Compare commits

...

101 Commits
5.36 ... 5.43

Author SHA1 Message Date
icex2
f63c759ab2 Update changelog for 5.43 release 2022-10-19 00:49:46 +02:00
icex2
edd0bda3bb Update distribution files and naming to indicate support of iidx 29
No significant changes on the game's side. Tooling that works for
27 and 28 also works fine for 29
2022-10-19 00:46:47 +02:00
icex2
c49fc61f89 doc bugfix: Fix incorrect COM port ID
Must be 1 and not 0 for iidx. See also the api.md docs.
2022-10-19 00:44:07 +02:00
icex2
885bffd9eb doc: Update api doc regarding eamuse readers and usage 2022-10-19 00:43:43 +02:00
icex2
c310a41752 Add missing AVS module doc for DDR A20+ 64-bit 2022-09-19 20:05:28 +02:00
Will Xyen
2a7738dac8 ezusb-iidx-16seg-emu: add to makefile 2022-06-24 14:49:53 -07:00
Will Xyen
b4bf1f481d iidxhook: split off node-16seg to remove eamio dependency from iidxhook-cn
(so iidxhook-cn doesn't need to link against ezusb-iidx-emu)
2022-06-24 00:57:26 -07:00
Will Xyen
dc931faf86 ezusb: decouple some nodes from ezusb-iidx-emu
This fixes a build failure in newer gcc for popnhook.
Since node-16seg has a dependency on iidxio
2022-06-23 23:54:30 -07:00
Will Xyen
523c0ad3f2 iidxhook: fix builds in cn versions 2022-06-23 23:42:05 -07:00
icex2
3cba8db787 Add docs for ddr unicorntail 2022-06-19 12:51:49 +02:00
icex2
2139fce2ae Add docs for ddr A20+ data setup and folder structure 2022-06-19 12:51:33 +02:00
icex2
bb86aa65e5 Add download links key software dependencies 2022-06-18 19:09:34 +02:00
aa05679ca91b93e4ecbac7804aff38033811559a
f0dfc61128 Change reference of jubeat in popnhook documentation 2022-06-16 12:51:58 -04:00
icex2
61a343d59a Bump version to 5.43 for next development cycle 2022-06-16 00:20:56 +02:00
icex2
119272b5d2 Update changelog for 5.42 release 2022-06-16 00:19:59 +02:00
icex2
0cd85083f6 Fix compiler warning about conversion type in snprintf 2022-06-16 00:10:50 +02:00
icex2
485c4d0ad7 Documentation clarification 2022-06-16 00:02:49 +02:00
2d9f8a0741a7573b189035dcb819847ecb5d981d
4bd0ee5ef6 iidxhook: Fix diagonal tearing on textures on iidx18 and 19
Affects all games based on version 18 and 19 which includes
the chinese versions

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

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

One questionable thing I am not confident about is the `texture_usage_fix` hack flag I added in the conf. As the comment says, pop'n music 16 will work in Windows XP without the flag being set, but the game will immediately crash on later OSes without the flag being set in my experience. No other games had this issue in my experience. Enabling it in other games doesn't seem to have any negative effects.
2022-06-10 22:46:59 +00:00
icex2
6e06685551 Bump version to 5.41 for next development cycle 2022-06-07 20:20:30 +02:00
icex2
efca967553 Update changelog for 5.40 release 2022-06-07 20:19:04 +02:00
QCDLZCLW3K
6c1bb3db82 Documentation fixes, MR feedback 2022-06-07 18:17:54 +00:00
icex2
bec809fbaa doc: Add further references from root readme to docs 2022-06-07 18:17:54 +00:00
icex2
9775f2c853 doc: Add root ddrhook readme 2022-06-07 18:17:54 +00:00
icex2
26c9d7fe0a doc: Add documentation for ddrhook1 and 2 2022-06-07 18:17:54 +00:00
icex2
6b81cd7535 docs: Formatting, highlighting and minor re-phrasing 2022-06-07 18:17:54 +00:00
Will Xyen
b3b6c3f499 ddrhook1: fix build (missing flag) 2022-06-06 21:51:09 -07:00
QCDLZCLW3K
0586ea50aa Add ddr-12 EU support 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
cafa60d0f6 Clean up old variables 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
76c2c49c13 Add ddr-12-us.zip to bemanitools.zip 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
6d38aa5f4a Add support for DDR X2 US 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
c1c5685e3a Force game to always think a debugger isn't present 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
050e52b21e revert: Use process_hijack_startup instead of hooking an early function 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
ab50c70f71 Fix conf description string 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
2223947dd8 Split USB memory path configurations 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
0294eed22b Add in check for updates folder too 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
d7235c3c2c Add in more filesystem hooks 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
402d0d4ca4 Fix bemanitools.zip build 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
89fe822919 Fix window mode for X2 and X3 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
75583897c1 Be more careful about USB memory errors 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
58d297458c ddr: Disable cursor during fullscreen 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
ba528488f0 Fix typo in README 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
7692e14b0b Fix ddr-16-x64.zip build 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
4cc81f48f3 ddr: Fix windowed mode regressions 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
da736d2968 Refactor d3d9 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
c3f9ce7e91 Fixes based on PR feedback 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
41de45d459 Update README 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
bda239a2ba Use process_hijack_startup instead of hooking an early function 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
1e32d1a9a8 Fix DDR X2 and X3 not booting 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
852d770629 Nearly complete USB memory support 2022-05-30 02:00:49 +00:00
QCDLZCLW3K
4be866e69e Add support for DDR X 2022-05-30 02:00:49 +00:00
Will Xyen
537b1fa384 sdvxhook2: fix crash when using sdvxhook2 on certain OS versions 2022-05-27 23:26:17 +00:00
Will Xyen
bd2d722031 sdvxio-bio2: set title pop lights to 50% by default 2022-05-27 23:26:17 +00:00
95c6cd771e00602e3ec82fccba1b3741fdb7f7ca
4f8f6c0f7a jb ripples: Create dev/nvram if not exists in gamestart.bat 2022-05-23 19:10:44 +00:00
96021c6f149619c2abfb151ec48670b44f896293
51a018b0cf Add sdvx generator lights to sdvxio-bio2. 2022-05-20 03:49:29 +00:00
icex2
04442a6dbc Bump version to 5.40 for next development cycle 2022-05-19 01:02:01 +02:00
icex2
85a080e6b3 Update changelog for 5.39 release 2022-05-19 00:02:20 +02:00
95c6cd771e00602e3ec82fccba1b3741fdb7f7ca
28633ded37 jbhook2 and jbhook3 gfx updates
- Fix jbhook3 window mode
- Remove -f option for framed window, no value
- Add -s option to show mouse cursor on window
2022-05-13 19:26:00 +00:00
QCDLZCLW3K
721897d7b0 Separate key algorithm and core code for rp2 and rp3 2022-05-12 10:25:53 +09:00
QCDLZCLW3K
926bbf2e10 Small refactor for rp2 and rp3 + add new sign keys 2022-05-12 05:18:07 +09:00
Will Toohey
ce75e149f7 Sane default for vertical window (true) 2022-04-03 21:40:18 +10:00
Will Toohey
57d9d976ff jbhook2: get p3io sidcode from ea3-config, don't hardcode 2022-04-03 21:32:33 +10:00
Will Toohey
7e731916e2 Move p3io-specific jbhook-util funcs to their own static lib 2022-04-03 21:02:38 +10:00
icex2
dd9b8faafe Bump version to 5.39 for next development cycle 2022-04-02 11:16:58 +02:00
icex2
50ff026b85 Update changelog and docs for 5.38 release 2022-04-02 10:51:43 +02:00
Will Xyen
0ff6134b79 sdvxhook: address comments 2022-03-15 16:50:03 -07:00
Will Xyen
ae35b859d9 sdvxio-kfca: add volume overrides 2022-03-15 00:39:10 -07:00
Will Xyen
3cf3d44945 sdvxhook2: add nvapi and power hooks 2022-03-15 00:38:46 -07:00
icex2
2a80083af2 Update changelog for 5.37 2022-01-04 22:15:24 +01:00
icex2
66e0467ad3 Version bump in readme 2022-01-04 22:13:54 +01:00
icex2
c5f0116294 Add supported jubeat games to list of games 2022-01-04 22:13:39 +01:00
Will Toohey
ddfa814387 jbhook2: Move hooking further back where possible
This fixes a failure to boot (due to aciomgr hanging)
on jubeat knit append on my cab
2022-01-03 19:57:28 +10:00
Will Toohey
088d4bf338 jbhook2: fix broken windowed toggle 2022-01-03 19:56:10 +10:00
Will Toohey
f1a7621e2b jbhook1: also use ICCB 2022-01-03 18:32:31 +10:00
Will Toohey
4a3d5fa189 jbhook2: also use ICCB mode (fixes copious) 2022-01-03 17:03:44 +10:00
Will Toohey
0f2828da40 jbhook: make errors right-side-up as well 2022-01-03 16:48:12 +10:00
Will Toohey
ba2016b5bc jbhook: Fix security error when booting knit append 2022-01-03 16:46:56 +10:00
Will Toohey
b42c9aa93b jbhook: Finalise half-baked "rotate window" hooks 2022-01-03 14:57:43 +10:00
Will Toohey
8de259c639 jbhook: Add some better documentation 2022-01-03 14:30:20 +10:00
Will Toohey
0d54587787 jbhook: fix missing heap sizes in gamestart.bat 2022-01-03 14:13:33 +10:00
Will Toohey
4721ba2d3c p3ioemu: reorganise code for easy reading 2022-01-03 14:12:23 +10:00
Will Toohey
1105a2a130 jubeat: support p3io games 2021-12-31 20:23:31 +10:00
icex2
8ab92872ad Improve debugability for inline scripts in ci pipeline
Instead of a single big block of code which only shows up as a
single command executed, have each command on a separate "line"
so they show up on debug output. If one line fails, it's easier
to tell which one failed
2021-12-28 23:41:37 +01:00
icex2
a16dc82cef Bugfix gitlab-ci
Artifacts need to be yielded from build stage in order to have
these available in the following stages
2021-12-28 23:41:04 +01:00
icex2
729f5abcc0 Output to stderr instead of stdout in release message script
stdout is used for actual data output which is captured by
the ci pipeline. stderr shows up properly in debug output
2021-12-28 23:40:21 +01:00
Felix
6e0e5031ac avs: add additional avs_net_interface fields for newer AVS 2021-10-25 23:21:02 +00:00
Will Xyen
f17e8d6739 Bump version to 5.37 2021-10-11 14:01:45 -07:00
329 changed files with 12047 additions and 2102 deletions

View File

@@ -41,6 +41,10 @@ build:
- apk update && apk add make > /dev/null
script:
- make build-docker
artifacts:
paths:
- build
expire_in: 1 week
upload-package-registry:
stage: upload
@@ -58,7 +62,7 @@ upload-package-registry:
else
version="${CI_COMMIT_SHORT_SHA}"
fi
- |
curl \
--silent \
--fail \
@@ -96,11 +100,9 @@ release-gitlab:
refs:
- tags
script:
- version="$CI_COMMIT_TAG"
- release_message="$(scripts/ci/create-release-message.sh "${version}" < CHANGELOG.md)"
- |
version="$CI_COMMIT_TAG"
release_message="$(scripts/ci/create-release-message.sh "${version}" < CHANGELOG.md)"
release-cli create \
--name "bemanitools ${version}" \
--description="${release_message}" \
@@ -114,18 +116,13 @@ release-pigstall:
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)"
- |
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 \

View File

@@ -2,6 +2,41 @@
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.
## 5.43
* iidx29: (Officially) support IIDX CASTHOUR
* Code structure maintenance
* Various documentation improvements
## 5.42
* Bugfix: Fix diagonal texture tearing on IIDX 18 and 19 based games
* Feature: Add support for IIDX Resort Anthem CN using iidxhook4-cn
* Feature/bugfix: Enable "nvidia fix" for iidxhook4, 5 and 5-cn. Should fix crashing on some/all
nvidia cards
* Various minor fixes
## 5.41
* Feature: Support pop'n music 15-18 using popnhook1
* Feature: Support IIDX tricoro CN using iidxhook5-cn
* Various documentation improvements
## 5.40
* Feature: Support DDR X and X2 US/EU using ddrhook1 including memory card emulation
* Fix: sdvxhook2 crashing on some OS versions
* Feature: Support sdvx generator lights in sdvxio
## 5.39
* jbhook3: Fix window mode, remove window frame option, add show cursor on window option
* Code simplification and cleanup round plug modules
* Code structure improvements p3io jubeat
## 5.38
* sdvxhook2: Support sound voltex exceed gear
## 5.37
* jbhook1: Support jubeat (1) and ripples
* jbhook2: Support jubeat knit and copious
* jbhook3: Support jubeat saucer, prop, qubell, clan and festo
## 5.36
* iidxhook9: Support for IIDX28
* Various bugfixes

View File

@@ -29,4 +29,4 @@ COPY src src
COPY .git .git
# Building
RUN make
RUN make

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)

230
Module.mk
View File

@@ -21,12 +21,20 @@
#
# 4: Patch 2: beatmania IIDX 14 GOLD
#
# 4: Patch 3: pop'n music 15 ADVENTURE
#
# 6: Patch 5: beatmania IIDX 15 DJ Troopers
#
# 7: Patch 1: pop'n music 16 PARTY
#
# 8: Patch 3: beatmania IIDX 16 Empress
# jubeat
#
# 10: Patch 4: DanceDanceRevolution X2
# 9: Patch 0: pop'n music 17 THE MOVIE
#
# 10: Patch 1: pop'n music 18 Sengoku Retsuden
# Patch 2: jubeat Knit
# Patch 4: DanceDanceRevolution X2
#
# 11: Patch 1: beatmania IIDX 18 Resort Anthem
# pop'n music 19 Tune Street
@@ -49,6 +57,7 @@
# beatmania IIDX 22 PENDUAL
# beatmania IIDX 23 copula
# beatmania IIDX 24 SINOBUZ
# Patch 3: DanceDanceRevoluion A20+ (64-bit)
# "Patch" 3: Silent Scope Bone Eater (compatible with p7)
# "Patch" 7: Steel Chronicle VicTroopers (not a Bemani, w/e)
#
@@ -71,7 +80,7 @@ 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_32 := 1700 1603 1601 1508 1403 1304 1101 1002 803 0
avsvers_64 := 1700 1603 1601 1509 1508
imps += avs avs-ea3
@@ -92,7 +101,8 @@ include src/main/cconfig/Module.mk
include src/main/config/Module.mk
include src/main/d3d9exhook/Module.mk
include src/main/ddrhook-util/Module.mk
include src/main/ddrhook/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
@@ -101,6 +111,7 @@ include src/main/eamio-icca/Module.mk
include src/main/eamio/Module.mk
include src/main/eamiotest/Module.mk
include src/main/ezusb-emu/Module.mk
include src/main/ezusb-iidx-16seg-emu/Module.mk
include src/main/ezusb-iidx-emu/Module.mk
include src/main/ezusb-iidx-fpga-flash/Module.mk
include src/main/ezusb-iidx-sram-flash/Module.mk
@@ -111,6 +122,8 @@ include src/main/ezusb2-dbg-hook/Module.mk
include src/main/ezusb2-emu/Module.mk
include src/main/ezusb2-iidx-emu/Module.mk
include src/main/ezusb2-iidx/Module.mk
include src/main/ezusb2-popn-emu/Module.mk
include src/main/ezusb2-popn-shim/Module.mk
include src/main/ezusb2-tool/Module.mk
include src/main/ezusb2/Module.mk
include src/main/geninput/Module.mk
@@ -125,7 +138,9 @@ include src/main/iidxhook1/Module.mk
include src/main/iidxhook2/Module.mk
include src/main/iidxhook3/Module.mk
include src/main/iidxhook4/Module.mk
include src/main/iidxhook4-cn/Module.mk
include src/main/iidxhook5/Module.mk
include src/main/iidxhook5-cn/Module.mk
include src/main/iidxhook6/Module.mk
include src/main/iidxhook7/Module.mk
include src/main/iidxhook8/Module.mk
@@ -136,12 +151,15 @@ 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/jbhook/Module.mk
include src/main/jbhook1/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-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
@@ -149,6 +167,9 @@ include src/main/p3io/Module.mk
include src/main/p3ioemu/Module.mk
include src/main/p4iodrv/Module.mk
include src/main/p4ioemu/Module.mk
include src/main/popnhook-util/Module.mk
include src/main/popnhook1/Module.mk
include src/main/popnio/Module.mk
include src/main/pcbidgen/Module.mk
include src/main/sdvxhook/Module.mk
include src/main/sdvxhook2-cn/Module.mk
@@ -294,6 +315,21 @@ $(zipdir)/iidx-18.zip: \
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/iidx-18-cn.zip: \
build/bin/avs2_1101-32/iidxhook4-cn.dll \
build/bin/indep-32/config.exe \
build/bin/indep-32/geninput.dll \
build/bin/indep-32/iidxio.dll \
build/bin/indep-32/vefxio.dll \
build/bin/indep-32/inject.exe \
dist/iidx/config.bat \
dist/iidx/gamestart-18-cn.bat \
dist/iidx/iidxhook-18-cn.conf \
dist/iidx/vefx.txt \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/iidx-19.zip: \
build/bin/avs2_1304-32/iidxhook5.dll \
build/bin/avs2_1304-32/launcher.exe \
@@ -326,6 +362,21 @@ $(zipdir)/iidx-20.zip: \
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/iidx-20-cn.zip: \
build/bin/avs2_1304-32/iidxhook5-cn.dll \
build/bin/indep-32/config.exe \
build/bin/indep-32/geninput.dll \
build/bin/indep-32/iidxio.dll \
build/bin/indep-32/vefxio.dll \
build/bin/indep-32/inject.exe \
dist/iidx/config.bat \
dist/iidx/gamestart-20-cn.bat \
dist/iidx/iidxhook-20-cn.conf \
dist/iidx/vefx.txt \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/iidx-21-to-24.zip: \
build/bin/avs2_1601-32/iidxhook7.dll \
build/bin/avs2_1601-32/launcher.exe \
@@ -366,7 +417,7 @@ $(zipdir)/iidx-25-to-26.zip: \
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/iidx-27-to-28.zip: \
$(zipdir)/iidx-27-to-29.zip: \
build/bin/avs2_1700-64/iidxhook9.dll \
build/bin/avs2_1700-64/launcher.exe \
build/bin/indep-64/config.exe \
@@ -377,8 +428,10 @@ $(zipdir)/iidx-27-to-28.zip: \
dist/iidx/config.bat \
dist/iidx/gamestart-27.bat \
dist/iidx/gamestart-28.bat \
dist/iidx/gamestart-29.bat \
dist/iidx/iidxhook-27.conf \
dist/iidx/iidxhook-28.conf \
dist/iidx/iidxhook-29.conf \
dist/iidx/vefx.txt \
| $(zipdir)/
$(V)echo ... $@
@@ -424,28 +477,68 @@ $(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 $@ $^
@@ -474,7 +567,7 @@ $(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 \
@@ -522,10 +615,48 @@ $(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 \
@@ -534,7 +665,37 @@ $(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 \
@@ -544,7 +705,7 @@ $(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 \
@@ -572,6 +733,27 @@ $(zipdir)/bst.zip: \
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/popn-15-to-18.zip: \
build/bin/avs2_803-32/popnhook1.dll \
build/bin/indep-32/config.exe \
build/bin/indep-32/inject.exe \
build/bin/indep-32/geninput.dll \
build/bin/indep-32/eamio.dll \
build/bin/indep-32/popnio.dll \
build/bin/indep-32/ezusb2-popn-shim.dll \
dist/popn/config.bat \
dist/popn/gamestart-15.bat \
dist/popn/gamestart-16.bat \
dist/popn/gamestart-17.bat \
dist/popn/gamestart-18.bat \
dist/popn/popnhook-15.conf \
dist/popn/popnhook-16.conf \
dist/popn/popnhook-17.conf \
dist/popn/popnhook-18.conf \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/doc.zip: \
doc/ \
| $(zipdir)/
@@ -606,26 +788,36 @@ $(BUILDDIR)/tests.zip: \
$(BUILDDIR)/bemanitools.zip: \
$(zipdir)/bst.zip \
$(zipdir)/ddr-12-to-16.zip \
$(zipdir)/ddr-11.zip \
$(zipdir)/ddr-12.zip \
$(zipdir)/ddr-12-us.zip \
$(zipdir)/ddr-13.zip \
$(zipdir)/ddr-14-to-16.zip \
$(zipdir)/ddr-16-x64.zip \
$(zipdir)/doc.zip \
$(zipdir)/iidx-09-to-12.zip \
$(zipdir)/iidx-13.zip \
$(zipdir)/iidx-14-to-17.zip \
$(zipdir)/iidx-18.zip \
$(zipdir)/iidx-18-cn.zip \
$(zipdir)/iidx-19.zip \
$(zipdir)/iidx-20.zip \
$(zipdir)/iidx-20-cn.zip \
$(zipdir)/iidx-21-to-24.zip \
$(zipdir)/iidx-25-to-26.zip \
$(zipdir)/iidx-27-to-28.zip \
$(zipdir)/iidx-27-to-29.zip \
$(zipdir)/iidx-hwio-x86.zip \
$(zipdir)/iidx-hwio-x64.zip \
$(zipdir)/jb-01.zip \
$(zipdir)/jb-02.zip \
$(zipdir)/jb-03.zip \
$(zipdir)/jb-04.zip \
$(zipdir)/jb-05-to-07.zip \
$(zipdir)/jb-08.zip \
$(zipdir)/jb-hwio.zip \
$(zipdir)/popn-15-to-18.zip \
$(zipdir)/sdvx-01-to-04.zip \
$(zipdir)/sdvx-05.zip \
$(zipdir)/sdvx-05-to-06.zip \
$(zipdir)/sdvx-05-cn.zip \
$(zipdir)/sdvx-hwio-x86.zip \
$(zipdir)/sdvx-hwio-x64.zip \

114
README.md
View File

@@ -1,7 +1,7 @@
# Bemanitools 5
[![pipeline status](https://dev.s-ul.net/djhackers/bemanitools/badges/master/pipeline.svg)](https://dev.s-ul.net/djhackers/bemanitools/commits/master)
Version: 5.36
Version: 5.43
[Release history](CHANGELOG.md)
@@ -26,49 +26,64 @@ The tl;dr version and golden rules of the sections in the document:
* [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)
## List of supported games (hook libraries)
## Supported games
The following games are supported with their corresponding hook-libraries.
* 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-to-28.zip) using [iidxhook9](doc/iidxhook/iidxhook9.md)
* Beatmania IIDX 28 BISTROVER (iidx-27-to-28.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
* BeatStream (`bst.zip`): bsthook
* BeatStream アニムトライヴ (`bst.zip`): bsthook
* [Dance Dance Revolution](doc/ddrhook/README.md)
* Dance Dance Revolution X (`ddr-11.zip`): [ddrhook1](doc/ddrhook/ddrhook1.md)
* Dance Dance Revolution X2 (US/EU regions) (`ddr-12-us.zip`): [ddrhook1](doc/ddrhook/ddrhook1.md)
* Dance Dance Revolution X2 (JP region) (`ddr-12.zip`): [ddrhook2](doc/ddrhook/ddrhook2.md)
* Dance Dance Revolution 2013 (`ddr-14-to-16.zip`): [ddrhook2](doc/ddrhook/ddrhook2.md)
* Dance Dance Revolution 2014 (`ddr-14-to-16.zip`): [ddrhook2](doc/ddrhook/ddrhook2.md)
* Dance Dance Revolution A (`ddr-14-to-16.zip`): [ddrhook2](doc/ddrhook/ddrhook2.md)
* [Beatmania IIDX](doc/iidxhook/README.md)
* Beatmania IIDX 9th Style (`iidx-09-to-12.zip`): [iidxhook1](doc/iidxhook/iidxhook1.md)
* Beatmania IIDX 10th Style (`iidx-09-to-12.zip`): [iidxhook1](doc/iidxhook/iidxhook1.md)
* Beatmania IIDX 11 IIDX RED (`iidx-09-to-12.zip`): [iidxhook1](doc/iidxhook/iidxhook1.md)
* Beatmania IIDX 12 HAPPY SKY (`iidx-09-to-12.zip`): [iidxhook1](doc/iidxhook/iidxhook1.md)
* Beatmania IIDX 13 DistorteD (`iidx-13.zip`): [iidxhook2](doc/iidxhook/iidxhook2.md)
* Beatmania IIDX 14 GOLD (`iidx-14-to-17.zip`): [iidxhook3](doc/iidxhook/iidxhook3.md)
* Beatmania IIDX 15 DJ TROOPERS (`iidx-14-to-17.zip`): [iidxhook3](doc/iidxhook/iidxhook3.md)
* Beatmania IIDX 16 EMPRESS (`iidx-14-to-17.zip`): [iidxhook3](doc/iidxhook/iidxhook3.md)
* Beatmania IIDX 17 SIRIUS (`iidx-14-to-17.zip`): [iidxhook3](doc/iidxhook/iidxhook3.md)
* Beatmania IIDX 18 Resort Anthem (`iidx-18.zip`): [iidxhook4](doc/iidxhook/iidxhook4.md)
* Beatmania IIDX 19 Lincle (`iidx-19.zip`): [iidxhook5](doc/iidxhook/iidxhook5.md)
* Beatmania IIDX tricoro CN (狂热节拍 IIDX 2) (`iidx-20-cn.zip`): [iidxhook5-cn](doc/iidxhook/iidxhook5-cn.md)
* Beatmania IIDX 20 Tricoro (`iidx-20.zip`): [iidxhook6](doc/iidxhook/iidxhook6.md)
* Beatmania IIDX 21 SPADA (`iidx-21-to-24.zip`): [iidxhook7](doc/iidxhook/iidxhook7.md)
* Beatmania IIDX 22 PENDUAL (`iidx-21-to-24.zip`): [iidxhook7](doc/iidxhook/iidxhook7.md)
* Beatmania IIDX 23 copula (`iidx-21-to-24.zip`): [iidxhook7](doc/iidxhook/iidxhook7.md)
* Beatmania IIDX 24 SINOBUZ (`iidx-21-to-24.zip`): [iidxhook7](doc/iidxhook/iidxhook7.md)
* Beatmania IIDX 25 CANNON BALLERS (`iidx-25-to-26.zip`): [iidxhook8](doc/iidxhook/iidxhook8.md)
* Beatmania IIDX 26 Rootage (`iidx-25-to-26.zip`): [iidxhook8](doc/iidxhook/iidxhook8.md)
* Beatmania IIDX 27 Heroic Verse (`iidx-27-to-29.zip`): [iidxhook9](doc/iidxhook/iidxhook9.md)
* Beatmania IIDX 28 BISTROVER (`iidx-27-to-29.zip`): [iidxhook9](doc/iidxhook/iidxhook9.md)
* Beatmania IIDX 29 CASTHOUR (`iidx-27-to-29.zip`): [iidxhook9](doc/iidxhook/iidxhook9.md)
* [jubeat](doc/jbhook/README.md)
* jubeat (`jb-01.zip`): [jbhook1](doc/jbhook/jbhook1.md)
* jubeat ripples (`jb-02.zip`): [jbhook1](doc/jbhook/jbhook1.md)
* jubeat knit (`jb-03.zip`): [jbhook2](doc/jbhook/jbhook2.md)
* jubeat copious (`jb-04.zip`): [jbhook2](doc/jbhook/jbhook2.md)
* jubeat saucer (fulfill) (`jb-05-to-07.zip`): [jbhook3](doc/jbhook/jbhook3.md)
* jubeat prop (`jb-05-to-07.zip`): [jbhook3](doc/jbhook/jbhook3.md)
* jubeat qubell (`jb-05-to-07.zip`): [jbhook3](doc/jbhook/jbhook3.md)
* jubeat clan (`jb-08.zip`): [jbhook3](doc/jbhook/jbhook3.md)
* jubeat festo (`jb-08.zip`): [jbhook3](doc/jbhook/jbhook3.md)
* [pop'n music](doc/popnhook/README.md)
* pop'n music 15 ADVENTURE (`popn-15-to-18.zip`) using [popnhook1](doc/popnhook/popnhook1.md)
* pop'n music 16 PARTY♪ (`popn-15-to-18.zip`) using [popnhook1](doc/popnhook/popnhook1.md)
* pop'n music 17 THE MOVIE (`popn-15-to-18.zip`) using [popnhook1](doc/popnhook/popnhook1.md)
* pop'n music 18 せんごく列伝 (`popn-15-to-18.zip`) using [popnhook1](doc/popnhook/popnhook1.md)
* SOUND VOLTEX
* SOUND VOLTEX BOOTH (sdvx-01-to-04.zip) 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
* 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
@@ -83,7 +98,7 @@ change in the future. Many games also run on very recent Windows 10 builds but b
with Windows updates breaking legacy software.
## Distribution contents
Check the [list of supported games](#list-of-supported-games) to grab the right files for your game. BT5 also includes
Check the [list of supported games](#supported-games) to grab the right files for your game. BT5 also includes
a *tools* subpackage (tools.zip) as well as the full source code (src.zip).
You will find *.md files in various sub-packages that give you further instructions for setup, usage, error information
@@ -96,9 +111,16 @@ consumer version of Windows XP. Newer versions of Windows, e.g. Windows 7, 8 and
as well. Some hooks also include fixes required to run the games on a more recent version.
Depending on the game, you also need the following dependencies installed:
* DirectX 9 runtime
* Microsoft Visual C++ Redistributables 2010 **and** 2013: Depends on the game and age but both
should cover most if not all of the games so far
* The 32-bit (x86) version of
[Microsoft Visual C++ 2010 Service Pack 1 Redistributable Package MFC Security Update](https://www.microsoft.com/en-sg/download/details.aspx?id=26999)
* The 32-bit (x86) and 64-bit (x64) versions of
[Microsoft Visual C++ Redistributable Packages for Visual Studio 2013](https://www.microsoft.com/en-sg/download/details.aspx?id=40784)
* The [DirectX 9 End-User Runtimes (June 2010)](https://www.microsoft.com/en-us/download/details.aspx?id=8109)
See also
[bemanitools-supplements](https://dev.s-ul.net/djhackers/bemanitools-supplement/-/blob/master/misc/win-runtime/README.md)
for files.
## Development
### Building

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

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

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

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

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

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

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

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

View File

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

View File

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

View File

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

View File

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

View File

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

14
dist/iidx/gamestart-18-cn.bat vendored Normal file
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@@ -0,0 +1,14 @@
@echo off
cd /d %~dp0
if not exist d mkdir d
if not exist e mkdir e
if not exist f mkdir f
if not exist e\avs_conf mkdir e\avs_conf
if not exist e\avs_conf\CONF mkdir e\avs_conf\CONF
if not exist e\avs_conf\CONF\NVRAM mkdir e\avs_conf\CONF\NVRAM
if not exist e\avs_conf\CONF\RAW mkdir e\avs_conf\CONF\RAW
inject iidxhook4-cn.dll bm2dx.exe -D --config iidxhook-18-cn.conf %*

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

16
dist/iidx/gamestart-29.bat vendored Normal file
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@@ -0,0 +1,16 @@
@echo off
cd /d %~dp0
if not exist dev mkdir dev
if not exist dev\e mkdir dev\e
if not exist dev\g mkdir dev\g
if not exist dev\nvram mkdir dev\nvram
if not exist dev\raw mkdir dev\raw
if not exist dev\raw\log mkdir dev\raw\log
if not exist dev\raw\fscache mkdir dev\raw\fscache
for /R prop\defaults %%D in (*.*) do (
if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram
)
launcher -H 134217728 -B iidxhook9.dll bm2dx.dll --config iidxhook-29.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

50
dist/iidx/iidxhook-18-cn.conf vendored Normal file
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@@ -0,0 +1,50 @@
# PCBID
eamuse.pcbid=0101020304050607086F
# Fix stretched BG videos on newer GPUs. Might appear on Red and newer
gfx.bgvideo_uv_fix=false
# Run the game in a framed window (requires windowed option)
gfx.framed=false
# Software limit the frame rate of the rendering loop in hz, e.g. 60 or 59.95 (0.0 = no software limit)
gfx.frame_rate_limit=0.0
# Enable/disable software monitor check/auto timebase or set a pre-determined refresh value. -1 disables this feature. 0 enables auto detecting the current refresh rate on startup. Setting any positive value > 0 allows you to set a pre-determined refresh rate (e.g. retrieved from the monitor check on newer IIDX games). Either the auto detected value or pre-determined value is used to patch any chart files in-memory to fix song synchronization issues. Requires constant refresh rate!!!
gfx.monitor_check=-1.000000
# Patch the GPU device ID detection (leave empty to disable), format XXXX:YYYY, two 4 digit hex numbers (vid:pid). Examples: 1002:7146 (RV515, Radeon X1300), 1002:95C5 (RV620 LE, Radeon HD3450)
gfx.pci_id=1002:7146
# Run the game windowed
gfx.windowed=false
# Windowed width, 0 for default size
gfx.window_width=0
# Windowed height, 0 for default size
gfx.window_height=0
# Up-/downscale the back buffer's width. This does not change the game's rendering resolution but scales the final frame. Use this to target the native resolution of your monitor/TV, e.g. to avoid over-/underscan, bad image quality or latency caused by the monitors internal upscaler. 0 to disable this feature. Must be set in combination with the corresponding height parameter.
gfx.scale_back_buffer_width=0
# Up-/downscale the back buffer's height. This does not change the game's rendering resolution but scales the final frame. Use this to target the native resolution of your monitor/TV, e.g. to avoid over-/underscan, bad image quality or latency caused by the monitors internal upscaler. 0 to disable this feature. Must be set in combination with the corresponding width parameter.
gfx.scale_back_buffer_height=0
# Filter type to use for up-/downscaling the back buffer. Only used if scaling feature was enabled by setting the scaling width and height parameters. Available types: none, linear, point (refer to D3DTEXTUREFILTERTYPE for explanation).
gfx.scale_back_buffer_filter=none
# Forced refresh rate, -1 to not force any (try 59 or 60 if monitor check fails to lock on high refresh rate monitors)
gfx.forced_refresh_rate=-1
# D3D9 device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter
gfx.device_adapter=-1
# Fix diagonal tearing with video cards other than Radeon X1300 and HD3450
gfx.diagonal_tearing_fix=false
# Disable ezusb IO emulation and enable usage of real ezusb1/2 IO hardware
io.disable_io_emu=false
# Security black plug mcode id string (e.g. GQC02JAA).
sec.black_plug_mcode=GKJDZCAA

View File

@@ -37,6 +37,9 @@ 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
# Fix diagonal tearing with video cards other than Radeon X1300 and HD3450
gfx.diagonal_tearing_fix=false
# Disable card reader emulation and enable usage of real card reader hardware on COM1 (for games supporting slotted/wavepass readers)
io.disable_card_reader_emu=false

View File

@@ -34,6 +34,9 @@ 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
# Fix diagonal tearing with video cards other than Radeon X1300 and HD3450
gfx.diagonal_tearing_fix=false
# Disable card reader emulation and enable usage of real card reader hardware on COM1 (for games supporting slotted/wavepass readers)
io.disable_card_reader_emu=false

47
dist/iidx/iidxhook-20-cn.conf vendored Normal file
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@@ -0,0 +1,47 @@
# PCBID
eamuse.pcbid=0101020304050607086F
# Fix stretched BG videos on newer GPUs. Might appear on Red and newer
gfx.bgvideo_uv_fix=false
# Run the game in a framed window (requires windowed option)
gfx.framed=false
# Software limit the frame rate of the rendering loop in hz, e.g. 60 or 59.95 (0.0 = no software limit)
gfx.frame_rate_limit=0.0
# Patch the GPU device ID detection (leave empty to disable), format XXXX:YYYY, two 4 digit hex numbers (vid:pid). Examples: 1002:7146 (RV515, Radeon X1300), 1002:95C5 (RV620 LE, Radeon HD3450)
gfx.pci_id=1002:7146
# Run the game windowed
gfx.windowed=false
# Windowed width, 0 for default size
gfx.window_width=0
# Windowed height, 0 for default size
gfx.window_height=0
# Up-/downscale the back buffer's width. This does not change the game's rendering resolution but scales the final frame. Use this to target the native resolution of your monitor/TV, e.g. to avoid over-/underscan, bad image quality or latency caused by the monitors internal upscaler. 0 to disable this feature. Must be set in combination with the corresponding height parameter.
gfx.scale_back_buffer_width=0
# Up-/downscale the back buffer's height. This does not change the game's rendering resolution but scales the final frame. Use this to target the native resolution of your monitor/TV, e.g. to avoid over-/underscan, bad image quality or latency caused by the monitors internal upscaler. 0 to disable this feature. Must be set in combination with the corresponding width parameter.
gfx.scale_back_buffer_height=0
# Filter type to use for up-/downscaling the back buffer. Only used if scaling feature was enabled by setting the scaling width and height parameters. Available types: none, linear, point (refer to D3DTEXTUREFILTERTYPE for explanation).
gfx.scale_back_buffer_filter=none
# Forced refresh rate, -1 to not force any (try 59 or 60 if monitor check fails to lock on high refresh rate monitors)
gfx.forced_refresh_rate=-1
# D3D9 device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter
gfx.device_adapter=-1
# Fix diagonal tearing with video cards other than Radeon X1300 and HD3450
gfx.diagonal_tearing_fix=false
# Disable ezusb IO emulation and enable usage of real ezusb1/2 IO hardware
io.disable_io_emu=false
# Security black plug mcode id string (e.g. GQC02JAA).
sec.black_plug_mcode=GKJDZCAA

View File

@@ -43,7 +43,7 @@ cam.device_id1=
# Override camera device ID 2 detection (copy from device manager, do not escape)
cam.device_id2=
# Disable card reader emulation and enable usage of real card reader hardware on COM0 (for games supporting slotted readers)
# Disable card reader emulation and enable usage of real card reader hardware on COM1 (for games supporting slotted readers)
io.disable_card_reader_emu=false
# Disable BIO2 emulation and enable usage of real BIO2 hardware

View File

@@ -43,7 +43,7 @@ cam.device_id1=
# Override camera device ID 2 detection (copy from device manager, do not escape)
cam.device_id2=
# Disable card reader emulation and enable usage of real card reader hardware on COM0 (for games supporting slotted readers)
# Disable card reader emulation and enable usage of real card reader hardware on COM1 (for games supporting slotted readers)
io.disable_card_reader_emu=false
# Disable BIO2 emulation and enable usage of real BIO2 hardware

View File

@@ -1,4 +1,4 @@
# Disable card reader emulation and enable usage of real card reader hardware on COM0 (for games supporting slotted readers)
# Disable card reader emulation and enable usage of real card reader hardware on COM1 (for games supporting slotted readers)
io.disable_card_reader_emu=false
# Disable BIO2 emulation and enable usage of real BIO2 hardware

View File

@@ -1,4 +1,4 @@
# Disable card reader emulation and enable usage of real card reader hardware on COM0 (for games supporting slotted readers)
# Disable card reader emulation and enable usage of real card reader hardware on COM1 (for games supporting slotted readers)
io.disable_card_reader_emu=false
# Disable BIO2 emulation and enable usage of real BIO2 hardware

78
dist/iidx/iidxhook-29.conf vendored Normal file
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@@ -0,0 +1,78 @@
# Disable card reader emulation and enable usage of real card reader hardware on COM1 (for games supporting slotted readers)
io.disable_card_reader_emu=false
# Disable BIO2 emulation and enable usage of real BIO2 hardware
io.disable_bio2_emu=false
# Disables the poll limiter, warning very high CPU usage may arise
io.disable_poll_limiter=false
# Lightning cab mode (requires additional IO emulation)
io.lightning_mode=false
# Disable camera connection
io.disable_cams=true
# Disables the built in file hooks, requiring manual file creation
io.disable_file_hooks=false
# Turntable sensitivity multiplier (1.0 is default)
io.tt_multiplier=1.0
# Disables the camera emulation
cam.disable_emu=true
# 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)

7
dist/jb/gamestart-02.bat vendored Normal file
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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
dist/jb/gamestart-03.bat vendored Normal file
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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 -H 33554432 -K jbhook.dll jubeat.dll
launcher -H 33554432 -K jbhook3.dll jubeat.dll

View File

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

18
dist/jb/jbhook-02.conf vendored Normal file
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@@ -0,0 +1,18 @@
# Run the game windowed
gfx.windowed=false
# rotate the normally-horizontal game window to be vertical
gfx.vertical=true
# URL (e.g. http://my.eamuse.server:80/whatever) or IPV4 (e.g. 127.0.0.1:80) of the target eamuse server. The port is optional but defaults to 80.
eamuse.server=localhost:80
# PCBID
eamuse.pcbid=0101020304050607086F
# EAMID
eamuse.eamid=0101020304050607086F
# Mcode of the game to run.
security.mcode=GCI44JAA

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

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

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

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

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

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

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

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

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

View File

@@ -13,6 +13,15 @@ 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
@@ -43,6 +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

View File

@@ -4,6 +4,9 @@ This folder contains various types of documentation.
Table of contents:
* Game
* [Error codes](game-error-codes.md): List of bemani game specific error codes that you might
encounter during boot or gameplay with troubleshooting information
* Key tools
* [Inject](inject.md): Readme for one of BT5's key applications, `inject.exe`
* [Launcher](launcher.md): Readme for another one of BT5's key applications, `launcher.exe`
@@ -12,6 +15,7 @@ Table of contents:
* [ddrhook](ddrhook/README.md): Documentation relevant to `ddrhook` implementations
* [iidxhook](iidxhook/README.md): Documentation relevant to `iidxhook` implementations
* [jbhook](jbhook/README.md): Documentation relevant to `jbhook` implementations
* [popnhook](popnhook/README.md): Documentation relevant to `popnhook` implementations
* [sdvxhook](sdvxhook/README.md): Documentation relevant to `sdvxhook` implementations
* Development
* [API](api.md): Available APIs for BT5 and instructions how to use them

View File

@@ -1,4 +1,5 @@
# Bemanitools API
Bemanitools introduces interfaces abstracting the IO hardware of many games. This is used to implement support for
non-intended IO devices from simple keyboard support, standard gamecontrollers to custom IO boards or using real
hardware with the games (e.g. support for real legacy hardware).
@@ -12,7 +13,10 @@ If you want to write an implementation for your own custom piece of hardware, ch
sub-folder) in the source code (src.zip).
## Implementations
The following implementations are already shipped with BT5.
### IO boards
The following implementations are already shipped with BT5.
* BeatStream
* bstio.dll (default): Keyboard, joystick and mouse input
@@ -27,15 +31,40 @@ The following implementations are already shipped with BT5.
* [iidxio-ezusb2.dll](iidxhook/iidxio-ezusb2.md): Ezusb FX2 (IO2) driver
* jubeat
* jbio.dll (default): Keyboard, joystick and mouse input
* pop'n music
* popnio.dll (default): Keyboard, joystick and mouse input
* SOUND VOLTEX
* sdvxio.dll (default): Keyboard, joystick and mouse input
* [sdvxio-bio2.dll](sdvxhook/sdvxio-bio2.md): BIO2 driver
* [sdvxio-kfca.dll](sdvxhook/sdvxio-kfca.md): KFCA IO board driver
### Eamuse readers
Eamuse hardware support is implemented separately:
* eamio.dll (default): Keyboard and joystick input
* eamio.dll (default): Keyboard and joystick input
* eamio-icca.dll: Slotted/wave pass readers, required for old games with magnetic stripe cards
#### ICCA readers for IIDX and port config in device manager
The COM port for the card readers needs to be configured correctly in device manager. Otherwise,
communication with the readers will fail if the settings do not align with how the game or
bemanitools wants to operate them.
Use built-in ports on your mainboard if available but an external USB to serial port dongle also
works.
* Assign `COM1` to the COM port the card readers are connected to.
* Ensure that the following settings for the COM port you are going to use are
set
* BAUD rate 57600
* Data bits 8
* Parity None
* Stop bits 1
* Flow control None.
## Development notes
A DEF file for geninput.dll is included. To convert the DEF into an import library suitable for use with Visual C++, run
```
lib /machine:i386 /def:geninput.def

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@@ -51,7 +51,7 @@ Modules that make use of this:
* ezusb2-emu/device
* acioemu/emu
## Bemanitools's hook libraries, let's glue everything together
## Bemanitools's hook libraries, let's glue everything together
Bemanitools dlls to be injected into target game processes are refered to as "hook dlls" and come in different flavours
targetting different games and often different versions of the same game (series), for example:
* ddrhook: Hook dll for Dance Dance Revolution games
@@ -69,13 +69,13 @@ TODO
### iidxhook
IIDX went through so many hard- and software iterations, it's actually amazing that the development team(s) refactored
and improved parts of the game and hardware with each iteration. However, when facing emulation and supporting
and improved parts of the game and hardware with each iteration. However, when facing emulation and supporting
compatibility to legacy OS platforms, it can't get any worse. On the bright side, IIDX helped shaping Bemanitools a lot
and created a solid foundation other games can build on.
Because of that, we have 8 iidxhook implementations supporting sometimes different software features/fixes and
hardware. The following sub-sub-sections list the most relevant aspects and modules to point out common and different
higher level features.
higher level features.
Essentially, the main module file of each iidxhook implementation just glues the APIs of the modules it requires
together. An additional configuration layer allows users to tweak some of the features.
@@ -88,7 +88,7 @@ TODO go into some more detail about some differences in the hook modules, e.g. 1
* Setupapi emulation
* Full security emulation with SRAM and round plugs
* Full serial emulation for magstripe card readers
* Full game essential I/O emulation
* Full game essential I/O emulation
* d3d8 patching and extended features (superseded by d3d9 hook module + d3d8to9 wrapper)
* clock patching
* Font patching for Japanese chars
@@ -99,7 +99,7 @@ TODO go into some more detail about some differences in the hook modules, e.g. 1
* Ezusb C02 I/O emulation
* Setupapi emulation
* Full security emulation with SRAM and round plugs
* Full game essential I/O emulation
* Full game essential I/O emulation
* ACIO ICCA card reader emulation, slotted readers
* d3d8 patching and extended features (superseded by d3d9 hook module + d3d8to9 wrapper)
* clock patching
@@ -111,7 +111,7 @@ TODO go into some more detail about some differences in the hook modules, e.g. 1
* Ezusb IO2 I/O emulation
* Setupapi emulation
* Full security emulation with SRAM and round plugs
* Full game essential I/O emulation
* Full game essential I/O emulation
* ACIO ICCA card reader emulation, slotted readers
* d3d9 patching and extended features
* Font patching for Japanese chars
@@ -121,25 +121,43 @@ TODO go into some more detail about some differences in the hook modules, e.g. 1
#### iidxhook4 (18)
* Ezusb IO2 I/O emulation
* Setupapi emulation
* Full game essential I/O emulation
* Full game essential I/O emulation
* ACIO ICCA card reader emulation, slotted readers
* d3d9 patching and extended features
* Font patching for Japanese chars
* Filesystem patches to detour E and F backup drives for settings
#### iidxhook4-cn (18 CN)
* Ezusb IO2 I/O emulation
* Setupapi emulation
* Full security emulation with SRAM and round plugs
* Full game essential I/O emulation
* d3d9 patching and extended features
* Font patching for Japanese chars
* Filesystem patches to detour E and F backup drives for settings
#### iidxhook5 (19)
* Ezusb IO2 I/O emulation
* Setupapi emulation
* Full game essential I/O emulation
* Full game essential I/O emulation
* ACIO ICCA card reader emulation, wave pass readers
* d3d9 patching and extended features
* Font patching for Japanese chars
* Filesystem patches to detour E and F backup drives for settings
#### iidxhook5-cn (20 CN)
* Ezusb IO2 I/O emulation
* Setupapi emulation
* Full security emulation with SRAM and round plugs
* Full game essential I/O emulation
* d3d9 patching and extended features
* Font patching for Japanese chars
* Filesystem patches to detour E and F backup drives for settings
#### iidxhook6 (20)
* Ezusb IO2 I/O emulation
* Setupapi emulation
* Full game essential I/O emulation
* Full game essential I/O emulation
* ACIO ICCA card reader emulation, wave pass readers
* d3d9 patching and extended features
* Font patching for Japanese chars
@@ -147,7 +165,7 @@ TODO go into some more detail about some differences in the hook modules, e.g. 1
#### iidxhook7 (21-24)
* Ezusb IO2 I/O emulation
* Setupapi emulation
* Full game essential I/O emulation
* Full game essential I/O emulation
* ACIO ICCA card reader emulation, wave pass readers
* d3d9 patching and extended features
* Font patching for Japanese chars
@@ -155,7 +173,7 @@ TODO go into some more detail about some differences in the hook modules, e.g. 1
#### iidxhook8 (25-26)
* ACIO BIO2 I/O emulation
* Setupapi emulation
* Full game essential I/O emulation
* Full game essential I/O emulation
* ACIO ICCA card reader emulation, wave pass readers
* d3d9 patching and extended features
* Font patching for Japanese chars
@@ -163,6 +181,9 @@ TODO go into some more detail about some differences in the hook modules, e.g. 1
### jbhook
TODO
### popnhook
TODO
### sdvxhook
TODO

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@@ -0,0 +1,53 @@
# 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
## Unicorntail
[Instructions how to run on Chimera PCBs](unicorntail.md).

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

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@@ -0,0 +1,150 @@
# 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).
## Setup A20+
### Data and folder structure
The following assumes you are using vanilla and unpacked/decrypted data. Copy/unpack the data
to a destination of your choice. Expect to have the following root folder structure:
```
arkdata
com
data
dev
modules
prop
```
* Copy the contents of `modules` to the root folder that the dll-files are next to the folders
`arkdata`, `com`, etc.
* Unpack the contents of `ddr-14-to-16.zip` to the root folder. `luncher.exe` should be located
next to `arkdata`, `com` and all the dll-files
#### Configuring eamuse settings
You need to create a `prop/ea3-config.xml` configuration file which provides properties for
connecting to a network of your choice (and allows the game to boot).
Take the `prop/eamuse.xml` as a base and make a copy of it called `prop/ea3-config.xml`.
Add the software identifier as a child to the `<ea3>` parent node:
```xml
<soft>
<model __type="str">MDX</model>
<dest __type="str">J</dest>
<spec __type="str">A</spec>
<rev __type="str">A</rev>
<ext __type="str">2022020200</ext>
</soft>
```
Replace the identifiers according to the version you are using.
Add your PCBID as a child to the `<ea3>` parent node:
```xml
<id>
<pcbid __type="str">00010203040506070809</pcbid>
<hardid __type="str">00010203040506070809</hardid>
</id>
```
Replace the values accordingly with your actual PCBID registered with your target network.
Add network settings (note this might already exist, replace existing or delete old one) as a child
to the `<ea3>` parent node:
```xml
<network>
<sz_xrpc_buf __type="u32">102400</sz_xrpc_buf>
<ssl __type="bool">0</ssl>
<services>http://eamuse.konami.fun/service/services/services/</services>
</network>
```
Replace the properties accordingly with the settings provided by your network provider, e.g. the
URL, further settings like ssl etc.
## Running
Run `gamestart-XX.bat`, where `XX` corresponds to the version of the game you
want to run, as administrator. For the US version of X2, run
`gamestart-12-us.bat` instead. This can be done by either by double
clicking or running it from `cmd.exe`. The latter is recommended to have
any debug output kept on screen after closing the game.
This will run [inject](../inject.md) or [launcher](../launcher.md), depending
on the version of the game, with the `ddrhook2.dll`. On first run, if you don't
have a conguration file, e.g. `ddr-12.conf`, available in the same folder, a
default one will be created and the game exits. Simply re-run `gamestart-XX.bat`
again.
## Configure USB memory cards and edit data (DDR X2)
You can setup actual USB thumb drives mapped to a drive letter, e.g. `E:\` for
player 1 and `F:\` for player 2, or just have them point to any local directory,
e.g. `usbmem_p1` and `usbmem_p2`.
Set-up your folder mappings in the
[conf file or via command line args](#configuration-ddrhook) like follows:
* Enable USB memory data emulation: `ddrhook1.usbmem_enabled=true`
* Set P1 USB memory data path pointing to local folder `usbmem_p1` next to `DDR.EXE`:
`ddrhook1.usbmem_path_p1=usbmem_p1`
* Set P1 USB memory data path pointing to local folder `usbmem_p2` next to `DDR.EXE`:
`ddrhook1.usbmem_path_p1=usbmem_p2`
* Have/create a subfolder called `DDR_EDIT` on any location/USB drive you want to use
* Name your edit data file either `DDR_EDIT_J.DAT` (for JP version) or `DDR_EDIT_US.DAT`
(for US version) and place it in the `DDR_EDIT` directory.
For the example setup above, the full relative path of the edit file should be
`usbmem_p1\DDR_EDIT\DDR_EDIT_J.DAT` for player 1.
Note that USB memory cards are not detected by the game and the game stays
silent about that if they do not contain edit data, your path mapping does not resolve
or you misplaced or named your edit data file incorrectly.
## Troubleshooting and FAQ
### Video codecs for background videos
For DDR 2014 and newer (maybe also earlier?), you need to register `k-clvsd.dll` and
`xactengine2_10.dll` to make background videos work. These files are included with
respective versions of the games.
Run the following commands either from a command line (`cmd.exe`) or from
*Start* > *Run*. Adjust the path to files accordingly pointing to the correct files.
* Register `regsvr32 D:\MDX\contents\k-clvsd.dll`
* Register `regsvr32 D:\MDX\contents\xactengine2_10.dll`
The `gamestart-XX.bat` scripts should already take care of this by executing the listed commands
when launched.
Note: The one that comes with IIDX will hang DDR at startup. The opposite is not true:
IIDX works just fine with this CLVSD.
### Laggy audio
If you're running on Windows XP, go to the sound devices control panel, select your
sound card, click Advanced Options and turn Hardware Acceleration down to basic. This
will make the audio much less laggy..

View File

@@ -0,0 +1,45 @@
# Unicorntail
Unicorntail is a hook library to run the DDR games on a hybrid type of hardware referred to as a
"Chimera" or "Unicorn". Compared to a "Dragon", which refers to the official stock hardware by
Konami, a Chimera mixes the P3IO board from a PCB used with GF&DM V4-V8, Jubeat, Jubeat Ripples or
Jubeat Knit with the motherboard from a GF&DM XG, XG2 or XG3 PCB, or a Reflec Beat PCB.
Actual build instructions for such hardware are out of scope here.
## Context
Dragon PCBs are hard to come by compared to finding the parts for a Chimera PCB.
A Chimera PCB however is different in many aspects to the Dragon PCB and requires the use of the
`unicorntail.dll` hook library.
The Dragon's P3IO has two serial ports that the regular P3IOs do not, and one of these serial ports
is used to communicate with the card readers. Note that these are actual serial ports driven
directly by the P3IO microcontroller, these are NOT just passed through to the motherboard like the
proprietary COM1 and COM2 connectors. Unicorn Tail intercepts serial port IO commands being sent to
the P3IO and redirects them to COM2 instead, since COM2 is unused on SD cabinets (on HD cabinets it
connects to a second ACIO bus which drives the extra lighting glitz like the light spikes and maybe
the LED strip).
## Drivers
You need the P3IO driver installed on your target system. These can be acquired from an actual stock
HDD or grabbed from
[bemanitools-supplements](https://dev.s-ul.net/djhackers/bemanitools-supplement/-/blob/master/gfdm/p3io/README.md).
## Setup and run
Edit the `gamestart.bat` file that you are using and append `unicorntail.dll` to the list of hooks,
e.g.:
```shell
launcher.exe -H 33554432 -K unicorntail.dll arkmdxp3.dll %*
```
If you want to use any ddrhook library in addition, you have to have the hooks in the right order
to make everything work correctly, e.g.:
```shell
launcher.exe -H 33554432 -K unicorntail.dll -K ddrhook2.dll arkmdxp3.dll %*
```

781
doc/game-error-codes.md Normal file
View File

@@ -0,0 +1,781 @@
# Bemani Game Error Codes
This document collects the various error codes that are know across the many games including some
information what can be done.
This information is not part of bemanitools but useful to many users using it to run the games. We
saw users encountering these errors not knowing what they mean. Therefore, we include these errors
in the repository to provide an accessible source of information regarding them.
Important: The error codes are not consistent throughout the many years of game series and versions.
It is adviced to read the error information carefully (use Google Translate App with your phone's
camera) and check the following sections. It would be great to get feedback if you see information
missing or specific games and versions not matching to increase the value of the list.
## 5-0000 series errors
### 5-0000-0000
#### Description
A generic critical error.
#### Known occurances
N/A
#### How to fix
* Make sure your data is not set to read only, especially the dev folder.
* Disable all network adapters other than the one used to connect to the Internet.
* Check for hidden network adapters in Device Manager.
## 5-1500 series errors
### 5-1500-0000
#### Description
IO ERROR
#### Known occurances
* Pop'n Music 15
#### How to fix
No information available.
### 5-1500-0002
#### Description
SOUND DATA CREATE ERROR
#### Known occurances
N/A
#### How to fix
* Check the integrity of the data you have, i.e. some files might be corrupted
* Check your physical drive. Is it failing?
## 5-1501 series errors
### 5-1501-0000
#### Description
IO BOARD ERROR
#### Known occurances
N/A
#### How to fix
* Recopy Bemanitools.
* For Reflec Beat, make sure you are not missing device.dll. (This seems to apply to some older
version of bemanitools)
## 5-1502 series errors
### 5-1502-0000
#### Description
BACKUP CHECK ERROR
#### Known occurances
* Pop'n'Music 21 Sunny Park
#### How to fix
* Give access to gamestart.bat and launcher.exe from Windows Firewall if enabled.
* Make sure no antivirus software firewall is blocking access to those files.
* Start gamestart.bat as Administrator.
### 5-1502-0000
#### Description
HDD READ ERROR
#### Known occurances
N/A
#### How to fix
* Make sure `/dev/` isn't read-only.
### 5-1502-0002
#### Description
HDD READ ERROR
#### Known occurances
* GFDM V4
#### How to fix
Unknown
## 5-1503 series errors
### 5-1503-0000
#### Description
USB I/O ERROR
##### FPGA WRITE ERROR
Writing the FPGA firmware fails. Can have various causes depending on your setup.
##### FW TRNS-OUT
This typically happens if it takes too long to upload the base firmware to the USB IO. A potential
root-cause can be bad timing since the game uses a bad combination of software sleeps and fixed
timeouts making this code prone to fail.
#### Known occurances
* IIDX
#### How to fix
#### FPGA WRITE ERROR
* Restart the game
* Re-copy bemanitools
#### FW TRNS-OUT
* Restart the game
* Re-copy bemanitools
* Running the process on high priority and with admin rights
* If you attached a debugger, that might have messed with the timing and caused this. Try a
different debugger or attach it later in the boot process
### 5-1503-0001
#### Description
DATA ERROR
"Could not read the file normally. There is a likelihood the file is damaged."
This error occurs when a file is either missing or corrupt.
#### Known occurances
N/A
#### How to fix
* Check the integrity of the data you have, i.e. some files might be corrupted
* If the data came in an archive format, try extracting it again with another application.
* Make sure your game is up to date with the current data available.
* Check your physical drive. Is it failing?
### 5-1503-0004
#### Description
USBIO ERROR (NO ANSWER...)
This error occurs when the game does not receive a heartbeat from the IO board. On legitimate
hardware, this error is usually caused by the IO board resetting during play. The issue is rarely
fixed by simply restarting the game and will require a full power cycle.
#### Known occurances
N/A
#### How do I fix it?
Real hardware:
* Check the USB cable between the PC and the IO board is okay.
* Make sure the IO board is getting enough of a clean supply of power.
Bemanitools:
* Don't attempt to put your computer to sleep while playing rhythm games.
* Change launcher.exe process priority to High when starting the game.
### 5-1503-0006
#### Description
CARD DEVICE ERROR
#### Known occurances
N/A
#### How do I fix it?
* Recopy Bemanitools.
### 5-1503-0007
#### Description
USBIO ERROR (FM DL-ERR)
#### Known occurances
N/A
#### How do I fix it?
* Run the game using gamestart.bat, don't just drag and drop the game dll onto launcher.exe
### 5-1503-0008
#### Description
FPGA Write error
#### Known occurances
* IIDX Tricoro
Seen in Tricoro Omnimix RC1.
#### How do I fix it?
Unknown
### 5-1503-9000
### Description
PCB ERROR (PCB is unusual.)
#### Known occurances
N/A
#### How do I fix it?
* Make sure your AC(real)IO board is on the correct COM port.
## 5-1504 series errors
### 5-1504-0000
#### Description
IC CARD READER ERROR
Something is wrong with your e-amusement card readers (usually a timeout due to them not existing).
#### Known occurances
N/A
#### How do I fix it?
Real hardware:
* Make sure your readers are connected and powered on.
* Check your serial cables are good.
### 5-1504-0003
### Description
N/A
#### Known occurances
N/A
#### How do I fix it?
N/A
### 5-1504-0004
### Description
SDLOAD TIMEOUT or SOUND LOAD TIMEOUT
#### Known occurances
N/A
#### How do I fix it?
N/A
## 5-1505 series errors
### 5-1505-0000
#### Description
HDD Data Error(BPM Notes)
For Jubeat Ripples, getting this error the first time you boot is normal. After getting this error,
the game may take 1-3 minutes longer to boot as it regenerates backup data.
#### Known occurances
* Jubeat Ripples
#### How do I fix it?
* Check the integrity of the data you have, i.e. some files might be corrupted
* If the data came in an archive format, try extracting it again with another application.
* Check your physical drive. Is it failing?
### 5-1505-0001
#### Description
HDD Data Error(Music Data)
#### Known occurances
N/A
#### How do I fix it?
* Check the integrity of the data you have, i.e. some files might be corrupted
* If the data came in an archive format, try extracting it again with another application.
* Check your physical drive. Is it failing?
### 5-1505-0002
#### Description
Coin Error
This error occurs when the coin line (the input triggered when a coin is inserted) is held closed
for too long.
#### Known occurances
N/A
#### How do I fix it?
##### Real hardware
* There may be a coin stuck, check.
* The coin mechanism may be stuck, check.
* Don't hold down the coin line so long.
### 5-1505-0006
#### Description
HDD DATA ERROR(MOUNT IMAGEFS)
#### Known occurances
N/A
#### How do I fix it?
* Check the integrity of the data you have, i.e. some files might be corrupted
* If the data came in an archive format, try extracting it again with another application.
* Check your physical drive. Is it failing?
### 5-1505-0025
#### Description
N/A
#### Known occurances
* Jubeat Saucer Fullfill
#### How do I fix it?
* Disable excess network adapters
## 5-1506 series errors
### 5-1506-0000
#### Description
##### ACIO ERROR (ERR_INIT_LINE)
##### BACKUP DATA ERROR
The backup data is corrupted. Press the test button to re-initialize it.
#### Known occurances
* IIDX 15 (BACKUP DATA ERROR)
#### How do I fix it?
##### ACIO ERROR
If you're using ACrealIO, cut the reset trace on your Arduino.
##### BACKUP DATA ERROR
Follow the instructions of the error message. You will have to re-set certain settings like clock
settings in the operator menu to complete initialization.
### 5-1506-0001
#### Description
SHOP NAME ERROR
This error may happen before the monitor check on IIDX.
#### Known occurances
* IIDX (version?)
#### How do I fix it?
Press the service button and set the shop name in "NETWORK OPTIONS".
### 5-1506-1001
#### Description
CLOCK ERROR
#### Known occurances
N/A
#### How do I fix it?
* "Set" and save the clock date and time in the test menu
* Recopy Bemanitools
## 5-1507 series errors
### 5-1507-0000
#### Description
SECURITY ERROR
#### Known occurances
N/A
#### How do I fix it?
Make sure your ea3-config.xml file contains valid values on the following lines:
```xml
<dest __type="str">...</dest>
```
Should almost always be `J`. Certain games will support `K` (Korea) or `A` (Asia) but there is
rarely a reason to use it. DDR 2014 and forward will support `U`. DanEvo will support (I believe)
`C`.
```xml
<spec __type="str">...</spec>
```
Should almost always be `A`. DDR will support `B` for non-HD monitors.
```xml
<rev __type="str">...</rev>
```
Should always be `A`.
## 5-1508 series errors
### 5-1508-0000
#### Description
LAMP CHECK ERROR
#### Known occurances
* Pop'n Music 20 Fantasia
#### How do I fix it?
N/A
## 5-1509 series errors
### 5-1509-0000
#### Description
REBOOT THE MACHINE
The original message in Japanese: 電源を再投入して下さい
#### Known occurances
* Pop'n Music 22 Lapistoria
#### How do I fix it?
Restart entire machine if on cabinet, or close the game (ALT+F4/ALT+TAB and then close through
taskbar) and re-run the launcher/gamestart file
## 5-2000 series errors (Network errors)
### 5-2000-0000
#### Description
Router error.
Something's not okay with the connection between the game and your router. This can either be a
(W)LAN error, or something within your computer settings (firewall, network adapter, etc.)
#### Known occurances
N/A
#### How do I fix it?
* Restart your game.
* Check if your computer is connected to the Internet at all.
* Make sure the services URL is correct.
* Disable all network adapters other than the one used to connect to the Internet. Alternatively,
setting that adapter to have the highest affinity also works.
* If none of the above work, reinstall a newer or older version of your network drivers.
### 5-2002-0000
#### Description
speculation: general malformed ea3-config.xml file or server communication error
#### Known occurances
N/A
#### How do I fix it?
* Make sure you're editing the right file for network configuration settings.
### 5-2002-0916
#### Description
Cannot communicate with the server.
#### Known occurances
N/A
#### How do I fix it?
N/A
### 5-2002-1013
#### Description
NETWORK ERROR
Cannot communicate with server.
Ensure that your internet connection is working and that your router is turned on.
Ensure that your machine is connected to your router.
Press the service button to start the game.
#### Known occurances
* IIDX, probably all known versions
#### How do I fix it?
The original message is already telling you what is going on:
* Check if your machine/pc has an internet connection
* Check your firewall settings
* Check that the server address is configured and correct in `iidxhook.conf` (old games) or
`ea3-config.xml`
* You can disable the network in the operator menu to just boot the game first. Note that this is
not possible on any versions starting IIDX 20 (tricoro).
### 5-2002-2301
#### Description
Cannot communicate with the server.
#### Known occurances
N/A
#### How do I fix it?
Your ea3 services URL is probably incorrect.
### 5-2000-2402
#### Description
No PCBID. You have no PCBID.
#### Known occurances
N/A
#### How do I fix it?
Add a valid PCBID to `ea3-config.xml`.
### 5-2002-0910
#### Description
Server Error. The game cannot communicate with the server.
#### Known occurances
N/A
#### How do I fix it?
Make sure the services URL is correct.
### 5-2002-2403
#### Description
Unauthorized. The server is rejecting your PCBID.
#### Known occurances
N/A
#### How do I fix it?
* Check that there is a valid PCBID in ea3-config.xml.
### 5-2002-2400
#### Description
Bad Request. Syntax was entered improperly and the server does not understand it.
#### Known occurances
N/A
#### How do I fix it?
Check your services URL and make sure it is entered correctly (e.g. "http:" instead of "https:")
### 5-2002-2404
#### Description
Not found. The server can't find the URL that the game has requested, this is usually because the
game is attempting to connect to an incorrect endpoint.
#### Known occurances
N/A
#### How do I fix it?
* Check your services URL in `ea3-config.xml`. Make sure to remove any slash at the end of the URL
and check for https/http.
* If you are running Spada, ensure to use a service URL that supports that older game (check with
your private server provider)
* If you are running Tune Street, ensure to use a service URL that supports that older game (check
with your private server provider)
### 5-2003-2404
#### Description
Malformed `<network>` section. The `<network>` section in your `ea3-config.xml` file is malformed
in some way.
#### Known occurances
N/A
#### How do I fix it?
Ensure your `<network>` section follows the following format:
```xml
<network>
<timeout __type="u32">10000</timeout>
<sz_xrpc_buf __type="u32">102400</sz_xrpc_buf>
<ssl __type="bool">0</ssl>
<services></services>
<url_slash __type="bool">1</url_slash>
</network>
```
Note: Delete the line `<url_slash __type="bool">1</url_slash>` if you're connecting to Arcana
### 5-2002-2500
#### Description
??? (Logs say http status 500)
#### Known occurances
N/A
#### How do I fix it?
If you are playing Lincle, use the `/core/services` URL from Tricoro, not xrpc.
### 5-2003-2502
#### Description
Server Error. The game cannot communicate with the server.
#### Known occurances
N/A
#### How do I fix it?
Check if your `hosts` file has any DNS redirects to other private servers that might interfere
with this
### 5-2016-0000
#### Description
"apsmanager" is a special eAM Participation system for Korean machines(XXX:K). This system
is maybe not supported by private servers.
#### Known occurances
N/A
#### How do I fix it?
Make sure your `ea3-config.xml` has this line set to 0:
```xml
<apsmanager __type="u8">0</apsmanager>
```

View File

@@ -17,20 +17,22 @@ games:
* [iidxhook2](iidxhook2.md): DistorteD
* [iidxhook3](iidxhook3.md): GOLD, DJ TROOPERS, EMPRESS, SIRIUS
* [iidxhook4](iidxhook4.md): Resort Anthem
* [iidxhook4-cn](iidxhook4-cn.md): Resort Anthem CN (狂热节拍 IIDX)
* [iidxhook5](iidxhook5.md): Lincle
* [iidxhook5-cn](iidxhook5-cn.md): tricoro CN (狂热节拍 IIDX 2)
* [iidxhook6](iidxhook6.md): Tricoro
* [iidxhook7](iidxhook7.md): SPADA, PENDUAL, copula, SINOBUZ
* [iidxhook8](iidxhook8.md): CANNON BALLERS, Rootage
* [iidxhook8](iidxhook9.md): Heroic Verse
When building kactools, independent packages are created for each set of games
When building bemanitools, independent packages are created for each set of games
which are ready to be dropped on top of vanilla AC data dumps. We recommend
using prestine dumps to avoid any conflicts with other hardcoded hacks or
using pristine dumps to avoid any conflicts with other hardcoded hacks or
binary patches.
## How to run
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
@@ -47,4 +49,4 @@ IO hardware you want to use:
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
* [iidxio-ezusb2](iidxhook/iidxio-ezusb2.md): Support IO2 ezusb FX2 hardware

View File

@@ -198,6 +198,13 @@ can't be refreshed very often to make it feel unresponsive. Solution:
hit your 10key/numpad slower than normal
## Background videos aren't working. When starting a song, windows is playing the error sound and a message box appears (RED, HAPPY SKY)
If you are running in window mode, you can see an error pop-up window with the title
`DirectShow Texture3D Sample` and error message
`Could not create source filter to graph! hr=<some number>`.
When running fullscreen, you only hear a windows error sound and the game appears to be frozen
when trying to play a background video.
You are missing a codec to decode and play the videos. There are different
methods available to get background videos working. Probably, the easiest
solution: grab the CLVSD.ax file and go to Start -> Run -> regsvr32 clvsd.ax
@@ -234,4 +241,4 @@ If one or multiple of these issues apply, use the built in scaling options by se
*gfx.scale_back_buffer_width* and *gfx.scale_back_buffer_height* to a target resolution
to scale to. Usually, you want to set this to the monitor's native resolution, e.g.
1920x1080 for full HD. You can play around with a few different filters using
*gfx.scale_back_buffer_filter* which impacts image quality/blurriness on upscaling.
*gfx.scale_back_buffer_filter* which impacts image quality/blurriness on upscaling.

View File

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

View File

@@ -165,6 +165,13 @@ iidxhook can limit the frame rate for you (refer to help/config file)
Use dxwnd and set settings like "Acquire admin caps" and "Fullscreen only"
## Background videos aren't working. When starting a song, windows is playing the error sound and a message box appears
If you are running in window mode, you can see an error pop-up window with the title
`DirectShow Texture3D Sample` and error message
`Could not create source filter to graph! hr=<some number>`.
When running fullscreen, you only hear a windows error sound and the game appears to be frozen
when trying to play a background video.
You are missing a codec to decode and play the videos. There are different
methods available to get background videos working. Probably, the easiest
solution: grab the CLVSD.ax file and go to Start -> Run -> regsvr32 clvsd.ax

View File

@@ -0,0 +1,13 @@
# Game list
The following games are compatible with this version of iidxhook:
* Resort Anthem CN (狂热节拍 IIDX)
The games must be bootstrapped using [inject.exe](../inject.md).
# Remarks
Resort Anthem CN (狂热节拍 IIDX):
* Does not have NETWORK function
* Game doesn't used card readers

View File

@@ -175,6 +175,13 @@ iidxhook can limit the frame rate for you (refer to help/config file)
Use dxwnd and set settings like "Acquire admin caps" and "Fullscreen only"
## Background videos aren't working. When starting a song, windows is playing the error sound and a message box appears
If you are running in window mode, you can see an error pop-up window with the title
`DirectShow Texture3D Sample` and error message
`Could not create source filter to graph! hr=<some number>`.
When running fullscreen, you only hear a windows error sound and the game appears to be frozen
when trying to play a background video.
You are missing a codec to decode and play the videos. There are different
methods available to get background videos working. Probably, the easiest
solution: grab the CLVSD.ax file and go to Start -> Run -> regsvr32 clvsd.ax

View File

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

View File

@@ -171,6 +171,13 @@ iidxhook can limit the frame rate for you (refer to help/config file)
Use dxwnd and set settings like "Acquire admin caps" and "Fullscreen only"
## Background videos aren't working. When starting a song, windows is playing the error sound and a message box appears
If you are running in window mode, you can see an error pop-up window with the title
`DirectShow Texture3D Sample` and error message
`Could not create source filter to graph! hr=<some number>`.
When running fullscreen, you only hear a windows error sound and the game appears to be frozen
when trying to play a background video.
You are missing a codec to decode and play the videos. There are different
methods available to get background videos working. Probably, the easiest
solution: grab the CLVSD.ax file and go to Start -> Run -> regsvr32 clvsd.ax

View File

@@ -177,6 +177,13 @@ iidxhook can limit the frame rate for you (refer to help/config file)
Use dxwnd and set settings like "Acquire admin caps" and "Fullscreen only"
## Background videos aren't working. When starting a song, windows is playing the error sound and a message box appears
If you are running in window mode, you can see an error pop-up window with the title
`DirectShow Texture3D Sample` and error message
`Could not create source filter to graph! hr=<some number>`.
When running fullscreen, you only hear a windows error sound and the game appears to be frozen
when trying to play a background video.
You are missing a codec to decode and play the videos. There are different
methods available to get background videos working. Probably, the easiest
solution: grab the CLVSD.ax file and go to Start -> Run -> regsvr32 clvsd.ax

View File

@@ -182,6 +182,13 @@ iidxhook can limit the frame rate for you (refer to help/config file)
Use dxwnd and set settings like "Acquire admin caps" and "Fullscreen only"
## Background videos aren't working. When starting a song, windows is playing the error sound and a message box appears
If you are running in window mode, you can see an error pop-up window with the title
`DirectShow Texture3D Sample` and error message
`Could not create source filter to graph! hr=<some number>`.
When running fullscreen, you only hear a windows error sound and the game appears to be frozen
when trying to play a background video.
You are missing a codec to decode and play the videos. There are different
methods available to get background videos working. Probably, the easiest
solution: grab the CLVSD.ax file and go to Start -> Run -> regsvr32 clvsd.ax

View File

@@ -185,6 +185,13 @@ iidxhook can limit the frame rate for you (refer to help/config file)
Use dxwnd and set settings like "Acquire admin caps" and "Fullscreen only"
## Background videos aren't working. When starting a song, windows is playing the error sound and a message box appears
If you are running in window mode, you can see an error pop-up window with the title
`DirectShow Texture3D Sample` and error message
`Could not create source filter to graph! hr=<some number>`.
When running fullscreen, you only hear a windows error sound and the game appears to be frozen
when trying to play a background video.
You are missing a codec to decode and play the videos. There are different
methods available to get background videos working. Probably, the easiest
solution: grab the CLVSD.ax file and go to Start -> Run -> regsvr32 clvsd.ax

View File

@@ -3,6 +3,7 @@
The following games are compatible with this version of iidxhook:
* Heroic Verse
* BISTROVER
* CASTHOUR
The games must be bootstrapped using [launcher](../launcher.md).
@@ -221,6 +222,13 @@ iidxhook can limit the frame rate for you (refer to help/config file)
Use dxwnd and set settings like "Acquire admin caps" and "Fullscreen only"
## Background videos aren't working. When starting a song, windows is playing the error sound and a message box appears
If you are running in window mode, you can see an error pop-up window with the title
`DirectShow Texture3D Sample` and error message
`Could not create source filter to graph! hr=<some number>`.
When running fullscreen, you only hear a windows error sound and the game appears to be frozen
when trying to play a background video.
You are missing a codec to decode and play the videos. There are different
methods available to get background videos working. Probably, the easiest
solution: grab the CLVSD.ax file and go to Start -> Run -> regsvr32 clvsd.ax

77
doc/jbhook/README.md Normal file
View File

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

View File

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

42
doc/jbhook/jbhook1.md Normal file
View File

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

42
doc/jbhook/jbhook2.md Normal file
View File

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

18
doc/jbhook/jbhook3.md Normal file
View File

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

48
doc/popnhook/README.md Normal file
View File

@@ -0,0 +1,48 @@
# popnhook
popnhook is a collection of hook libraries for pop'n music providing
emulation and various patches to run these games on non BemaniPC hardware and
newer Windows versions.
The hook libraries must be bootstrapped either using [inject](../inject.md) or
[launcher](../launcher.md) depending on the version you want to run. Further
instructions are given in dedicated readme files for each popnhook version
(see below).
# Versions
popnhook comes in a few different flavors. The game and its engine changed over
the years. Some game versions might require patches/parameters enabled which
others don't need or have different AVS versions. Here is the list of supported
games:
* [popnhook1](popnhook1.md): 15 ADVENTURE, 16 PARTY♪, 17 THE MOVIE, 18 せんごく列伝
When building bemanitools, independent packages are created for each set of games
which are ready to be dropped on top of vanilla AC data dumps. We recommend
using pristine dumps to avoid any conflicts with other hardcoded hacks or
binary patches.
# How to run
To run your game with popnhook, you have to use the inject tool to inject the
DLL to the game process. `dist/popn` contains bat scripts with all the
important parameters configured. Further parameters can be added but might not
be required to run the game with default settings.
Further information on how to setup the data for each specific version are
elaborated in their dedicated readme files.
# Eamuse network setup
Running pop'n music 15 through 18? Modify the appropriate popnhook-15.conf, popnhook-16.conf,
popnhook-17.conf, or popnhook-18.conf.
Running anything newer?
* Open the `prop/ea3-config.xml`
* Replace the `ea3/network/services` URL with network service URL of your
choice (for example http://my.eamuse.com)
* Edit the `ea3/id/pcbid`
# Command line options
Add the argument *-h* when running inject with popnhook to print help/usage
information with a list of parameters you can apply to tweak various things.

45
doc/popnhook/popnhook1.md Normal file
View File

@@ -0,0 +1,45 @@
# Game list
The following games are compatible with this version of popnhook:
* pop'n music 15 ADVENTURE
* pop'n music 16 PARTY♪
* pop'n music 17 THE MOVIE
* pop'n music 18 せんごく列伝
The games must be bootstrapped using [inject](../inject.md).
# Data setup and running the game
Unpack the package containing popnhook1 into the revision folder of your choice.
Most likely, you want to target the latest revision you have to run the latest
binary of the game with any bugfixes by developers.
The DLLs in this package should be in the same location as the game DLLs and
executable - i.e. all these files should be in the same folder:
- `inject.exe`
- `popn15.exe` or `popn16.exe` or `popn17.exe` or `popn18.exe`
- `popnhook-15.conf` or `popnhook-16.conf` or `popnhook-17.conf` or `popnhook-18.conf`
- `eamio.dll`
- `popnio.dll`
- `libavs-win32.dll`
- etc
Run the `gamestart-15.bat` or `gamestart-16.bat` or `gamestart-17.bat` or `gamestart-18.bat` file as admin.
# Eamuse network setup
If you want to run the games online, you have to set a valid PCBID in the
configuration file. You also have to set the url of the eamuse server you want
to connect to.
# Eamuse network setup
If you want to run the games online, you have to set a valid PCBID and EAMID
(use the PCBID as the EAMID) in the configuration file or as a command line
argument. You also have to set the url of the eamuse server you want to
connect to.
Additional note regarding EAMID: This is provided as the identifier of the
"eamuse license" to the server. Depending on the implementation of the server,
this can lead to authentication failure resulting in a network error on boot or
warning during gameplay.

View File

@@ -23,6 +23,6 @@ if [ "$changelog_excerpt" ]; then
printf "%s" "$changelog_excerpt"
exit 0
else
echo "Could not find version in changelog: $VERSION"
>&2 echo "Could not find version in changelog: $VERSION"
exit 1
fi

View File

@@ -46,6 +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 {

10
src/imports/glhelper.h Normal file
View File

@@ -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);

View File

@@ -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

@@ -18,6 +18,7 @@ EXPORTS
property_destroy @247 NONAME
property_insert_read @255 NONAME
property_node_create @266 NONAME
property_node_datasize @267 NONAME
property_node_refer @278 NONAME
property_node_remove @279 NONAME
property_psmap_import @288 NONAME

View File

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

View File

@@ -17,6 +17,7 @@ EXPORTS
property_destroy @264 NONAME
property_insert_read @23 NONAME
property_node_create @316 NONAME
property_node_datasize @249 NONAME
property_node_refer @268 NONAME
property_node_remove @129 NONAME
property_psmap_import @102 NONAME

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

@@ -4,6 +4,8 @@
#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,

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

View File

@@ -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)

View File

@@ -6,6 +6,5 @@ src_acioemu := \
h44b.c \
hdxs.c \
icca.c \
iccb.c \
pipe.c \

View File

@@ -63,6 +63,8 @@ void ac_io_emu_icca_init(
// default to 1.6.0
icca->version = v160;
// default, most common code
ac_io_emu_icca_set_product_code(icca, AC_IO_EMU_PROD_CODE_ICCA);
}
void ac_io_emu_icca_set_version(
@@ -71,6 +73,12 @@ void ac_io_emu_icca_set_version(
icca->version = version;
}
void ac_io_emu_icca_set_product_code(
struct ac_io_emu_icca *icca, const char product_code[4])
{
memcpy(icca->product_code, product_code, sizeof(icca->product_code));
}
void ac_io_emu_icca_dispatch_request(
struct ac_io_emu_icca *icca, const struct ac_io_message *req)
{
@@ -119,8 +127,9 @@ void ac_io_emu_icca_dispatch_request(
break;
case AC_IO_ICCA_CMD_UNKN_0116:
case AC_IO_ICCA_CMD_UNKN_0120:
log_misc("AC_IO_ICCA_CMD_UNKN_0120(%d)", req->addr);
log_misc("AC_IO_ICCA_CMD_UNK_%04X(%d)", cmd_code, req->addr);
ac_io_emu_icca_send_status(icca, req, 0x00);
break;
@@ -138,48 +147,52 @@ void ac_io_emu_icca_dispatch_request(
break;
case AC_IO_ICCA_CMD_SET_SLOT_STATE: {
struct ac_io_icca_misc *misc =
(struct ac_io_icca_misc *) &req->cmd.raw;
uint8_t cmd;
if(icca->version == v150) {
ac_io_emu_icca_send_state(icca, req, 0, false);
} else {
struct ac_io_icca_misc *misc =
(struct ac_io_icca_misc *) &req->cmd.raw;
uint8_t cmd;
switch (misc->subcmd) {
case AC_IO_ICCA_SUBCMD_CARD_SLOT_CLOSE:
cmd = EAM_IO_CARD_SLOT_CMD_CLOSE;
break;
switch (misc->subcmd) {
case AC_IO_ICCA_SUBCMD_CARD_SLOT_CLOSE:
cmd = EAM_IO_CARD_SLOT_CMD_CLOSE;
break;
case AC_IO_ICCA_SUBCMD_CARD_SLOT_OPEN:
cmd = EAM_IO_CARD_SLOT_CMD_OPEN;
break;
case AC_IO_ICCA_SUBCMD_CARD_SLOT_OPEN:
cmd = EAM_IO_CARD_SLOT_CMD_OPEN;
break;
case AC_IO_ICCA_SUBCMD_CARD_SLOT_EJECT:
cmd = EAM_IO_CARD_SLOT_CMD_EJECT;
icca->engaged = false;
break;
case AC_IO_ICCA_SUBCMD_CARD_SLOT_EJECT:
cmd = EAM_IO_CARD_SLOT_CMD_EJECT;
icca->engaged = false;
break;
case 3:
cmd = EAM_IO_CARD_SLOT_CMD_READ;
break;
case 3:
cmd = EAM_IO_CARD_SLOT_CMD_READ;
break;
default:
cmd = 0xFF;
log_warning(
"Unhandled slot command %X, node %d",
misc->subcmd,
icca->unit_no);
break;
}
if (cmd != 0xFF) {
if (!eam_io_card_slot_cmd(icca->unit_no, cmd)) {
log_warning(
"Eamio failed to handle slot cmd %d for node %d",
cmd,
icca->unit_no);
default:
cmd = 0xFF;
log_warning(
"Unhandled slot command %X, node %d",
misc->subcmd,
icca->unit_no);
break;
}
}
/* response with current slot state */
ac_io_emu_icca_send_status(icca, req, misc->subcmd);
if (cmd != 0xFF) {
if (!eam_io_card_slot_cmd(icca->unit_no, cmd)) {
log_warning(
"Eamio failed to handle slot cmd %d for node %d",
cmd,
icca->unit_no);
}
}
/* response with current slot state */
ac_io_emu_icca_send_status(icca, req, misc->subcmd);
}
break;
}
@@ -202,12 +215,14 @@ void ac_io_emu_icca_dispatch_request(
break;
case AC_IO_ICCA_CMD_POLL_FELICA:
icca->detected_new_reader = true;
if (icca->version == v170) {
if (icca->version == v150) {
ac_io_emu_icca_send_state(icca, req, 0, false);
} else if (icca->version == v170) {
ac_io_emu_icca_send_empty(icca, req);
icca->detected_new_reader = true;
} else {
ac_io_emu_icca_send_status(icca, req, 0x01);
icca->detected_new_reader = true;
}
break;
@@ -244,8 +259,6 @@ static void ac_io_emu_icca_cmd_send_version(
resp.cmd.version.major = 0x01;
if (icca->version == v150) {
log_warning(
"ICCA v1.5.0 emulation requested, please remove this log once implemented");
resp.cmd.version.minor = 0x05;
} else if (icca->version == v160) {
resp.cmd.version.minor = 0x06;
@@ -262,7 +275,7 @@ static void ac_io_emu_icca_cmd_send_version(
memcpy(
resp.cmd.version.product_code,
"ICCA",
icca->product_code,
sizeof(resp.cmd.version.product_code));
strncpy(resp.cmd.version.date, __DATE__, sizeof(resp.cmd.version.date));
strncpy(resp.cmd.version.time, __TIME__, sizeof(resp.cmd.version.time));

View File

@@ -12,6 +12,11 @@ enum ac_io_emu_icca_version {
v170 = 0x7,
};
// ICC product types for ac_io_emu_icca_set_product_code
#define AC_IO_EMU_PROD_CODE_ICCA "ICCA"
#define AC_IO_EMU_PROD_CODE_ICCB "ICCB"
#define AC_IO_EMU_PROD_CODE_ICCC "ICCC"
struct ac_io_emu_icca {
struct ac_io_emu *emu;
uint8_t unit_no;
@@ -28,6 +33,7 @@ struct ac_io_emu_icca {
uint64_t time_counter_last_poll;
enum ac_io_emu_icca_version version;
char product_code[4];
bool cipher_started;
uint32_t cipher_keys[4];
};
@@ -39,6 +45,12 @@ void ac_io_emu_icca_init(
void ac_io_emu_icca_set_version(
struct ac_io_emu_icca *icca, enum ac_io_emu_icca_version version);
// optional, call after init to override default "ICCA" product code.
// Some games may refuse to boot or expect a different packet format when using
// one of the alternative codes such as ICCB or ICCC
void ac_io_emu_icca_set_product_code(
struct ac_io_emu_icca *icca, const char product_code[4]);
void ac_io_emu_icca_dispatch_request(
struct ac_io_emu_icca *icca, const struct ac_io_message *req);

View File

@@ -1,223 +0,0 @@
#define LOG_MODULE "acioemu-iccb"
#include "acioemu/iccb.h"
#include <windows.h> /* for _BitScanForward */
#include <stdint.h>
#include <string.h>
#include "acio/iccb.h"
#include "acioemu/emu.h"
#include "bemanitools/eamio.h"
static void ac_io_emu_iccb_cmd_send_version(
struct ac_io_emu_iccb *iccb, const struct ac_io_message *req);
static void ac_io_emu_iccb_send_state(
struct ac_io_emu_iccb *iccb, const struct ac_io_message *req);
static void ac_io_emu_iccb_send_empty(
struct ac_io_emu_iccb *iccb, const struct ac_io_message *req);
static void ac_io_emu_iccb_send_status(
struct ac_io_emu_iccb *iccb,
const struct ac_io_message *req,
uint8_t status);
void ac_io_emu_iccb_init(
struct ac_io_emu_iccb *iccb, struct ac_io_emu *emu, uint8_t unit_no)
{
memset(iccb, 0, sizeof(*iccb));
iccb->emu = emu;
iccb->unit_no = unit_no;
}
void ac_io_emu_iccb_dispatch_request(
struct ac_io_emu_iccb *iccb, const struct ac_io_message *req)
{
uint16_t cmd_code;
cmd_code = ac_io_u16(req->cmd.code);
switch (cmd_code) {
case AC_IO_CMD_GET_VERSION:
log_misc("AC_IO_CMD_GET_VERSION(%d)", req->addr);
ac_io_emu_iccb_cmd_send_version(iccb, req);
break;
case AC_IO_CMD_START_UP:
log_misc("AC_IO_CMD_START_UP(%d)", req->addr);
ac_io_emu_iccb_send_status(iccb, req, 0x00);
break;
case AC_IO_CMD_KEEPALIVE:
ac_io_emu_iccb_send_empty(iccb, req);
break;
case AC_IO_ICCB_CMD_QUEUE_LOOP_START:
log_misc("AC_IO_CMD_QUEUE_LOOP_START(%d)", req->addr);
ac_io_emu_iccb_send_status(iccb, req, 0x00);
break;
case AC_IO_ICCB_CMD_UNK_0100:
case AC_IO_ICCB_CMD_UNK_0116:
case AC_IO_ICCB_CMD_UNK_0120:
log_misc("AC_IO_ICCB_CMD_UNK_%04X(%d)", cmd_code, req->addr);
ac_io_emu_iccb_send_status(iccb, req, 0x00);
break;
case AC_IO_ICCB_CMD_SLEEP:
ac_io_emu_iccb_send_status(iccb, req, 0x00);
break;
case AC_IO_ICCB_CMD_UNK_135:
/* log_misc("AC_IO_ICCB_CMD_UNK_135"); */
ac_io_emu_iccb_send_state(iccb, req);
break;
case AC_IO_ICCB_CMD_POLL:
/* log_misc("AC_IO_ICCB_CMD_POLL"); */
ac_io_emu_iccb_send_state(iccb, req);
break;
case AC_IO_ICCB_CMD_READ_CARD:
/* log_misc("AC_IO_ICCB_CMD_READ_CARD"); */
ac_io_emu_iccb_send_state(iccb, req);
break;
default:
log_warning(
"Unknown ACIO message %04x on ICCB node, addr=%d",
cmd_code,
req->addr);
break;
}
}
static void ac_io_emu_iccb_cmd_send_version(
struct ac_io_emu_iccb *iccb, const struct ac_io_message *req)
{
struct ac_io_message resp;
resp.addr = req->addr | AC_IO_RESPONSE_FLAG;
resp.cmd.code = req->cmd.code;
resp.cmd.seq_no = req->cmd.seq_no;
resp.cmd.nbytes = sizeof(resp.cmd.version);
resp.cmd.version.type = ac_io_u32(AC_IO_NODE_TYPE_ICCB);
resp.cmd.version.flag = 0x00;
resp.cmd.version.major = 0x01;
resp.cmd.version.minor = 0x05;
resp.cmd.version.revision = 0x01;
memcpy(
resp.cmd.version.product_code,
"ICCB",
sizeof(resp.cmd.version.product_code));
strncpy(resp.cmd.version.date, __DATE__, sizeof(resp.cmd.version.date));
strncpy(resp.cmd.version.time, __TIME__, sizeof(resp.cmd.version.time));
ac_io_emu_response_push(iccb->emu, &resp, 0);
}
static void ac_io_emu_iccb_send_empty(
struct ac_io_emu_iccb *iccb, const struct ac_io_message *req)
{
struct ac_io_message resp;
resp.addr = req->addr | AC_IO_RESPONSE_FLAG;
resp.cmd.code = req->cmd.code;
resp.cmd.seq_no = req->cmd.seq_no;
resp.cmd.nbytes = 0;
ac_io_emu_response_push(iccb->emu, &resp, 0);
}
static void ac_io_emu_iccb_send_status(
struct ac_io_emu_iccb *iccb,
const struct ac_io_message *req,
uint8_t status)
{
struct ac_io_message resp;
resp.addr = req->addr | AC_IO_RESPONSE_FLAG;
resp.cmd.code = req->cmd.code;
resp.cmd.seq_no = req->cmd.seq_no;
resp.cmd.nbytes = sizeof(resp.cmd.status);
resp.cmd.status = status;
ac_io_emu_response_push(iccb->emu, &resp, 0);
}
static void ac_io_emu_iccb_send_state(
struct ac_io_emu_iccb *iccb, const struct ac_io_message *req)
{
struct ac_io_message resp;
struct ac_io_iccb_state *body;
bool sensor;
/* state update */
if (!eam_io_poll(iccb->unit_no)) {
log_warning("Polling eamio failed");
}
sensor = eam_io_get_sensor_state(iccb->unit_no);
if (sensor != iccb->last_sensor) {
if (sensor) {
iccb->card_result =
eam_io_read_card(iccb->unit_no, iccb->uid, sizeof(iccb->uid));
// fault if sensor says to read but we got no card
iccb->fault = (iccb->card_result == EAM_IO_CARD_NONE);
} else {
iccb->fault = false;
}
}
iccb->last_sensor = sensor;
if (iccb->fault) {
memset(iccb->uid, 0, sizeof(iccb->uid));
}
/* create response */
resp.addr = req->addr | AC_IO_RESPONSE_FLAG;
resp.cmd.code = req->cmd.code;
resp.cmd.seq_no = req->cmd.seq_no;
resp.cmd.nbytes = sizeof(struct ac_io_iccb_state);
body = (struct ac_io_iccb_state *) &resp.cmd.raw;
if (sensor) {
body->sensor_state = AC_IO_ICCB_SENSOR_CARD;
} else {
body->sensor_state = AC_IO_ICCB_SENSOR_NO_CARD;
}
if (!iccb->fault) {
memcpy(body->uid, iccb->uid, sizeof(body->uid));
}
body->card_type = 0x30 | (iccb->card_result - 1);
body->unk2 = 0;
// this doesn't seem to be an error code. If this is not set to 0x03
// on slotted readers (only?), the game throws an unknown status error
body->unk3 = 0x03;
memset(body->unk4, 0, sizeof(body->unk4));
ac_io_emu_response_push(iccb->emu, &resp, 0);
}

View File

@@ -1,24 +0,0 @@
#ifndef AC_IO_EMU_ICCB_H
#define AC_IO_EMU_ICCB_H
#include <stdbool.h>
#include <stdint.h>
#include "acioemu/emu.h"
struct ac_io_emu_iccb {
struct ac_io_emu *emu;
uint8_t unit_no;
bool fault;
bool last_sensor;
uint8_t uid[8];
uint8_t card_result;
};
void ac_io_emu_iccb_init(
struct ac_io_emu_iccb *iccb, struct ac_io_emu *emu, uint8_t unit_no);
void ac_io_emu_iccb_dispatch_request(
struct ac_io_emu_iccb *iccb, const struct ac_io_message *req);
#endif

View File

@@ -0,0 +1,108 @@
#ifndef BEMANITOOLS_POPNIO_H
#define BEMANITOOLS_POPNIO_H
/* IO emulation provider for pop'n music. */
#include <stdbool.h>
#include <stdint.h>
#include "bemanitools/glue.h"
/* Bit mapping for the "buttons" word */
enum popn_io_sys_bit {
POPN_IO_SYS_SERVICE = 0x06,
POPN_IO_SYS_TEST = 0x07,
};
enum popn_io_button_bit {
POPN_IO_BUTTON_1 = 0x08,
POPN_IO_BUTTON_2 = 0x09,
POPN_IO_BUTTON_3 = 0x0a,
POPN_IO_BUTTON_4 = 0x0b,
POPN_IO_BUTTON_5 = 0x0c,
POPN_IO_BUTTON_6 = 0x0d,
POPN_IO_BUTTON_7 = 0x0e,
POPN_IO_BUTTON_8 = 0x0f,
POPN_IO_BUTTON_9 = 0x10,
};
enum popn_io_light_top_lamp_bit {
POPN_LIGHT_HI_LAMP1 = 0x00,
POPN_LIGHT_HI_LAMP2 = 0x01,
POPN_LIGHT_HI_LAMP3 = 0x02,
POPN_LIGHT_HI_LAMP4 = 0x03,
POPN_LIGHT_HI_LAMP5 = 0x04,
};
enum popn_io_light_side_lamp_bit {
POPN_LIGHT_LEFT_LAMP1 = 0x00,
POPN_LIGHT_LEFT_LAMP2 = 0x01,
POPN_LIGHT_RIGHT_LAMP1 = 0x02,
POPN_LIGHT_RIGHT_LAMP2 = 0x03,
};
enum popn_io_light_switch_lamp_bit {
POPN_LIGHT_SW_LAMP1 = 0x00, // Is actually 4 bits wide
POPN_LIGHT_SW_LAMP2 = 0x04,
POPN_LIGHT_SW_LAMP3 = 0x05,
POPN_LIGHT_SW_LAMP4 = 0x06,
POPN_LIGHT_SW_LAMP5 = 0x07,
POPN_LIGHT_SW_LAMP6 = 0x08,
POPN_LIGHT_SW_LAMP7 = 0x09,
POPN_LIGHT_SW_LAMP8 = 0x0a,
POPN_LIGHT_SW_LAMP9 = 0x0b,
};
/* The first function that will be called on your DLL. You will be supplied
with four function pointers that may be used to log messages to the game's
log file. See comments in glue.h for further information. */
void popn_io_set_loggers(
log_formatter_t misc,
log_formatter_t info,
log_formatter_t warning,
log_formatter_t fatal);
/* Initialize your pop'n music IO emulation DLL. Thread management functions are
provided to you; you must use these functions to create your own threads if
you want to make use of the logging functions that are provided to
eam_io_set_loggers(). You will also need to pass these thread management
functions on to geninput if you intend to make use of that library.
See glue.h and geninput.h for further details. */
bool popn_io_init(
thread_create_t thread_create,
thread_join_t thread_join,
thread_destroy_t thread_destroy);
/* Shut down your pop'n music IO emulation DLL */
void popn_io_fini(void);
/* Get the state of the buttons. See enums above. */
uint32_t popn_io_get_buttons(void);
/* Set the top light state. See enum popn_io_light_top_lamp_bit above. */
void popn_io_set_top_lights(uint32_t lights);
/* Set the side light state. See enum popn_io_light_side_lamp_bit above. */
void popn_io_set_side_lights(uint32_t lights);
/* Set the button light state. See enum popn_io_light_switch_lamp_bit above. */
void popn_io_set_button_lights(uint32_t lights);
/* Set the coin blocker light state. */
void popn_io_set_coin_blocker_light(bool enabled);
/* Set the coin counter light state. */
void popn_io_set_coin_counter_light(bool enabled);
#endif

View File

@@ -33,6 +33,7 @@ enum sdvx_io_out_gpio_bit {
SDVX_IO_OUT_GPIO_D = 0,
SDVX_IO_OUT_GPIO_FX_L = 1,
SDVX_IO_OUT_GPIO_FX_R = 2,
SDVX_IO_OUT_GPIO_GENERATOR_B = 3,
SDVX_IO_OUT_GPIO_START = 12,
SDVX_IO_OUT_GPIO_A = 13,
SDVX_IO_OUT_GPIO_B = 14,

View File

@@ -52,7 +52,7 @@ void d3d9exhook_config_gfx_init(struct cconfig *config)
config,
D3D9EXHOOK_CONFIG_GFX_CONFINED_KEY,
D3D9EXHOOK_CONFIG_GFX_DEFAULT_CONFINED_VALUE,
"Confine mouse coursor to window");
"Confine mouse cursor to window");
cconfig_util_set_int(
config,

View File

@@ -11,3 +11,8 @@ src_ddrhook-util := \
guid.c \
misc.c \
monitor.c \
extio.c \
_com4.c \
usbmem.c \
spike.c \
p3io.c \

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