv_proc_panb_init(struct aciodrv_device_ctx *device)
{
log_assert(device);
if (!aciodrv_panb_start_auto_input(device, 0, AC_IO_PANB_NUM_NODES)) {
return false;
}
auto_poll_stop = false;
InitializeCriticalSection(&keypair_lock);
InitializeCriticalSection(&auto_poll_stop_lock);
auto_poll_threadid = thread_create(auto_poll_proc, (void *)device, 0x4000, 0);
return true;
}
bool aciodrv_proc_panb_get_state(uint8_t *button_state)
{
struct ac_io_panb_keypair keypair[AC_IO_PANB_MAX_KEYPAIRS];
EnterCriticalSection(&keypair_lock);
memcpy(keypair, _keypair, AC_IO_PANB_MAX_KEYPAIRS);
LeaveCriticalSection(&keypair_lock);
/* splice the keypairs into separate button values */
for (int i=0; i<AC_IO_PANB_MAX_KEYPAIRS; i++) {
uint8_t but1 = keypair[i].key1;
uint8_t but2 = keypair[i].key2;
button_state[2*i] = but1;
button_state[2*i+1] = but2;
}
return true;
}
void aciodrv_proc_panb_fini(struct aciodrv_device_ctx *device)
{
EnterCriticalSection(&auto_poll_stop_lock);
auto_poll_stop = true;
LeaveCriticalSection(&auto_poll_stop_lock);
thread_join(auto_poll_threadid, NULL);
thread_destroy(auto_poll_threadid);
DeleteCriticalSection(&keypair_lock);
DeleteCriticalSection(&auto_poll_stop_lock);
/* reset is the only way to disable the auto polling on device side */
aciodrv_device_reset(device);
}

View File

@@ -0,0 +1,32 @@
#ifndef ACIODRV_PROC_PANB_H
#define ACIODRV_PROC_PANB_H
#include "aciodrv/panb.h"
/**
* Initialize a PANB device. This will take care of setting up the auto-poll and processing
* the poll messages in a separate thread (this is necessary as failing to process messages
* fast enough will cause the device to malfunction).
*
* @param device Context of opened device
* @return True if successful, false on error.
* @note This function spawns a thread. Caller must call aciodrv_proc_panb_fini to properly
* terminate.
*/
bool aciodrv_proc_panb_init(struct aciodrv_device_ctx *device);
/**
* Retrieve latest known button state from the PANB device.
*
* @param button_state 28 cell array to store button state
* (mandatory, upon calling the array contains values between 0 to 15 indicating the keys velocity).
* @return True on success, false on error.
*/
bool aciodrv_proc_panb_get_state(uint8_t *button_state);
/**
* Properly terminate the thread and reset the device (this is the only way to stop the auto polling).
*/
void aciodrv_proc_panb_fini(struct aciodrv_device_ctx *device);
#endif

View File

@@ -1,10 +1,13 @@
libs += aciodrv
libs_aciodrv := \
src_aciodrv := \
device.c \
h44b.c \
icca.c \
kfca.c \
panb.c \
rvol.c \
port.c \

View File

@@ -1,5 +1,6 @@
#define LOG_MODULE "aciodrv-device"
#include <inttypes.h>
#include <string.h>
#include "aciodrv/device.h"
@@ -8,34 +9,64 @@
#include "util/hex.h"
#include "util/log.h"
#include "util/mem.h"
/* Enable to dump all data to the logger */
//#define AC_IO_MSG_LOG
static uint8_t aciodrv_device_msg_counter = 1;
static uint8_t aciodrv_device_node_count;
static char aviodrv_device_node_products[16][4];
#define ACIO_MAX_NODES_PER_PORT 16
static bool aciodrv_device_init(void)
struct aciodrv_device_ctx {
HANDLE fd;
struct aciodrv_device_node_version node_versions[ACIO_MAX_NODES_PER_PORT];
uint8_t msg_counter;
uint8_t node_count;
};
bool aciodrv_device_reset(struct aciodrv_device_ctx *device)
{
uint8_t reset_seq[525] = {0};
/* init/reset the device by sending 525 NULL bytes */
log_info("Resetting device");
if (aciodrv_port_write(device->fd, reset_seq, sizeof(reset_seq)) <= 0) {
return false;
}
/* signal to device for a reset */
EscapeCommFunction(device->fd, SETBREAK);
Sleep(1450);
EscapeCommFunction(device->fd, CLRBREAK);
Sleep(1200);
/* ignore the next 100 reads (of whatever length) */
for (size_t i = 0; i < 100; ++i) {
aciodrv_port_read(device->fd, reset_seq, sizeof(reset_seq));
}
return true;
}
static bool aciodrv_device_sof_flush(struct aciodrv_device_ctx *device)
{
uint8_t init_seq[1] = {AC_IO_SOF};
uint8_t read_buff[1] = {0x00};
uint8_t read_buff[1] = {0};
/* init/reset the device by sending 0xAA until 0xAA is returned */
/* wait for reset to finish */
int read = 0;
do {
if (aciodrv_port_write(init_seq, sizeof(init_seq)) <= 0) {
if (aciodrv_port_write(device->fd, init_seq, sizeof(init_seq)) <= 0) {
return false;
}
read = aciodrv_port_read(read_buff, sizeof(read_buff));
read = aciodrv_port_read(device->fd, read_buff, sizeof(read_buff));
} while ((read <= 0) || (read_buff[0] != init_seq[0]));
if (read > 0) {
log_warning("Obtained SOF, clearing out buffer now");
log_info("Obtained SOF, clearing out buffer now");
/* empty buffer by reading all data */
while (read > 0) {
read = aciodrv_port_read(init_seq, sizeof(init_seq));
read = aciodrv_port_read(device->fd, init_seq, sizeof(init_seq));
}
log_warning("Cleared buffer, init done");
@@ -46,30 +77,39 @@ static bool aciodrv_device_init(void)
}
}
static bool aciodrv_device_init(struct aciodrv_device_ctx *device)
{
if (!aciodrv_device_reset(device)) {
log_warning("Reset failed");
return false;
}
return aciodrv_device_sof_flush(device);
}
#ifdef AC_IO_MSG_LOG
static void
aciodrv_device_log_buffer(const char *msg, const uint8_t *buffer, int length)
aciodrv_device_log_buffer(struct aciodrv_device_ctx *device, const char *msg, const uint8_t *buffer, int length)
{
char str[4096];
hex_encode_uc((const void *) buffer, length, str, sizeof(str));
log_misc("%s, length %d: %s", msg, length, str);
log_misc("[%p] %s, length %d: %s", device->fd, msg, length, str);
}
#endif
static bool aciodrv_device_send(const uint8_t *buffer, int length)
static bool aciodrv_device_send(struct aciodrv_device_ctx *device, const uint8_t *buffer, int length)
{
uint8_t send_buf[512];
int send_buf_pos = 0;
uint8_t checksum = 0;
if (length > sizeof(send_buf)) {
log_warning("Send buffer overflow");
log_warning("[%p] Send buffer overflow", device->fd);
return false;
}
#ifdef AC_IO_MSG_LOG
aciodrv_device_log_buffer("Send (1)", buffer, length);
aciodrv_device_log_buffer(device, "Send (1)", buffer, length);
#endif
send_buf[send_buf_pos++] = AC_IO_SOF;
@@ -95,18 +135,18 @@ static bool aciodrv_device_send(const uint8_t *buffer, int length)
}
#ifdef AC_IO_MSG_LOG
aciodrv_device_log_buffer("Send (2)", send_buf, send_buf_pos);
aciodrv_device_log_buffer(device, "Send (2)", send_buf, send_buf_pos);
#endif
if (aciodrv_port_write(send_buf, send_buf_pos) != send_buf_pos) {
log_warning("Sending data with length %d failed", send_buf_pos);
if (aciodrv_port_write(device->fd, send_buf, send_buf_pos) != send_buf_pos) {
log_warning("[%p] Sending data with length %d failed", device->fd, send_buf_pos);
return false;
}
return true;
}
static int aciodrv_device_receive(uint8_t *buffer, int size)
static int aciodrv_device_receive(struct aciodrv_device_ctx *device, uint8_t *buffer, int max_resp_size)
{
uint8_t recv_buf[512];
int recv_size = 0;
@@ -118,16 +158,14 @@ static int aciodrv_device_receive(uint8_t *buffer, int size)
of 0xAAs before we get a valid message. */
recv_buf[0] = AC_IO_SOF;
do {
read = aciodrv_port_read(recv_buf, 1);
read = aciodrv_port_read(device->fd, recv_buf, 1);
} while (recv_buf[0] == AC_IO_SOF);
if (read > 0) {
size += 1;
if (read > 0) {
/* recv_buf[0] is already the first byte of the message.
now read until nothing's left */
recv_size++;
size--;
/* important: we have to know how much data we expect
and have to read until we reach the requested amount.
@@ -135,9 +173,10 @@ static int aciodrv_device_receive(uint8_t *buffer, int size)
need to handle escaping (which relies on an up to
date recv_buf[recv_size]) we loop until we get a
non-zero read. */
while (size > 0) {
size_t expected_size = offsetof(struct ac_io_message, cmd.nbytes) + 1;
while (recv_size < expected_size) {
do {
read = aciodrv_port_read(recv_buf + recv_size, 1);
read = aciodrv_port_read(device->fd, recv_buf + recv_size, 1);
} while (read == 0);
if (read < 0) {
@@ -150,7 +189,8 @@ static int aciodrv_device_receive(uint8_t *buffer, int size)
/* next byte is our real data
overwrite escape byte */
do {
read = aciodrv_port_read(recv_buf + recv_size, 1);
read = aciodrv_port_read(
device->fd, recv_buf + recv_size, 1);
} while (read == 0);
if (read < 0) {
@@ -161,15 +201,23 @@ static int aciodrv_device_receive(uint8_t *buffer, int size)
}
recv_size += read;
size -= read;
if (recv_size > offsetof(struct ac_io_message, cmd.nbytes)) {
// header + data + checksum
expected_size = offsetof(struct ac_io_message, cmd.raw) + ((struct ac_io_message*)recv_buf)->cmd.nbytes + 1;
}
}
#ifdef AC_IO_MSG_LOG
aciodrv_device_log_buffer("Recv (1)", recv_buf, recv_size);
log_warning("Expected %d got %d", recv_buf[4], recv_size - 6);
aciodrv_device_log_buffer(device, "Recv (1)", recv_buf, recv_size);
log_warning("Expected %d got %d", max_resp_size - 6, recv_buf[4]);
#endif
/* recv_size - 1: omit checksum for checksum calc */
if ((recv_size - 1) > max_resp_size) {
log_warning("[%p] Expected %d got %d", device->fd, max_resp_size - 6, recv_buf[4]);
return -1;
}
for (int i = 0; i < recv_size - 1; i++) {
checksum += recv_buf[i];
buffer[i] = recv_buf[i];
@@ -178,12 +226,13 @@ static int aciodrv_device_receive(uint8_t *buffer, int size)
result_size = recv_size - 1;
#ifdef AC_IO_MSG_LOG
aciodrv_device_log_buffer("Recv (2)", buffer, result_size);
aciodrv_device_log_buffer(device, "Recv (2)", buffer, result_size);
#endif
if (checksum != recv_buf[recv_size - 1]) {
log_warning(
"Invalid message checksum: %02X != %02X",
"[%p] Invalid message checksum: %02X != %02X",
device->fd,
checksum,
recv_buf[recv_size - 1]);
return -1;
@@ -195,7 +244,7 @@ static int aciodrv_device_receive(uint8_t *buffer, int size)
return -1;
}
static uint8_t aciodrv_device_enum_nodes(void)
static uint8_t aciodrv_device_enum_nodes(struct aciodrv_device_ctx *device)
{
struct ac_io_message msg;
@@ -205,7 +254,9 @@ static uint8_t aciodrv_device_enum_nodes(void)
msg.cmd.count = 0;
if (!aciodrv_send_and_recv(
&msg, offsetof(struct ac_io_message, cmd.raw) + 1)) {
device,
&msg,
offsetof(struct ac_io_message, cmd.raw) + 1)) {
log_warning("Enumerating nodes failed");
return 0;
}
@@ -215,7 +266,7 @@ static uint8_t aciodrv_device_enum_nodes(void)
return msg.cmd.count;
}
static bool aciodrv_device_get_version(uint8_t node_id, char product[4])
static bool aciodrv_device_get_version(struct aciodrv_device_ctx *device, uint8_t node_id, struct aciodrv_device_node_version *version)
{
struct ac_io_message msg;
@@ -224,6 +275,7 @@ static bool aciodrv_device_get_version(uint8_t node_id, char product[4])
msg.cmd.nbytes = 0;
if (!aciodrv_send_and_recv(
device,
&msg,
offsetof(struct ac_io_message, cmd.raw) +
sizeof(struct ac_io_version))) {
@@ -247,12 +299,16 @@ static bool aciodrv_device_get_version(uint8_t node_id, char product[4])
msg.cmd.version.date,
msg.cmd.version.time);
memcpy(product, msg.cmd.version.product_code, 4);
memcpy(version->product, msg.cmd.version.product_code, ACIO_NODE_PRODUCT_CODE_LEN);
version->type = ac_io_u32(msg.cmd.version.type);
version->major = msg.cmd.version.major;
version->minor = msg.cmd.version.minor;
version->revision = msg.cmd.version.revision;
return true;
}
static bool aciodrv_device_start_node(uint8_t node_id)
static bool aciodrv_device_start_node(struct aciodrv_device_ctx *device, uint8_t node_id)
{
struct ac_io_message msg;
@@ -261,7 +317,9 @@ static bool aciodrv_device_start_node(uint8_t node_id)
msg.cmd.nbytes = 0;
if (!aciodrv_send_and_recv(
&msg, offsetof(struct ac_io_message, cmd.raw) + 1)) {
device,
&msg,
offsetof(struct ac_io_message, cmd.raw) + 1)) {
log_warning("Starting node %d failed", node_id);
return false;
}
@@ -270,80 +328,135 @@ static bool aciodrv_device_start_node(uint8_t node_id)
return true;
}
bool aciodrv_device_open(const char *port, int baud)
// deprecated name
struct aciodrv_device_ctx *aciodrv_device_open(const char *port_path, int baud)
{
if (!aciodrv_port_open(port, baud)) {
return aciodrv_device_open_path(port_path, baud);
}
struct aciodrv_device_ctx *aciodrv_device_open_path(const char *port_path, int baud)
{
HANDLE port = aciodrv_port_open(port_path, baud);
if (!port) {
return NULL;
}
struct aciodrv_device_ctx *device = xmalloc(sizeof(struct aciodrv_device_ctx));
memset(device, 0, sizeof(struct aciodrv_device_ctx));
device->fd = port;
device->msg_counter = 1;
if (!aciodrv_device_init(device)) {
aciodrv_device_close(device);
return NULL;
}
device->node_count = aciodrv_device_enum_nodes(device);
if (device->node_count == 0) {
aciodrv_device_close(device);
return false;
}
if (!aciodrv_device_init()) {
return false;
}
aciodrv_device_node_count = aciodrv_device_enum_nodes();
if (aciodrv_device_node_count == 0) {
return false;
}
for (uint8_t i = 0; i < aciodrv_device_node_count; i++) {
for (uint8_t i = 0; i < device->node_count; i++) {
if (!aciodrv_device_get_version(
i + 1, aviodrv_device_node_products[i])) {
return false;
device, i + 1, &device->node_versions[i])) {
aciodrv_device_close(device);
return NULL;
}
}
for (uint8_t i = 0; i < aciodrv_device_node_count; i++) {
if (!aciodrv_device_start_node(i + 1)) {
return false;
for (uint8_t i = 0; i < device->node_count; i++) {
if (!aciodrv_device_start_node(device, i + 1)) {
aciodrv_device_close(device);
return NULL;
}
}
return true;
log_info("Opening ACIO device on [%p]", device->fd);
return device;
}
uint8_t aciodrv_device_get_node_count(void)
uint8_t aciodrv_device_get_node_count(struct aciodrv_device_ctx *device)
{
return aciodrv_device_node_count;
return device->node_count;
}
bool aciodrv_device_get_node_product_ident(uint8_t node_id, char product[4])
bool aciodrv_device_get_node_product_ident(struct aciodrv_device_ctx *device, uint8_t node_id, char product[ACIO_NODE_PRODUCT_CODE_LEN])
{
if (aciodrv_device_node_count == 0 || node_id > aciodrv_device_node_count) {
if (device->node_count == 0 || node_id > device->node_count) {
return false;
}
memcpy(product, aviodrv_device_node_products[node_id], 4);
memcpy(product, device->node_versions[node_id].product, ACIO_NODE_PRODUCT_CODE_LEN);
return true;
}
bool aciodrv_send_and_recv(struct ac_io_message *msg, int resp_size)
uint32_t aciodrv_device_get_node_product_type(struct aciodrv_device_ctx *device, uint8_t node_id)
{
msg->cmd.seq_no = aciodrv_device_msg_counter++;
if (device->node_count == 0 || node_id > device->node_count) {
return 0;
}
return device->node_versions[node_id].type;
}
const struct aciodrv_device_node_version *aciodrv_device_get_node_product_version(struct aciodrv_device_ctx *device, uint8_t node_id)
{
if (device->node_count == 0 || node_id > device->node_count) {
return NULL;
}
return &device->node_versions[node_id];
}
bool aciodrv_send(struct aciodrv_device_ctx *device, struct ac_io_message *msg)
{
msg->cmd.seq_no = device->msg_counter++;
int send_size = offsetof(struct ac_io_message, cmd.raw) + msg->cmd.nbytes;
#ifdef AC_IO_MSG_LOG
log_info(
"Beginning send on %d: %04x (%d b)",
"[%p] Beginning send on %d: %04x (%d b)",
device->fd,
msg->addr,
msg->cmd.code,
send_size);
#endif
if (aciodrv_device_send((uint8_t *) msg, send_size) <= 0) {
if (aciodrv_device_send(device, (uint8_t *) msg, send_size) <= 0) {
return false;
}
return true;
}
bool aciodrv_recv(struct aciodrv_device_ctx *device, struct ac_io_message *msg, int max_resp_size)
{
#ifdef AC_IO_MSG_LOG
log_info("[%p] Beginning recv: (%d b)", device->fd, max_resp_size);
#endif
if (aciodrv_device_receive(device, (uint8_t *) msg, max_resp_size) <= 0) {
return false;
}
return true;
}
bool aciodrv_send_and_recv(struct aciodrv_device_ctx *device, struct ac_io_message *msg, int max_resp_size)
{
if (!aciodrv_send(device, msg)) {
return false;
}
uint16_t req_code = msg->cmd.code;
#ifdef AC_IO_MSG_LOG
log_info("Beginning recv: (%d b)", resp_size);
#endif
if (aciodrv_device_receive((uint8_t *) msg, resp_size) <= 0) {
if (!aciodrv_recv(device, msg, max_resp_size)) {
return false;
}
if (req_code != msg->cmd.code) {
log_warning(
"Received invalid response %04X for request %04X",
"[%p] Received invalid response %04X for request %04X",
device->fd,
msg->cmd.code,
req_code);
return false;
@@ -352,7 +465,13 @@ bool aciodrv_send_and_recv(struct ac_io_message *msg, int resp_size)
return true;
}
void aciodrv_device_close(void)
void aciodrv_device_close(struct aciodrv_device_ctx *device)
{
aciodrv_port_close();
log_assert(device);
log_info("Closing ACIO on [%p]", device->fd);
aciodrv_port_close(device->fd);
free(device);
}

View File

@@ -5,48 +5,119 @@
#include "acio/acio.h"
#include "windows.h"
#define ACIO_NODE_PRODUCT_CODE_LEN 4
struct aciodrv_device_ctx;
struct aciodrv_device_node_version {
char product[ACIO_NODE_PRODUCT_CODE_LEN];
uint32_t type;
uint8_t major;
uint8_t minor;
uint8_t revision;
};
/**
* Open an ACIO device connected to a serial port.
*
* @param port Port the device is connected to (e.g. "COM1")
* @param baud Baud rate for communication (e.g. 57600 for ICCA)
* @return True if opening the port and resetting the device was successful,
* false on error.
* @return opened device context, NULL on error
*/
bool aciodrv_device_open(const char *port, int baud);
struct aciodrv_device_ctx *aciodrv_device_open(const char *port_path, int baud)
#ifdef __GNUC__
__attribute__((deprecated("Use aciomgr instead if device is shareable, else aciodrv_device_open_path")))
#endif
;
struct aciodrv_device_ctx *aciodrv_device_open_path(const char *port_path, int baud);
/**
* Get the node count on the opened device.
*
* @param device Context of opened device
* @return Total num of nodes enumerated on the ACIO device.
*/
uint8_t aciodrv_device_get_node_count(void);
uint8_t aciodrv_device_get_node_count(struct aciodrv_device_ctx *device);
/**
* Get the product identifier of an enumerated node.
*
* @param device Context of opened device
* @param node_id Id of the node. Needs to be in range of the total node count.
* @param product Buffer to return the product id to.
* @return True on success, false on error. If True the variable product
* contains the identifier of the queried node.
*/
bool aciodrv_device_get_node_product_ident(uint8_t node_id, char product[4]);
bool aciodrv_device_get_node_product_ident(struct aciodrv_device_ctx *device, uint8_t node_id, char product[ACIO_NODE_PRODUCT_CODE_LEN]);
/**
* Get the product identifier of an enumerated node.
*
* @param device Context of opened device
* @param node_id Id of the node. Needs to be in range of the total node count.
* @return product type ID on success, or 0 on failure
*/
uint32_t aciodrv_device_get_node_product_type(struct aciodrv_device_ctx *device, uint8_t node_id);
/**
* Get the product version of an enumerated node.
*
* @param device Context of opened device
* @param node_id Id of the node. Needs to be in range of the total node count.
* @return Pointer to the version struct
*/
const struct aciodrv_device_node_version *aciodrv_device_get_node_product_version(struct aciodrv_device_ctx *device, uint8_t node_id);
/**
* Send a message to the ACIO bus and receive an answer.
* Use this to implement the protocol for each type of device that can be
* part of the bus.
*
* @param device Context of opened device
* @param msg Msg to send to the bus. Make sure that the buffer backing
* this message is big enough to receive the response as well.
* @param resp_size Size of the expecting response.
* @return True on success, false on error.
*/
bool aciodrv_send_and_recv(struct ac_io_message *msg, int resp_size);
bool aciodrv_send_and_recv(struct aciodrv_device_ctx *device, struct ac_io_message *msg, int max_resp_size);
/**
* Send a message to the ACIO bus.
*
* @param device Context of opened device
* @param msg Msg to send to the bus.
* @return True on success, false on error.
* @note Prefer the use of aciodrv_send_and_recv when possible. This is for commands which don't trigger a reply.
*/
bool aciodrv_send(struct aciodrv_device_ctx *device, struct ac_io_message *msg);
/**
* Read a message from the ACIO bus.
*
* @param device Context of opened device
* @param msg Msg to send to the bus. Make sure that the buffer
* is big enough to receive the response.
* @return True on success, false on error.
* @note Prefer the use of aciodrv_send_and_recv when possible. This is for unsollicited incoming messages.
*/
bool aciodrv_recv(struct aciodrv_device_ctx *device, struct ac_io_message *msg, int max_resp_size);
/**
* Reset an opened device.
*
* @param device Context of opened device
* @return Total num of nodes enumerated on the ACIO device.
*/
bool aciodrv_device_reset(struct aciodrv_device_ctx *device);
/**
* Close the previously opened ACIO device.
*
* @param device Context of opened device
*/
void aciodrv_device_close(void);
void aciodrv_device_close(struct aciodrv_device_ctx *device);
#endif

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