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165 Commits
5.40 ... 5.48

Author SHA1 Message Date
icex2
e1008576ce chore: Update changelog for release 2024-01-31 21:52:05 +01:00
icex2
f41cdba8b8 chore: Bump version to 5.48 to start next development cycle 2024-01-31 21:42:14 +01:00
ahnada
1379c1e11b New filename (without version string) for the new save files 2024-01-31 21:40:22 +01:00
ahnada
d1525a98dd Mapper serialization versioning
Add a "BTMD" FOURCC + version in the beginning of the mapper data file.
Is backwards compatible with the current data format.
2024-01-31 21:40:22 +01:00
ahnada
329d6a80a3 Properly save/load the new analog invert option 2024-01-31 21:40:22 +01:00
ahnada
f37f216c69 Add invert analog input option 2024-01-31 21:40:22 +01:00
icex2
bdf493d2fb chore: Update changelog for 5.47 release 2024-01-29 22:08:28 +01:00
icex2
bec007d52a fix(p3ioemu): Incorrect dispatching of unknown p3io commands
Using ddrhook1, this caused DDR X to crash on startup when the
P3io client sends the currently unknown command 2B. Handling it
with the incorrect p3io command struct, any following reading
attempts from the P3IO by the game fail.

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Update outdated references and improve some phrasing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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

One questionable thing I am not confident about is the `texture_usage_fix` hack flag I added in the conf. As the comment says, pop'n music 16 will work in Windows XP without the flag being set, but the game will immediately crash on later OSes without the flag being set in my experience. No other games had this issue in my experience. Enabling it in other games doesn't seem to have any negative effects.
2022-06-10 22:46:59 +00:00
icex2
6e06685551 Bump version to 5.41 for next development cycle 2022-06-07 20:20:30 +02:00
459 changed files with 19863 additions and 2696 deletions

View File

@@ -1,17 +1,24 @@
# Bug report
## Summary
<!--- Provide a general summary of the issue in the Title above -->
## Expected behavior
<!--- Tell us what should happen -->
## Current behavior
<!--- Tell us what happens instead of the expected behavior -->
## Detailed Description
<!--- Provide a detailed description of the issue. Include links to screenshots or videos if
necessary -->
## Steps to reproduce
<!-- Try running the game with a default configuration as well. If that also causes issues, please point that out here in the report. This might speed up the debugging process.-->
<!--- Provide a detailed step by step description how to reproduce this issue -->
@@ -21,17 +28,23 @@ necessary -->
4.
## Possible solution
<!--- Not obligatory, but suggest a fix/reason for the bug, -->
## Context (Environment)
### Bemanitools version(s) affected
* <!--- Add one or multiple versions as a bullet list -->
### Game(s) and version(s) affected
* <!--- Add one or multiple game versions as a bullet list -->
### Log output
See attachment.
<!---
Provide FULL log output, e.g. inject.log or launcher.log. Please do not guess which things
are relevant or not. Without knowing, you might leave out things that are relevant for the developers. You have to enable log output explicitly if not done already.
@@ -50,7 +63,9 @@ Use the search and replace feature of any kind of text editor.
-->
### Configuration files
See attachment.
<!--- Provide any configuration files that you used, e.g. iidxhook-XX.conf. This file is located in
the same directory as launcher.exe or inject.exe.
@@ -66,17 +81,21 @@ Use the search and replace feature of any kind of text editor.
-->
### Command line arguments
<!--- Provide how you run the game from the command line, e.g. which gamestart.bat you used and any
additional arguments that you provided to it. Also provide the contents of the gamestart.bat you
used if you altered it. -->
### APIs used
* <!--- List all APIs you used as a bullet list, e.g. iidxio-keyboard, eamio-keyboard -->
### OS version
<!--- Provide the version of Windows you used with whatever update/build identifier -->
### Hardware specs
* CPU: <!--- Insert, e.g. Core i7 2600k 3.20ghz -->
* RAM: <!--- Insert, e.g. 16 GB -->
* GPU: <!--- Insert, e.g. Nvidia GeForce GTX 970, 4GB -->

View File

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

View File

@@ -1,23 +1,31 @@
# Pull request
## Summary
<!--- Provide a general summary of your changes in the Title above -->
## Description
<!--- Describe your changes in detail -->
## Related Issue
<!--- This project only accepts pull requests related to open issues -->
<!--- If suggesting a new feature or change, please discuss it in an issue first -->
<!--- If fixing a bug, there should be an issue describing it with steps to reproduce -->
<!--- Please link to the issue here: -->
## How Has This Been Tested?
<!--- Please describe in detail how you tested your changes. -->
<!--- Include details of your testing environment, and the tests you ran to -->
<!--- see how your change affects other areas of the code, etc. -->
## Checklist
<!-- Make sure you covered all items, which apply, of the checklist below. -->
<!-- Strikethrough items that do not apply and provide a brief description why. -->
* [ ] Implemented (unit) test(s) which prove that the introduced changes are working as expected.
* Tested with the following games:
* [ ] ... <!-- insert game name 1-->

39
.github/workflows/build-master.yaml vendored Normal file
View File

@@ -0,0 +1,39 @@
name: "Build bemanitools"
on:
push:
branches:
- master
jobs:
build:
runs-on: "ubuntu-22.04"
steps:
- name: "Checkout repository"
uses: "actions/checkout@v2"
- name: "Install prerequisites"
run: |
sudo apt-get update
sudo apt-get install -y runc containerd docker.io
- name: "Build"
run: |
make build-docker
# Do some unpacking of the dist zip. Artifact upload repackages stuff
- name: "Prepare artifact package"
run: |
mkdir artifact
cd artifact
unzip ../build/bemanitools.zip
cd ..
- name: "Upload artifact"
uses: "actions/upload-artifact@v2"
with:
name: bemanitools-${{ github.sha }}
retention-days: 90
if-no-files-found: "error"
path: |
artifact/**

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

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

3
.gitignore vendored
View File

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

View File

@@ -1,136 +0,0 @@
#
# This pipeline requires packages to be switched on under the repository settings. Otherwise, you will 403s when
# uploading to the package repo is triggered.
#
# Variables to setup in GitLab CI/CD settings of the project
#
# The variables with BASE64 postfixes need to contain the base64 encoded data. Otherwise, masking
# in GitLab won't work due to not matching their pre-defined regex
#
# CI_PIGSTALL_DATA_PREFIX_BASE64
# CI_PIGSTALL_LINK_BASE64
# CI_PIGSTALL_PHP_SESSION_ID
# CI_PIGSTALL_SESSION_BASE64
#
# CI_TOOLS_UPLOAD_KEY
# CI_TOOLS_UPLOAD_URL
# CI_TOOLS_URL
image: docker:stable
variables:
DOCKER_TLS_CERTDIR: "/certs"
DIST_PACKAGE_RELATIVE_PATH: "build/docker/bemanitools.zip"
PACKAGE_REGISTRY_URL: "${CI_API_V4_URL}/projects/${CI_PROJECT_ID}/packages/generic/bemanitools"
services:
- docker:19.03.8-dind
stages:
- build
- upload
- release
build:
stage: build
only:
refs:
- master
- tags
before_script:
- apk update && apk add make > /dev/null
script:
- make build-docker
artifacts:
paths:
- build
expire_in: 1 week
upload-package-registry:
stage: upload
image: curlimages/curl:latest
only:
refs:
- master
- tags
dependencies:
- build
script:
- |
if [ "${CI_COMMIT_TAG}" ]; then
version="${CI_COMMIT_TAG}"
else
version="${CI_COMMIT_SHORT_SHA}"
fi
- |
curl \
--silent \
--fail \
--show-error \
--header "JOB-TOKEN: ${CI_JOB_TOKEN}" \
--upload-file "${DIST_PACKAGE_RELATIVE_PATH}" \
$PACKAGE_REGISTRY_URL/${version}/bemanitools.zip
upload-tools-page:
stage: upload
image: curlimages/curl:latest
only:
refs:
- tags
dependencies:
- build
script:
- |
curl \
--silent \
--fail \
--show-error \
--connect-timeout 5 \
--max-time 10 \
--retry 5 \
-F "key=${CI_TOOLS_UPLOAD_KEY}" \
-F "filename=${CI_PROJECT_NAME}-v${CI_COMMIT_TAG}.zip" \
-F "file=@${DIST_PACKAGE_RELATIVE_PATH}" \
${CI_TOOLS_UPLOAD_URL}
release-gitlab:
stage: release
image: registry.gitlab.com/gitlab-org/release-cli:v0.8.0
only:
refs:
- tags
script:
- version="$CI_COMMIT_TAG"
- release_message="$(scripts/ci/create-release-message.sh "${version}" < CHANGELOG.md)"
- |
release-cli create \
--name "bemanitools ${version}" \
--description="${release_message}" \
--tag-name ${version} \
--assets-link "{\"name\":\"Distribution binaries\",\"url\":\"${PACKAGE_REGISTRY_URL}/${version}/bemanitools.zip\"}"
release-pigstall:
stage: release
image: curlimages/curl:latest
only:
refs:
- tags
script:
- version="${CI_COMMIT_TAG}"
- changelog_excerpt="$(scripts/ci/create-release-message.sh "${version}" < CHANGELOG.md)"
- release_message="$(printf "bemanitools ${version} released\n${CI_TOOLS_URL}/bemanitools-v${version}.zip\n${changelog_excerpt}")"
- session="$(echo "$CI_PIGSTALL_SESSION_BASE64" | base64 -d)"
- data_prefix="$(echo "$CI_PIGSTALL_DATA_PREFIX_BASE64" | base64 -d)"
- link="$(echo "$CI_PIGSTALL_LINK_BASE64" | base64 -d)"
- |
curl \
--silent \
--fail \
--connect-timeout 5 \
--max-time 10 \
--retry 5 \
--show-error \
-H 'Content-Type: application/x-www-form-urlencoded' \
-H "Cookie: PHPSESSID=$CI_PIGSTALL_PHP_SESSION_ID; session=${session}" \
--data-raw "${data_prefix}&body=${release_message}" \
"${link}"

View File

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

View File

@@ -2,6 +2,90 @@
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.
## 5.48
### Features
* feat(config): Add invert analog input option. Remark: The old configuration file format is
upgraded but downgrading is not possible anymore. The new saves are using a new filename
and it doesn't delete the old files, see `C:\Users\<YOUR_USERNAME>\AppData\Roaming\DJHACKERS`
### Fixes
## 5.47
### Features
N/A
### Fixes
* fix(ddr/p3ioemu): Handle unknown 2B command to fix DDR X IO errors
* fix(ddr/p3io): Crash on all supported DDR games due to incorrect p3io message size validation
* fix(geninput): Sony DualShock 4 not working
## 5.46
### Features
* feat(ddrio): Wrapper/shim library to drive another ddrio in a dedicated IO thread. Improves performance for highly IO
bound ddrio implementations, e.g. ddrio-p3io
* feat(iidxiotest): bi2a-iidx support
### Fixes
* fix(jb03/04): Missing XML in gamestart script
* fix(jbhook1): Rotate error message box when screen is rotated
* fix(jbhook1): Improve/fix automatic config/nvram fs initialization
## 5.45
### Features
* feat(iidx 30): Added support
* feat(ddr): Add ddrio implementation with P3IO driver backend
* feat(ddr): Add p3io-ddr-tool for testing/debugging real P3IO devices with EXTIO
* feat(ddr): Add testing tool for real EXTIO devices
* feat(ddr): Add extio driver
* feat(ddr): Add p3io driver
* feat(iidx 20-26): New/fixed gfx up-/downscaling feature, old one was broken
* feat(ddr): Vigem driver for ddrio
* feat(iidx 25-30): The user can now set a custom camera device override of "SKIP" to leave that camera unassigned
### Fixes
* fix(iidx 09/10): Fix stretched BGAs on 1st and 3rd style videos
## 5.44
### Features
* feat(doc): ezusb dev journal entry, 10th style ezusb boot up and security setup
* feat(iidx 09/10): ezusb API call monitoring module and configuration flag
* feat(iidx 19): Add back btools monitor check for iidxhook5
* feat(iidx 9-19): Add configurable settings path hook. Redirect settings paths, i.e. `d/`, `e/` and
`f/` drive "folders" to an arbitrary path on any partition, e.g. writable partition
* feat(iidx 9/10): Improve commandline script for irbeat-patch 09 and 10, add interactive mode
### Fixes
* fix(iidx 10): SQ-INIT error caused by incorrect security configuration
* fix(iidx 9-24): Wire up coin input in ezusb1/2 IO emulation layer
* fix(pnm 15-18): Fix IO buffer inconsistency causing random input misfiring
* fix(jb 1-8): Fix IO buffer inconsistency causing random input misfiring
* fix(iidx 9-24): Fix IO buffer inconsistency causing random input misfiring
* fix(iidx 19): imagefs override strategy with local file redir. Required to enable monitor-check
on all chart files
* fix(iidx 9-19): Code synchronization issue causing deadlock resulting in game hang/stuck on boot
* fix(iidx 9-19): Fix broken settings path handling with mixed / and \
* fix(iidx 27): Align disabled cam connection config defaults with 28/29
* fix(inject): Fix missing forwarding of exit code
* fix(inject): Getting stuck when game exits cleanly due to locked up debugger thread.
* fix(iidx 18/19 CN): gamestart.bat creating dev/nvram and dev/raw folders
## 5.43
* iidx29: (Officially) support IIDX CASTHOUR
* Code structure maintenance
* Various documentation improvements
## 5.42
* Bugfix: Fix diagonal texture tearing on IIDX 18 and 19 based games
* Feature: Add support for IIDX Resort Anthem CN using iidxhook4-cn
* Feature/bugfix: Enable "nvidia fix" for iidxhook4, 5 and 5-cn. Should fix crashing on some/all
nvidia cards
* Various minor fixes
## 5.41
* Feature: Support pop'n music 15-18 using popnhook1
* Feature: Support IIDX tricoro CN using iidxhook5-cn
* Various documentation improvements
## 5.40
* Feature: Support DDR X and X2 US/EU using ddrhook1 including memory card emulation
* Fix: sdvxhook2 crashing on some OS versions

View File

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

View File

@@ -14,7 +14,7 @@ BUILDDIR ?= build
builddir_docker := $(BUILDDIR)/docker
docker_container_name := "bemanitools-build"
docker_image_name := "bemanitools:build"
docker_image_name := "bemanitools-build:latest"
depdir := $(BUILDDIR)/dep
objdir := $(BUILDDIR)/obj
@@ -37,6 +37,8 @@ ldflags := -Wl,--gc-sections -static-libgcc
all: build
FORCE:
.PHONY: \
build-docker \
clean \
@@ -44,7 +46,8 @@ code-format \
print-building \
print-release \
run-tests \
version
version \
FORCE
release: \
print-release \
@@ -69,7 +72,7 @@ clean:
code-format:
$(V)echo "Applying clang-format..."
$(V)find src/ -name '*.c' -o -name '*.h' | xargs clang-format -i -style=file
$(V)find src/main src/test -name '*.c' -o -name '*.h' | xargs clang-format -i -style=file
run-tests:
$(V)echo "Running tests..."
@@ -81,13 +84,21 @@ version:
build-docker:
$(V)docker rm -f $(docker_container_name) 2> /dev/null || true
$(V)docker build -t $(docker_image_name) -f Dockerfile .
$(V)docker create --name $(docker_container_name) $(docker_image_name)
$(V)rm -rf $(builddir_docker)
$(V)mkdir -p $(builddir_docker)
$(V)docker cp $(docker_container_name):/bemanitools/build $(builddir_docker)
$(V)mv $(builddir_docker)/build/* $(builddir_docker)
$(V)rm -r $(builddir_docker)/build
$(V)docker \
build \
-t $(docker_image_name) \
-f Dockerfile \
.
$(V)docker \
run \
--volume $(shell pwd):/bemanitools \
--name $(docker_container_name) \
$(docker_image_name)
clean-docker:
$(V)docker rm -f $(docker_container_name) || true
$(V)docker image rm -f $(docker_image_name) || true
$(V)rm -rf $(BUILDDIR)
#
# Pull in module definitions
@@ -185,6 +196,8 @@ $$(depdir_$1_$2_$3):
$$(objdir_$1_$2_$3):
$(V)mkdir -p $$@
$$(volatile_$3:%.c=$$(objdir_$1_$2_$3)/%.o): FORCE
$$(objdir_$1_$2_$3)/%.o: $$(srcdir_$3)/%.c \
| $$(depdir_$1_$2_$3) $$(objdir_$1_$2_$3)
$(V)echo ... $$@

123
Module.mk
View File

@@ -21,12 +21,19 @@
#
# 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 2: jubeat Knit
# 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
@@ -50,6 +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)
#
@@ -91,18 +99,26 @@ include src/main/bstio/Module.mk
include src/main/camhook/Module.mk
include src/main/cconfig/Module.mk
include src/main/config/Module.mk
include src/main/d3d9-util/Module.mk
include src/main/d3d9exhook/Module.mk
include src/main/ddrhook-util/Module.mk
include src/main/ddrhook1/Module.mk
include src/main/ddrhook2/Module.mk
include src/main/ddrio-async/Module.mk
include src/main/ddrio-p3io/Module.mk
include src/main/ddrio-mm/Module.mk
include src/main/ddrio-smx/Module.mk
include src/main/ddriotest/Module.mk
include src/main/ddrio/Module.mk
include src/main/dinput/Module.mk
include src/main/eamio-icca/Module.mk
include src/main/eamio/Module.mk
include src/main/eamiotest/Module.mk
include src/main/extio/Module.mk
include src/main/extiodrv/Module.mk
include src/main/extiotest/Module.mk
include src/main/ezusb-emu/Module.mk
include src/main/ezusb-iidx-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
@@ -113,6 +129,8 @@ 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
@@ -122,12 +140,15 @@ include src/main/iidx-bio2-exit-hook/Module.mk
include src/main/iidx-ezusb-exit-hook/Module.mk
include src/main/iidx-ezusb2-exit-hook/Module.mk
include src/main/iidx-irbeat-patch/Module.mk
include src/main/iidxhook-d3d9/Module.mk
include src/main/iidxhook-util/Module.mk
include src/main/iidxhook1/Module.mk
include src/main/iidxhook2/Module.mk
include src/main/iidxhook3/Module.mk
include src/main/iidxhook4/Module.mk
include src/main/iidxhook4-cn/Module.mk
include src/main/iidxhook5/Module.mk
include src/main/iidxhook5-cn/Module.mk
include src/main/iidxhook6/Module.mk
include src/main/iidxhook7/Module.mk
include src/main/iidxhook8/Module.mk
@@ -151,9 +172,14 @@ include src/main/launcher/Module.mk
include src/main/mempatch-hook/Module.mk
include src/main/mm/Module.mk
include src/main/p3io/Module.mk
include src/main/p3iodrv/Module.mk
include src/main/p3ioemu/Module.mk
include src/main/p3io-ddr-tool/Module.mk
include src/main/p4iodrv/Module.mk
include src/main/p4ioemu/Module.mk
include src/main/popnhook-util/Module.mk
include src/main/popnhook1/Module.mk
include src/main/popnio/Module.mk
include src/main/pcbidgen/Module.mk
include src/main/sdvxhook/Module.mk
include src/main/sdvxhook2-cn/Module.mk
@@ -167,6 +193,7 @@ include src/main/util/Module.mk
include src/main/vefxio/Module.mk
include src/main/vigem-iidxio/Module.mk
include src/main/vigem-sdvxio/Module.mk
include src/main/vigem-ddrio/Module.mk
include src/main/vigemstub/Module.mk
include src/test/cconfig/Module.mk
@@ -188,6 +215,7 @@ $(zipdir)/:
$(zipdir)/tools.zip: \
build/bin/indep-32/aciotest.exe \
build/bin/indep-32/ddriotest.exe \
build/bin/indep-32/eamiotest.exe \
build/bin/indep-32/ezusb-iidx-fpga-flash.exe \
build/bin/indep-32/ezusb-iidx-sram-flash.exe \
@@ -209,6 +237,7 @@ $(zipdir)/tools.zip: \
$(zipdir)/tools-x64.zip: \
build/bin/indep-64/aciotest.exe \
build/bin/indep-64/ddriotest.exe \
build/bin/indep-64/eamiotest.exe \
build/bin/indep-64/iidxiotest.exe \
build/bin/indep-64/iidx-bio2-exit-hook.dll \
@@ -299,6 +328,21 @@ $(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 \
@@ -331,6 +375,21 @@ $(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 \
@@ -371,7 +430,7 @@ $(zipdir)/iidx-25-to-26.zip: \
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/iidx-27-to-28.zip: \
$(zipdir)/iidx-27-to-30.zip: \
build/bin/avs2_1700-64/iidxhook9.dll \
build/bin/avs2_1700-64/launcher.exe \
build/bin/indep-64/config.exe \
@@ -382,8 +441,12 @@ $(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/gamestart-30.bat \
dist/iidx/iidxhook-27.conf \
dist/iidx/iidxhook-28.conf \
dist/iidx/iidxhook-29.conf \
dist/iidx/iidxhook-30.conf \
dist/iidx/vefx.txt \
| $(zipdir)/
$(V)echo ... $@
@@ -643,8 +706,6 @@ $(zipdir)/ddr-14-to-16.zip: \
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 \
@@ -661,8 +722,6 @@ $(zipdir)/ddr-16-x64.zip: \
build/bin/avs2_1603-64/unicorntail.dll \
build/bin/indep-64/config.exe \
build/bin/indep-64/ddrio.dll \
build/bin/indep-64/ddrio-mm.dll \
build/bin/indep-64/ddrio-smx.dll \
build/bin/indep-64/eamio.dll \
build/bin/indep-64/geninput.dll \
dist/ddr/config.bat \
@@ -671,6 +730,30 @@ $(zipdir)/ddr-16-x64.zip: \
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/ddr-hwio-x86.zip: \
build/bin/indep-32/ddrio-async.dll \
build/bin/indep-32/ddrio-p3io.dll \
build/bin/indep-32/ddrio-mm.dll \
build/bin/indep-32/ddrio-smx.dll \
build/bin/indep-32/extiotest.exe \
build/bin/indep-32/p3io-ddr-tool.exe \
build/bin/indep-32/vigem-ddrio.exe \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/ddr-hwio-x64.zip: \
build/bin/indep-64/ddrio-async.dll \
build/bin/indep-64/ddrio-p3io.dll \
build/bin/indep-64/ddrio-mm.dll \
build/bin/indep-64/ddrio-smx.dll \
build/bin/indep-64/extiotest.exe \
build/bin/indep-64/p3io-ddr-tool.exe \
build/bin/indep-64/vigem-ddrio.exe \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -j $@ $^
$(zipdir)/bst.zip: \
build/bin/avs2_1603-64/bsthook.dll \
build/bin/avs2_1603-64/launcher.exe \
@@ -685,6 +768,27 @@ $(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)/
@@ -725,16 +829,20 @@ $(BUILDDIR)/bemanitools.zip: \
$(zipdir)/ddr-13.zip \
$(zipdir)/ddr-14-to-16.zip \
$(zipdir)/ddr-16-x64.zip \
$(zipdir)/ddr-hwio-x86.zip \
$(zipdir)/ddr-hwio-x64.zip \
$(zipdir)/doc.zip \
$(zipdir)/iidx-09-to-12.zip \
$(zipdir)/iidx-13.zip \
$(zipdir)/iidx-14-to-17.zip \
$(zipdir)/iidx-18.zip \
$(zipdir)/iidx-18-cn.zip \
$(zipdir)/iidx-19.zip \
$(zipdir)/iidx-20.zip \
$(zipdir)/iidx-20-cn.zip \
$(zipdir)/iidx-21-to-24.zip \
$(zipdir)/iidx-25-to-26.zip \
$(zipdir)/iidx-27-to-28.zip \
$(zipdir)/iidx-27-to-30.zip \
$(zipdir)/iidx-hwio-x86.zip \
$(zipdir)/iidx-hwio-x64.zip \
$(zipdir)/jb-01.zip \
@@ -744,6 +852,7 @@ $(BUILDDIR)/bemanitools.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-to-06.zip \
$(zipdir)/sdvx-05-cn.zip \

102
README.md
View File

@@ -1,11 +1,10 @@
# 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: 5.40
Version: `5.48`
[Release history](CHANGELOG.md)
[Changelog](CHANGELOG.md)
A collection of tools to run [various Bemani arcade games](#list-of-supported-games).
A collection of tools to run [various Bemani arcade games](#supported-games).
Bemanitools 5 (BT5) is the successor to Bemanitools 4 which introduces a big code cleanup and support for newer games.
BT5 uses a cleaner approach than BT4 did; specifically, all input and lighting is handled by emulating the protocols
@@ -51,6 +50,7 @@ The following games are supported with their corresponding hook-libraries.
* 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)
@@ -58,8 +58,10 @@ The following games are supported with their corresponding hook-libraries.
* Beatmania IIDX 24 SINOBUZ (`iidx-21-to-24.zip`): [iidxhook7](doc/iidxhook/iidxhook7.md)
* Beatmania IIDX 25 CANNON BALLERS (`iidx-25-to-26.zip`): [iidxhook8](doc/iidxhook/iidxhook8.md)
* Beatmania IIDX 26 Rootage (`iidx-25-to-26.zip`): [iidxhook8](doc/iidxhook/iidxhook8.md)
* Beatmania IIDX 27 Heroic Verse (`iidx-27-to-28.zip`): [iidxhook9](doc/iidxhook/iidxhook9.md)
* Beatmania IIDX 28 BISTROVER (`iidx-27-to-28.zip`): [iidxhook9](doc/iidxhook/iidxhook9.md)
* Beatmania IIDX 27 Heroic Verse (`iidx-27-to-30.zip`): [iidxhook9](doc/iidxhook/iidxhook9.md)
* Beatmania IIDX 28 BISTROVER (`iidx-27-to-30.zip`): [iidxhook9](doc/iidxhook/iidxhook9.md)
* Beatmania IIDX 29 CASTHOUR (`iidx-27-to-30.zip`): [iidxhook9](doc/iidxhook/iidxhook9.md)
* Beatmania IIDX 30 RESIDENT (`iidx-27-to-30.zip`): [iidxhook9](doc/iidxhook/iidxhook9.md)
* [jubeat](doc/jbhook/README.md)
* jubeat (`jb-01.zip`): [jbhook1](doc/jbhook/jbhook1.md)
* jubeat ripples (`jb-02.zip`): [jbhook1](doc/jbhook/jbhook1.md)
@@ -70,6 +72,11 @@ The following games are supported with their corresponding hook-libraries.
* jubeat qubell (`jb-05-to-07.zip`): [jbhook3](doc/jbhook/jbhook3.md)
* jubeat clan (`jb-08.zip`): [jbhook3](doc/jbhook/jbhook3.md)
* jubeat festo (`jb-08.zip`): [jbhook3](doc/jbhook/jbhook3.md)
* [pop'n music](doc/popnhook/README.md)
* pop'n music 15 ADVENTURE (`popn-15-to-18.zip`) using [popnhook1](doc/popnhook/popnhook1.md)
* pop'n music 16 PARTY♪ (`popn-15-to-18.zip`) using [popnhook1](doc/popnhook/popnhook1.md)
* pop'n music 17 THE MOVIE (`popn-15-to-18.zip`) using [popnhook1](doc/popnhook/popnhook1.md)
* pop'n music 18 せんごく列伝 (`popn-15-to-18.zip`) using [popnhook1](doc/popnhook/popnhook1.md)
* SOUND VOLTEX
* SOUND VOLTEX BOOTH (`sdvx-01-to-04.zip`): sdvxhook
* SOUND VOLTEX II -infinite infection- (`sdvx-01-to-04.zip`): sdvxhook
@@ -78,35 +85,69 @@ The following games are supported with their corresponding hook-libraries.
* SOUND VOLTEX Vivid Wave (`sdvx-05-to-06`): sdvxhook2
* SOUND VOLTEX EXCEED GEAR (`sdvx-05-to-06`): sdvxhook2
## ViGEm clients: Expose BT5 APIs as XBOX game controllers
Play your favorite non-bemani arcade games with any hardware, e.g. real cabinet hardware, that
implements BT5 APIs.
## Auxiliary tooling
* Bootstrapping
* [inject](doc/inject.md): Inject arbitrary hooking libraries into a target application process.
* [launcher](doc/launcher.md): Bootstrap Konami's AVS environment and launch a target application with arbitrary
injected hooking libraries.
* Beatmnia IIDX Ezusb IO board
* [ezusb-iidx-fpga-flash](doc/tools/ezusb-iidx-fpga-flash.md): Flash a binary blob with FPGA firmware to a target
ezusb FX IO board
* [ezusb-iidx-sram-flash](doc/tools/ezusb-iidx-sram-flash.md): Flash a binary blob with SRAM contents to a target
ezusb FX2 IO board
* Exit hooks: Exit the game with a button combination using native cabinet inputs
* [iidx-ezusb-exit-hook](doc/tools/iidx-ezusb-exit-hook.md): For IIDX with ezusb IO
* [iidx-bio2-exit-hook](doc/tools/iidx-bio2-exit-hook.md): For IIDX with BIO2 IO
* [iidx-ezusb2-exit-hook](doc/tools/iidx-ezusb-exit-hook.md): For IIDX with ezusb FX2 IO
* Bemanitools API testing: Tools for testing bemanitools API implementations
* [ddriotest](doc/tools/ddriotest.md): For [ddrio API](doc/api.md#io-boards)
* [eamiotest](doc/tools/eamiotest.md): For [eamio API](doc/api.md#eamuse-readers)
* [iidxiotest](doc/tools/iidxiotest.md): For [iidxio API](doc/api.md#io-boards)
* [jbiotest](doc/tools/jbiotest.md): For [jbio API](doc/api.md#io-boards)
* DDR IO testing: Tools for testing hardware of a real DDR cabinet
* [p3io-ddr-tool](doc/tools/p3io-ddr-tool.md)
* [extiotest](doc/tools/extiotest.md)
* [aciotest](doc/tools/aciotest.md): Command line tool to quickly test ACIO devices
* config: UI input/output configuration tool when using the default bemanitools API (geninput)
* ir-beat-patch-9/10: Patch the IR beat phase on IIDX 9 and 10
* [mempatch-hook](doc/tools/mempatch-hook.md): Patch raw memory locations in the target process based on the provided
configuration
* [pcbidgen](doc/tools/pcbidgen.md): Konami PCBID generator tool
* [ViGEm clients](doc/vigem/README.md): Expose BT5 APIs as XBOX game controllers to play any games with real cabinet
hardware.
See the dedicated [readme](doc/vigem/README.md) for details.
## Pre-requisites
## Supported platforms
### Supported platforms
Our main platforms are currently Windows XP and Windows 7 which are also the target platforms on the original hardware
of those games. However, as it gets more difficult to get and maintain hardware comptible with Windows XP, this might
change in the future. Many games also run on very recent Windows 10 builds but bear with us that it's hard to keep up
with Windows updates breaking legacy software.
## Distribution contents
Check the [list of supported games](#list-of-supported-games) to grab the right files for your game. BT5 also includes
### Distribution contents
Check the [list of supported games](#supported-games) to grab the right files for your game. BT5 also includes
a *tools* subpackage (tools.zip) as well as the full source code (src.zip).
You will find *.md files in various sub-packages that give you further instructions for setup, usage, error information
or FAQ. We advice you to read them as your questions and concerns might already be answered by them. If not, let us
know if there is any information that you consider helpful or important to know and should be added.
## Setup and dependencies
### Setup and dependencies
Most (older generation) games were developed for Windows XP Embedded but should run fine on any
consumer version of Windows XP. Newer versions of Windows, e.g. Windows 7, 8 and 10, should be fine
as well. Some hooks also include fixes required to run the games on a more recent version.
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-supplement](https://www.github.com/djhackersdev/bemanitools-supplement/)
for files.
## Development
### Building
@@ -120,32 +161,7 @@ important aspects you should know before you get started with development.
Please refer to the [API documentation](doc/api.md).
## Release process
Steps for the release process:
1. Update the corresponding section in the [changelog](CHANGELOG.md) with bullet points reflecting
major features merged into master since the previous release
1. Make sure you have the latest `master` state pulled to your local copy
1. Tag the release with the next release number which also be found at the
[top of the readme](#bemanitools-5) as it always reflects the current version beinged worked on
on the `master` branch , e.g. 5.35: `git tag 5.35`
1. Push the tag to upstream: `git push origin 5.35`
1. The [build pipeline](https://dev.s-ul.net/djhackers/bemanitools/-/pipelines) should start
automatically once the tag is pushed including the steps `build` and `upload-release`
1. Once completed successfully, the release is uploaded
1. Take the changelog of the published version and notify the pigs in the stall about it:
1. New post in thread
```
<insert version here> released: <direct link to published version>
Changelog:
<paste changelog here>
```
1. Update the OP title by bumping the version number in it
1. Update the OP post by extending it accordingly (see previous entries)
1. Bump the version number at the [top of this readme](#bemanitools-5) and add a new empty section
in the [changelog](CHANGELOG.md) with the new version number as title. Commit changes and push to
`master` branch
1. Continue developing and merging MRs until you decide its time for another release
Please refer to the [dedicated documentation](doc/release-process.md).
## License
Source code license is the Unlicense; you are permitted to do with this as thou wilt. For details, please refer to the

17
dist/iidx/gamestart-18-cn.bat vendored Normal file
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@@ -0,0 +1,17 @@
@echo off
cd /d %~dp0
if not exist d mkdir d
if not exist e mkdir e
if not exist f mkdir f
if not exist e\avs_conf mkdir e\avs_conf
if not exist e\avs_conf\CONF mkdir e\avs_conf\CONF
if not exist e\avs_conf\CONF\NVRAM mkdir e\avs_conf\CONF\NVRAM
if not exist e\avs_conf\CONF\RAW mkdir e\avs_conf\CONF\RAW
if not exist dev\nvram mkdir dev\nvram
if not exist dev\raw mkdir dev\raw
inject iidxhook4-cn.dll bm2dx.exe -D --config iidxhook-18-cn.conf %*

17
dist/iidx/gamestart-20-cn.bat vendored Normal file
View File

@@ -0,0 +1,17 @@
@echo off
cd /d %~dp0
if not exist d mkdir d
if not exist e mkdir e
if not exist f mkdir f
if not exist e\avs_conf mkdir e\avs_conf
if not exist e\avs_conf\CONF mkdir e\avs_conf\CONF
if not exist e\avs_conf\CONF\NVRAM mkdir e\avs_conf\CONF\NVRAM
if not exist e\avs_conf\CONF\RAW mkdir e\avs_conf\CONF\RAW
if not exist dev\nvram mkdir dev\nvram
if not exist dev\raw mkdir dev\raw
inject iidxhook5-cn.dll bm2dx.exe -D --config iidxhook-20-cn.conf %*

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 %*

16
dist/iidx/gamestart-30.bat vendored Normal file
View File

@@ -0,0 +1,16 @@
@echo off
cd /d %~dp0
if not exist dev mkdir dev
if not exist dev\e mkdir dev\e
if not exist dev\g mkdir dev\g
if not exist dev\nvram mkdir dev\nvram
if not exist dev\raw mkdir dev\raw
if not exist dev\raw\log mkdir dev\raw\log
if not exist dev\raw\fscache mkdir dev\raw\fscache
for /R prop\defaults %%D in (*.*) do (
if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram
)
modules\launcher -H 134217728 -B iidxhook9.dll bm2dx.dll --config iidxhook-30.conf %*

View File

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

View File

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

View File

@@ -10,7 +10,7 @@ eamuse.pcbid=0101020304050607086F
# EAMID
eamuse.eamid=0101020304050607086F
# Fix stretched BG videos on newer GPUs. Might appear on Red and newer
# Fix stretched BG videos on newer GPUs. Might appear on SIRIUS and older. On 9th and 10th style this issue may only affect older BGAs (from 1st-3rd style)
gfx.bgvideo_uv_fix=false
# Run the game in a framed window (requires windowed option)
@@ -46,17 +46,26 @@ gfx.forced_refresh_rate=-1
# D3D9 device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter
gfx.device_adapter=-1
# Enable monitoring of ezusb.dll calls by logging call traces. Only works on 9th and 10th style!
ezusb.api_call_monitoring=false
# Set the type of ezusb IO board. 0 = C02, 1 = D01. Note: Impacts security settings!
ezusb.io_board_type=0
# Disable operator clock setting system clock time
misc.disable_clock_set=false
# Stub calls to rteffect.dll (10th to DistorteD)
misc.rteffect_stub=false
# Path to store the settings, e.g. bookkeeping, operator settings. d:, e: and f: drive configuration/settings data
misc.settings_path=.\
# Security boot version (e.g. GEC02).
sec.boot_version=GEC02
# Security boot seeds for ezusb, format: X:X:X where X is a number of 0-9 (e.g. 0:0:0).
sec.boot_seeds=0:0:0
# Security black plug mcode id string (e.g. GQC02JAA).
sec.black_plug_mcode=GQC02JAA
# Security black plug mcode id string (e.g. GEC02JAA).
sec.black_plug_mcode=GEC02JAA

View File

@@ -10,7 +10,7 @@ eamuse.pcbid=0101020304050607086F
# EAMID
eamuse.eamid=0101020304050607086F
# Fix stretched BG videos on newer GPUs. Might appear on Red and newer
# Fix stretched BG videos on newer GPUs. Might appear on SIRIUS and older. On 9th and 10th style this issue may only affect older BGAs (from 1st-3rd style)
gfx.bgvideo_uv_fix=false
# Run the game in a framed window (requires windowed option)
@@ -46,12 +46,21 @@ gfx.forced_refresh_rate=-1
# D3D9 device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter
gfx.device_adapter=-1
# Enable monitoring of ezusb.dll calls by logging call traces. Only works on 9th and 10th style!
ezusb.api_call_monitoring=false
# Set the type of ezusb IO board. 0 = C02, 1 = D01. Note: Impacts security settings!
ezusb.io_board_type=1
# Disable operator clock setting system clock time
misc.disable_clock_set=false
# Stub calls to rteffect.dll (10th to DistorteD)
misc.rteffect_stub=false
# Path to store the settings, e.g. bookkeeping, operator settings. d:, e: and f: drive configuration/settings data
misc.settings_path=.\
# Security boot version (e.g. GEC02).
sec.boot_version=GEC02

View File

@@ -10,7 +10,7 @@ eamuse.pcbid=0101020304050607086F
# EAMID
eamuse.eamid=0101020304050607086F
# Fix stretched BG videos on newer GPUs. Might appear on Red and newer
# Fix stretched BG videos on newer GPUs. Might appear on SIRIUS and older. On 9th and 10th style this issue may only affect older BGAs (from 1st-3rd style)
gfx.bgvideo_uv_fix=false
# Run the game in a framed window (requires windowed option)
@@ -46,12 +46,21 @@ gfx.forced_refresh_rate=-1
# D3D9 device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter
gfx.device_adapter=-1
# Enable monitoring of ezusb.dll calls by logging call traces. Only works on 9th and 10th style!
ezusb.api_call_monitoring=false
# Set the type of ezusb IO board. 0 = C02, 1 = D01. Note: Impacts security settings!
ezusb.io_board_type=1
# Disable operator clock setting system clock time
misc.disable_clock_set=false
# Stub calls to rteffect.dll (10th to DistorteD)
misc.rteffect_stub=false
# Path to store the settings, e.g. bookkeeping, operator settings. d:, e: and f: drive configuration/settings data
misc.settings_path=.\
# Security boot version (e.g. GEC02).
sec.boot_version=GEC02

View File

@@ -10,7 +10,7 @@ eamuse.pcbid=0101020304050607086F
# EAMID
eamuse.eamid=0101020304050607086F
# Fix stretched BG videos on newer GPUs. Might appear on Red and newer
# Fix stretched BG videos on newer GPUs. Might appear on SIRIUS and older. On 9th and 10th style this issue may only affect older BGAs (from 1st-3rd style)
gfx.bgvideo_uv_fix=false
# Run the game in a framed window (requires windowed option)
@@ -46,6 +46,12 @@ gfx.forced_refresh_rate=-1
# D3D9 device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter
gfx.device_adapter=-1
# Enable monitoring of ezusb.dll calls by logging call traces. Only works on 9th and 10th style!
ezusb.api_call_monitoring=false
# Set the type of ezusb IO board. 0 = C02, 1 = D01. Note: Impacts security settings!
ezusb.io_board_type=1
# Fix broken 3D background on Happy Sky's music select (if appearing completely white)
misc.happy_sky_ms_bg_fix=false
@@ -55,6 +61,9 @@ misc.disable_clock_set=false
# Stub calls to rteffect.dll (10th to DistorteD)
misc.rteffect_stub=false
# Path to store the settings, e.g. bookkeeping, operator settings. d:, e: and f: drive configuration/settings data
misc.settings_path=.\
# Security boot version (e.g. GEC02).
sec.boot_version=GEC02

View File

@@ -10,7 +10,7 @@ eamuse.pcbid=0101020304050607086F
# EAMID
eamuse.eamid=0101020304050607086F
# Fix stretched BG videos on newer GPUs. Might appear on Red and newer
# Fix stretched BG videos on newer GPUs. Might appear on SIRIUS and older. On 9th and 10th style this issue may only affect older BGAs (from 1st-3rd style)
gfx.bgvideo_uv_fix=false
# Run the game in a framed window (requires windowed option)
@@ -46,6 +46,12 @@ gfx.forced_refresh_rate=-1
# D3D9 device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter
gfx.device_adapter=-1
# Enable monitoring of ezusb.dll calls by logging call traces. Only works on 9th and 10th style!
ezusb.api_call_monitoring=false
# Set the type of ezusb IO board. 0 = C02, 1 = D01. Note: Impacts security settings!
ezusb.io_board_type=1
# Fix broken 3D background on DistorteD's music select (if appearing completely black)
misc.distorted_ms_bg_fix=false
@@ -55,6 +61,9 @@ misc.disable_clock_set=false
# Stub calls to rteffect.dll (10th to DistorteD)
misc.rteffect_stub=false
# Path to store the settings, e.g. bookkeeping, operator settings. d:, e: and f: drive configuration/settings data
misc.settings_path=.\
# Security boot version (e.g. GEC02).
sec.boot_version=GEC02

View File

@@ -7,7 +7,7 @@ eamuse.pcbid=0101020304050607086F
# EAMID
eamuse.eamid=0101020304050607086F
# Fix stretched BG videos on newer GPUs. Might appear on Red and newer
# Fix stretched BG videos on newer GPUs. Might appear on SIRIUS and older. On 9th and 10th style this issue may only affect older BGAs (from 1st-3rd style)
gfx.bgvideo_uv_fix=false
# Run the game in a framed window (requires windowed option)
@@ -46,5 +46,8 @@ gfx.device_adapter=-1
# Disable operator clock setting system clock time
misc.disable_clock_set=false
# Path to store the settings, e.g. bookkeeping, operator settings. d:, e: and f: drive configuration/settings data
misc.settings_path=.\
# Security black plug mcode id string (e.g. GQC02JAA).
sec.black_plug_mcode=GQGLDJAA

View File

@@ -7,7 +7,7 @@ eamuse.pcbid=0101020304050607086F
# EAMID
eamuse.eamid=0101020304050607086F
# Fix stretched BG videos on newer GPUs. Might appear on Red and newer
# Fix stretched BG videos on newer GPUs. Might appear on SIRIUS and older. On 9th and 10th style this issue may only affect older BGAs (from 1st-3rd style)
gfx.bgvideo_uv_fix=false
# Run the game in a framed window (requires windowed option)
@@ -46,5 +46,8 @@ gfx.device_adapter=-1
# Disable operator clock setting system clock time
misc.disable_clock_set=false
# Path to store the settings, e.g. bookkeeping, operator settings. d:, e: and f: drive configuration/settings data
misc.settings_path=.\
# Security black plug mcode id string (e.g. GQC02JAA).
sec.black_plug_mcode=GQHDDJAA

View File

@@ -7,7 +7,7 @@ eamuse.pcbid=0101020304050607086F
# EAMID
eamuse.eamid=0101020304050607086F
# Fix stretched BG videos on newer GPUs. Might appear on Red and newer
# Fix stretched BG videos on newer GPUs. Might appear on SIRIUS and older. On 9th and 10th style this issue may only affect older BGAs (from 1st-3rd style)
gfx.bgvideo_uv_fix=false
# Run the game in a framed window (requires windowed option)
@@ -49,5 +49,8 @@ gfx.device_adapter=-1
# Disable operator clock setting system clock time
misc.disable_clock_set=false
# Path to store the settings, e.g. bookkeeping, operator settings. d:, e: and f: drive configuration/settings data
misc.settings_path=.\
# Security black plug mcode id string (e.g. GQC02JAA).
sec.black_plug_mcode=GQI00JAA

View File

@@ -7,7 +7,7 @@ eamuse.pcbid=0101020304050607086F
# EAMID
eamuse.eamid=0101020304050607086F
# Fix stretched BG videos on newer GPUs. Might appear on Red and newer
# Fix stretched BG videos on newer GPUs. Might appear on SIRIUS and older. On 9th and 10th style this issue may only affect older BGAs (from 1st-3rd style)
gfx.bgvideo_uv_fix=false
# Run the game in a framed window (requires windowed option)
@@ -49,5 +49,8 @@ gfx.device_adapter=-1
# Disable operator clock setting system clock time
misc.disable_clock_set=false
# Path to store the settings, e.g. bookkeeping, operator settings. d:, e: and f: drive configuration/settings data
misc.settings_path=.\
# Security black plug mcode id string (e.g. GQC02JAA).
sec.black_plug_mcode=GCJDJJAA

50
dist/iidx/iidxhook-18-cn.conf vendored Normal file
View File

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

View File

@@ -1,6 +1,3 @@
# Fix stretched BG videos on newer GPUs. Might appear on Red and newer
gfx.bgvideo_uv_fix=false
# Run the game in a framed window (requires windowed option)
gfx.framed=false
@@ -37,8 +34,14 @@ gfx.forced_refresh_rate=-1
# D3D9 device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter
gfx.device_adapter=-1
# Fix diagonal tearing with video cards other than Radeon X1300 and HD3450
gfx.diagonal_tearing_fix=false
# Disable card reader emulation and enable usage of real card reader hardware on COM1 (for games supporting slotted/wavepass readers)
io.disable_card_reader_emu=false
# Disable ezusb IO emulation and enable usage of real ezusb1/2 IO hardware
io.disable_io_emu=false
io.disable_io_emu=false
# Path to store the settings, e.g. bookkeeping, operator settings. d:, e: and f: drive configuration/settings data
misc.settings_path=.\

View File

@@ -1,12 +1,12 @@
# Fix stretched BG videos on newer GPUs. Might appear on Red and newer
gfx.bgvideo_uv_fix=false
# Run the game in a framed window (requires windowed option)
gfx.framed=false
# Software limit the frame rate of the rendering loop in hz, e.g. 60 or 59.95 (0.0 = no software limit)
gfx.frame_rate_limit=0.0
# Enable/disable software monitor check/auto timebase or set a pre-determined refresh value. -1 disables this feature. 0 enables auto detecting the current refresh rate on startup. Setting any positive value > 0 allows you to set a pre-determined refresh rate (e.g. retrieved from the monitor check on newer IIDX games). Either the auto detected value or pre-determined value is used to patch any chart files in-memory to fix song synchronization issues. Requires constant refresh rate!!!
gfx.monitor_check=-1.000000
# Patch the GPU device ID detection (leave empty to disable), format XXXX:YYYY, two 4 digit hex numbers (vid:pid). Examples: 1002:7146 (RV515, Radeon X1300), 1002:95C5 (RV620 LE, Radeon HD3450)
gfx.pci_id=1002:7146
@@ -34,8 +34,14 @@ gfx.forced_refresh_rate=-1
# D3D9 device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter
gfx.device_adapter=-1
# Fix diagonal tearing with video cards other than Radeon X1300 and HD3450
gfx.diagonal_tearing_fix=false
# Disable card reader emulation and enable usage of real card reader hardware on COM1 (for games supporting slotted/wavepass readers)
io.disable_card_reader_emu=false
# Disable ezusb IO emulation and enable usage of real ezusb1/2 IO hardware
io.disable_io_emu=false
io.disable_io_emu=false
# Path to store the settings, e.g. bookkeeping, operator settings. d:, e: and f: drive configuration/settings data
misc.settings_path=.\

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

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

View File

@@ -1,6 +1,3 @@
# Fix stretched BG videos on newer GPUs. Might appear on Red and newer
gfx.bgvideo_uv_fix=false
# Run the game in a framed window (requires windowed option)
gfx.framed=false

View File

@@ -1,6 +1,3 @@
# Fix stretched BG videos on newer GPUs. Might appear on Red and newer
gfx.bgvideo_uv_fix=false
# Run the game in a framed window (requires windowed option)
gfx.framed=false

View File

@@ -1,6 +1,3 @@
# Fix stretched BG videos on newer GPUs. Might appear on Red and newer
gfx.bgvideo_uv_fix=false
# Run the game in a framed window (requires windowed option)
gfx.framed=false

View File

@@ -1,6 +1,3 @@
# Fix stretched BG videos on newer GPUs. Might appear on Red and newer
gfx.bgvideo_uv_fix=false
# Run the game in a framed window (requires windowed option)
gfx.framed=false

View File

@@ -1,6 +1,3 @@
# Fix stretched BG videos on newer GPUs. Might appear on Red and newer
gfx.bgvideo_uv_fix=false
# Run the game in a framed window (requires windowed option)
gfx.framed=false

View File

@@ -1,6 +1,3 @@
# Fix stretched BG videos on newer GPUs. Might appear on Red and newer
gfx.bgvideo_uv_fix=false
# Run the game in a framed window (requires windowed option)
gfx.framed=false
@@ -37,17 +34,23 @@ gfx.device_adapter=-1
# Disables the camera emulation
cam.disable_emu=false
# Override camera device ID 1 detection (copy from device manager, do not escape)
# Disable camera 1. Use, i.e., if you only have one camera and want it to be mapped to camera 2 ingame.
cam.disable_camera1=false
# Disable camera 2. Use, i.e., if you have more than one camera but only want to map camera 1 ingame.
cam.disable_camera2=false
# Override camera device ID 1 detection (copy from device manager, do not escape) Leave blank to automatically detect
cam.device_id1=
# Override camera device ID 2 detection (copy from device manager, do not escape)
# Override camera device ID 2 detection (copy from device manager, do not escape) Leave blank to automatically detect
cam.device_id2=
# Disable card reader emulation and enable usage of real card reader hardware on COM0 (for games supporting slotted readers)
# Disable card reader emulation and enable usage of real card reader hardware on COM1 (for games supporting slotted readers)
io.disable_card_reader_emu=false
# Disable BIO2 emulation and enable usage of real BIO2 hardware
io.disable_bio2_emu=false
# Disables the poll limiter, warning very high CPU usage may arise
io.disable_poll_limiter=false
io.disable_poll_limiter=false

View File

@@ -1,6 +1,3 @@
# Fix stretched BG videos on newer GPUs. Might appear on Red and newer
gfx.bgvideo_uv_fix=false
# Run the game in a framed window (requires windowed option)
gfx.framed=false
@@ -37,17 +34,23 @@ gfx.device_adapter=-1
# Disables the camera emulation
cam.disable_emu=false
# Override camera device ID 1 detection (copy from device manager, do not escape)
# Disable camera 1. Use, i.e., if you only have one camera and want it to be mapped to camera 2 ingame.
cam.disable_camera1=false
# Disable camera 2. Use, i.e., if you have more than one camera but only want to map camera 1 ingame.
cam.disable_camera2=false
# Override camera device ID 1 detection (copy from device manager, do not escape) Leave blank to automatically detect
cam.device_id1=
# Override camera device ID 2 detection (copy from device manager, do not escape)
# Override camera device ID 2 detection (copy from device manager, do not escape) Leave blank to automatically detect
cam.device_id2=
# Disable card reader emulation and enable usage of real card reader hardware on COM0 (for games supporting slotted readers)
# Disable card reader emulation and enable usage of real card reader hardware on COM1 (for games supporting slotted readers)
io.disable_card_reader_emu=false
# Disable BIO2 emulation and enable usage of real BIO2 hardware
io.disable_bio2_emu=false
# Disables the poll limiter, warning very high CPU usage may arise
io.disable_poll_limiter=false
io.disable_poll_limiter=false

View File

@@ -1,4 +1,4 @@
# Disable card reader emulation and enable usage of real card reader hardware on COM0 (for games supporting slotted readers)
# Disable card reader emulation and enable usage of real card reader hardware on COM1 (for games supporting slotted readers)
io.disable_card_reader_emu=false
# Disable BIO2 emulation and enable usage of real BIO2 hardware
@@ -11,7 +11,7 @@ io.disable_poll_limiter=false
io.lightning_mode=false
# Disable camera connection
io.disable_cams=false
io.disable_cams=true
# Disables the built in file hooks, requiring manual file creation
io.disable_file_hooks=false
@@ -20,7 +20,13 @@ io.disable_file_hooks=false
io.tt_multiplier=1.0
# Disables the camera emulation
cam.disable_emu=false
cam.disable_emu=true
# Disable camera 1. Use, i.e., if you only have one camera and want it to be mapped to camera 2 ingame.
cam.disable_camera1=false
# Disable camera 2. Use, i.e., if you have more than one camera but only want to map camera 1 ingame.
cam.disable_camera2=false
# Override camera device ID detection (copy from device manager, do not escape)
cam.device_id1=

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
@@ -22,6 +22,12 @@ io.tt_multiplier=1.0
# Disables the camera emulation
cam.disable_emu=true
# Disable camera 1. Use, i.e., if you only have one camera and want it to be mapped to camera 2 ingame.
cam.disable_camera1=false
# Disable camera 2. Use, i.e., if you have more than one camera but only want to map camera 1 ingame.
cam.disable_camera2=false
# Override camera device ID detection (copy from device manager, do not escape)
cam.device_id1=

84
dist/iidx/iidxhook-29.conf vendored Normal file
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@@ -0,0 +1,84 @@
# Disable card reader emulation and enable usage of real card reader hardware on COM1 (for games supporting slotted readers)
io.disable_card_reader_emu=false
# Disable BIO2 emulation and enable usage of real BIO2 hardware
io.disable_bio2_emu=false
# Disables the poll limiter, warning very high CPU usage may arise
io.disable_poll_limiter=false
# Lightning cab mode (requires additional IO emulation)
io.lightning_mode=false
# Disable camera connection
io.disable_cams=true
# Disables the built in file hooks, requiring manual file creation
io.disable_file_hooks=false
# Turntable sensitivity multiplier (1.0 is default)
io.tt_multiplier=1.0
# Disables the camera emulation
cam.disable_emu=true
# Disable camera 1. Use, i.e., if you only have one camera and want it to be mapped to camera 2 ingame.
cam.disable_camera1=true
# Disable camera 2. Use, i.e., if you have more than one camera but only want to map camera 1 ingame.
cam.disable_camera2=false
# Override camera device ID detection (copy from device manager, do not escape)
cam.device_id1=
# Override camera device ID detection (copy from device manager, do not escape)
cam.device_id2=
# Run the game in a framed window (requires windowed option)
gfx.framed=true
# Run the game windowed
gfx.windowed=false
# Confine mouse cursor to window
gfx.confined=false
# Windowed width, -1 for default size
gfx.window_width=-1
# Windowed height, -1 for default size
gfx.window_height=-1
# Windowed X, -1 for default X position
gfx.window_x=-1
# Windowed Y, -1 for default Y position
gfx.window_y=-1
# Forced refresh rate, -1 to not force any (try 59 or 60 if monitor check fails to lock on high refresh rate monitors)
gfx.forced_refresh_rate=-1
# D3D9ex device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter
gfx.device_adapter=-1
# Orientation to force monitor into, -1 to use default, 0, 1, 2, 3 to do 0, 90, 180, 270 degrees
gfx.force_orientation=-1
# Force a screen resolution (width), -1 to disable. Use this if the game does not auto detect your monitor's resolution properly, e.g. 1368x768 instead of 1280x720.
gfx.force_screen_res.width=-1
# Force a screen resolution (height), -1 to disable. Use this if the game does not auto detect your monitor's resolution properly, e.g. 1368x768 instead of 1280x720.
gfx.force_screen_res.height=-1
# IP of adapter to force override with
adapter.override_ip=
# Force ASIO audio mode/device (if applicable / TDJ default)
asio.force_asio=false
# Force WASAPI audio mode (if applicable / LDJ default)
asio.force_wasapi=true
# The ASIO device name to use
asio.device_name=XONAR SOUND CARD(64)

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

@@ -0,0 +1,84 @@
# Disable card reader emulation and enable usage of real card reader hardware on COM1 (for games supporting slotted readers)
io.disable_card_reader_emu=false
# Disable BIO2 emulation and enable usage of real BIO2 hardware
io.disable_bio2_emu=false
# Disables the poll limiter, warning very high CPU usage may arise
io.disable_poll_limiter=false
# Lightning cab mode (requires additional IO emulation)
io.lightning_mode=false
# Disable camera connection
io.disable_cams=true
# Disables the built in file hooks, requiring manual file creation
io.disable_file_hooks=false
# Turntable sensitivity multiplier (1.0 is default)
io.tt_multiplier=1.0
# Disables the camera emulation
cam.disable_emu=true
# Disable camera 1. Use, i.e., if you only have one camera and want it to be mapped to camera 2 ingame.
cam.disable_camera1=true
# Disable camera 2. Use, i.e., if you have more than one camera but only want to map camera 1 ingame.
cam.disable_camera2=false
# Override camera device ID detection (copy from device manager, do not escape)
cam.device_id1=
# Override camera device ID detection (copy from device manager, do not escape)
cam.device_id2=
# Run the game in a framed window (requires windowed option)
gfx.framed=true
# Run the game windowed
gfx.windowed=false
# Confine mouse cursor to window
gfx.confined=false
# Windowed width, -1 for default size
gfx.window_width=-1
# Windowed height, -1 for default size
gfx.window_height=-1
# Windowed X, -1 for default X position
gfx.window_x=-1
# Windowed Y, -1 for default Y position
gfx.window_y=-1
# Forced refresh rate, -1 to not force any (try 59 or 60 if monitor check fails to lock on high refresh rate monitors)
gfx.forced_refresh_rate=-1
# D3D9ex device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter
gfx.device_adapter=-1
# Orientation to force monitor into, -1 to use default, 0, 1, 2, 3 to do 0, 90, 180, 270 degrees
gfx.force_orientation=-1
# Force a screen resolution (width), -1 to disable. Use this if the game does not auto detect your monitor's resolution properly, e.g. 1368x768 instead of 1280x720.
gfx.force_screen_res.width=-1
# Force a screen resolution (height), -1 to disable. Use this if the game does not auto detect your monitor's resolution properly, e.g. 1368x768 instead of 1280x720.
gfx.force_screen_res.height=-1
# IP of adapter to force override with
adapter.override_ip=
# Force ASIO audio mode/device (if applicable / TDJ default)
asio.force_asio=false
# Force WASAPI audio mode (if applicable / LDJ default)
asio.force_wasapi=true
# The ASIO device name to use
asio.device_name=XONAR SOUND CARD(64)

View File

@@ -3,6 +3,7 @@
cd /d %~dp0
if not exist dev\nvram mkdir dev\nvram
if not exist dev\nvram\ea3-config.xml copy prop\ea3-config.xml dev\nvram\ea3-config.xml
if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml
if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml
if not exist dev\raw mkdir dev\raw

View File

@@ -3,6 +3,7 @@
cd /d %~dp0
if not exist dev\nvram mkdir dev\nvram
if not exist dev\nvram\ea3-config.xml copy prop\ea3-config.xml dev\nvram\ea3-config.xml
if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml
if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml
if not exist dev\raw mkdir dev\raw

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

@@ -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`
@@ -12,9 +15,11 @@ 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
* [API](api.md): Available APIs and IO (hardware) implementations for BT5 and instructions how
to use them
* [Architecture](architecture.md): Outline of BT5's architecture, how things are designed and why
* [Development](development.md): Development environment, building, releasing, etc.
* [Developer documentation](dev/README.md): Various lose documentation/notes by developers

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).
@@ -12,14 +13,20 @@ 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
* Dance Dance Revolution
* ddrio.dll (default): Keyboard, joystick and mouse input
* [ddrio-p3io.dll](ddrhook/ddrio-p3io.md): DDR P3IO (Dragon PCB) + EXTIO hardware
* ddrio-mm.dll: Minimaid hardware
* ddrio-smx.dll: StepManiaX platforms
* [ddrio-smx.dll](ddrhook/ddrio-smx.md): StepManiaX platforms
* [ddrio-async](ddrhook/ddrio-async.md): Wrapper/shim library to drive another ddrio in
a dedicated IO thread
* Beatmania IIDX
* iidxio.dll (default): Keyboard, joystick and mouse input
* [iidxio-bio2.dll](iidxhook/iidxio-bio2.md): BIO2 driver
@@ -27,15 +34,40 @@ 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

View File

@@ -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

View File

@@ -46,4 +46,11 @@ 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
* [ddrio-smx](ddrio-smx.md): Support for StepManiaX dance platforms
* [ddrio-p3io](ddrio-p3io.md): P3IO + EXTIO driver implementation
* [ddrio-async](ddrio-async.md): Wrapper/shim library to drive another ddrio in
a dedicated IO thread
## Unicorntail
[Instructions how to run on Chimera PCBs](unicorntail.md).

View File

@@ -17,6 +17,73 @@ different versions. See different distribution packages, e.g. `ddr-12.zip`,
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
@@ -70,6 +137,9 @@ Run the following commands either from a command line (`cmd.exe`) or from
* 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.

View File

@@ -0,0 +1,36 @@
# Asynchronous proxy wrapper for other ddrio implementations
This implementation of the Bemanitools API is not implementing support for any
specific IO hardware. It is a proxy/shim library that loads another ddrio
library, e.g. ddrio-p3io, and drives the entire backend in a dedicated IO
thread. By implementing this behind the ddrio API, it is fully transparent to
any existing application using it.
The main benefit is the improved IO polling performance depending on how
expensive the synchronous calls of the actual hardware are. For example,
*ddrio-p3io* has very expensive write calls with ~12 ms duration while read
calls take ~4 ms. Therefore, a full update cycle is already about as costly
as rendering an entire frame (at 60 fps).
## Setup
For hook libraries, i.e. ddrhookX, but likely applicable to 3rd party
applications (consolidate their manuals).
* Have `ddrio-async.dll` in the same folder as your `ddrhookX.dll`
* Rename `ddrio-async.dll` to `ddrio.dll`
* Pick another ddrio library as the backend of your choice, e.g. `ddrio-p3io.dl`
and put it next to the async `ddrio.dll`
* Rename it to `ddrio-async-child.dll`, ddrio-async is looking for that filename
in the same folder
* Ensure that your `gamestart.bat` actually injects the appropriate `ddrhook.dll`, for example:
```bat
inject ddrhook1.dll ddr.exe ...*
```
or
```bat
launcher -K ddrhook2.dll arkmdxp3.dll ...*
```

27
doc/ddrhook/ddrio-p3io.md Normal file
View File

@@ -0,0 +1,27 @@
# ddrio API implementation with DDR P3IO (Dragon) and EXTIO
This implementation of BT5's ddrio API allows you to use the native DDR P3IO
of a "Dragon PCB" plus the EXTIO with anything the ddrio API supports.
This is not required to run the actual games supporting the hardware natively.
However, there are various 3rd party applications using the ddrio API where you
might benefit from using actual SD cabinet hardware, e.g.
[vigem-ddrio](../vigem/README.md).
## Setup
For hooks, but likely applicable to 3rd party applications (consolidate their
manuals).
* Driver: You must have the P3IO driver intalled on your system
* Driver from [bemanitools-supplements](https://github.com/djhackersdev/bemanitools-supplement/blob/master/ddr/p3io/README.md)
* Have `ddrio-p3io.dll` in the same folder as your `ddrhookX.dll`
* Rename `ddrio-p3io.dll` to `ddrio.dll`
* Ensure that your `gamestart.bat` actually injects the appropriate ddrhook dll, for example:
```bat
inject ddrhook1.dll ddr.exe ...*
```
or
```bat
launcher -K ddrhook2.dll arkmdxp3.dll ...*
```

View File

@@ -0,0 +1,56 @@
# Unicorntail
Unicorntail is a hook library to run the DDR games on a hybrid type of hardware referred to as a
"Chimera" or "Unicorn". Compared to a "Dragon", which refers to the official stock hardware by
Konami, a Chimera mixes the P3IO board from a PCB used with GF&DM V4-V8, Jubeat, Jubeat Ripples or
Jubeat Knit with the motherboard from a GF&DM XG, XG2 or XG3 PCB, or a Reflec Beat PCB.
Actual build instructions for such hardware are out of scope here.
## Context
Dragon PCBs are hard to come by compared to finding the parts for a Chimera PCB.
A Chimera PCB however is different in many aspects to the Dragon PCB and requires the use of the
`unicorntail.dll` hook library.
The Dragon's P3IO has two serial ports that the regular P3IOs do not, and one of these serial ports
is used to communicate with the card readers. Note that these are actual serial ports driven
directly by the P3IO microcontroller, these are NOT just passed through to the motherboard like the
proprietary COM1 and COM2 connectors.
Unicorn Tail intercepts serial port IO commands being sent to the P3IO and redirects them to a
COM4 in Windows instead, where two readers can be connected via the motherboard's RS232 port or
a usb RS232 adapter.
## Drivers
You need the P3IO driver installed on your target system. These can be acquired from an actual stock
HDD or grabbed from
[bemanitools-supplements](https://dev.s-ul.net/djhackers/bemanitools-supplement/-/blob/master/gfdm/p3io/README.md).
## COM Port Setup
Using Device Manager in Windows, ensure the following COM ports are connected and setup.
COM1: EXTIO
COM4: Two readers
Windows is often poor about saving the COM port number, so ewf commit (if applicable) and
reboot after saving this setting to ensure it sticks.
## Setup and run
Edit the `gamestart.bat` file that you are using and append `unicorntail.dll` to the list of hooks,
e.g.:
```shell
launcher.exe -H 33554432 -K unicorntail.dll arkmdxp3.dll %*
```
If you want to use any ddrhook library in addition, you have to have the hooks in the right order
to make everything work correctly, e.g.:
```shell
launcher.exe -H 33554432 -K unicorntail.dll -K ddrhook2.dll arkmdxp3.dll %*
```

View File

@@ -0,0 +1,289 @@
# Beatmania IIDX 10th Style - D01 IO boot code and security init
Date: 2023-04-03
Author: icex2
Documenting decompiled and reverse engineered code snippets from the D01 JAE `bm2dx.exe`. These
helped me figuring out the two different security boot modes the game supports.
In summary, it supports booting with the C02 IO with a C02 black dongle and a D01 IO board with
a D01 dongle. No other combination is valid because they didn't make sense back then. You either
had an upgraded old style/twinkle cabinet to C02 (GEC02) or you bought a new dedicated cabinet
(GQD01). With 10th style supporting the old C02 dongle, it appears that all owners of a C02 cabinet
with IO board and C02 dongle received a free software update/HDD. This might make sense considering
the short life span of C02 and the game being super buggy, especially in earlier/initial revisions.
The game expects the following "configurations" from bemanitools:
* Booting as upgraded C02 with free D01 upgrade
* `sec.boot_version=GEC02 `
* `sec.boot_seeds=0:0:1`
* `sec.black_plug_mcode=GEC02JAA`
* "D01 IO pin" on IO board not active
* Booting as dedicated
* `sec.boot_version=GEC02 `
* `sec.boot_seeds=0:1:1`
* `sec.black_plug_mcode=GQD01JAA`
* "D01 IO pin" on IO board ACTIVE
All the above was derived from reading and understanding the documented code excerpts below.
## io_boot - sub_402700
Called as the first step in the boot statemachine by the "boot" function `sub_40F9C0`.
```c
// sub_402700
int __stdcall io_boot(int a1)
{
DWORD (__stdcall *timeGetTime)(); // esi
int usb_boot_security_res; // ebp
DWORD time_start; // ebx
int io_boot_state; // edi
DWORD now; // esi
BOOL is_d01_boot_mode; // esi
BOOL v7; // esi
int result; // eax
int v9; // [esp+10h] [ebp-2Ch]
int firmware_version; // [esp+14h] [ebp-28h]
int io_pad_read; // [esp+18h] [ebp-24h] BYREF
char v12[32]; // [esp+1Ch] [ebp-20h] BYREF
dword_4D0768 = 0;
strcpy(byte_4D076C, &byte_4D0858);
timeGetTime = ::timeGetTime;
v9 = 0;
usb_boot_security_res = io_pad_read;
time_start = ::timeGetTime();
io_boot_state = 0;
while ( 2 )
{
switch ( io_boot_state )
{
case 0: // "start io", firmware download and wait for reconnect
if ( usbStart(0) )
{
if ( time_exceeded(time_start, 20000) )
set_io_error_type(1, aErrorUsbioStar);// ERROR(USBIO START)
}
else
{
io_boot_state = 1;
}
goto reset_io_boot_state_label;
case 1: // check firmware
firmware_version = usbFirmResult();
if ( firmware_version == 96 )
{
if ( time_exceeded(time_start, 25000) )
set_io_error_type(1, aErrorFm); // ERROR(FM), FM = firmware
}
else
{
io_boot_state = 2;
}
goto reset_io_boot_state_label;
case 2:
if ( !firmware_version )
{
usbMute(1);
time_start = timeGetTime();
now = timeGetTime();
io_input_is_d01_ezusb = 0;
do
{
usbPadRead(&io_pad_read);
if ( (io_pad_read & 0x10) != 0 )
io_input_is_d01_ezusb = 1;
}
while ( !time_exceeded(now, 2000) );
io_boot_state = 3;
reset_io_boot_state_label:
timeGetTime = ::timeGetTime;
if ( io_boot_state != v9 )
{
v9 = io_boot_state;
time_start = ::timeGetTime();
}
continue; // retry
}
if ( firmware_version > 128 )
{
if ( firmware_version == 254 )
{
set_io_error_type(1, aErrorFmTrnsOut);// ERROR(FM TRNS-OUT)
return 1;
}
if ( firmware_version == 255 )
{
set_io_error_type(1, aErrorFmTimeOut);// ERROR(FM TIME-OUT)
return 1;
}
}
else
{
switch ( firmware_version )
{
case 128:
set_io_error_type(1, aErrorFmReadErr);// ERROR(FM READ-ERR)
return 1;
case -113:
set_io_error_type(1, aErrorFmDlErr);// ERROR(FM DL-ERR)
return 1;
case -33:
set_io_error_type(1, aErrorFmCmprReq);// ERROR(FM CMPR-REQ)
return 1;
}
}
UNKNOWN_ERROR_LABEL:
set_io_error_type(1, aErrorUnknown); // ERROR(UNKNOWN)
return 1;
case 3:
if ( io_init_security() )
{
set_io_error_type(1, aErrorSqInit); // ERROR(SQ-INIT)
return 1;
}
io_boot_state = 4;
goto reset_io_boot_state_label;
case 4:
is_d01_boot_mode = io_input_is_d01_ezusb != 0;
if ( !strncmp(black_dongle_mcode, MCODE_GED01, 5u) )
is_d01_boot_mode = 1;
usb_boot_security_res = usbBootSecurity(aGec02, 0, is_d01_boot_mode, 1);
if ( usb_boot_security_res == 96 )
{
if ( time_exceeded(time_start, 20000) )
set_io_error_type(1, aErrorBtSqInit);// ERROR(BT-SQ-INIT)'
}
else
{
io_boot_state = 5;
}
goto reset_io_boot_state_label;
case 5:
if ( usb_boot_security_res )
{
switch ( usb_boot_security_res )
{
case 0xFFFFFE9F:
set_io_error_type(1, aErrorSecurityE);// ERROR(SECURITY EEP)
result = 1;
break;
case 0xFFFFFECF:
case 0xFFFFFEDF:
set_io_error_type(1, aErrorSecurityI);// ERROR(SECURITY ID or EEP)
result = 1;
break;
case 0xFFFFFEEF:
set_io_error_type(1, aErrorSecurityN);// 'ERROR(SECURITY No Match)'
result = 1;
break;
case 0xFFFFFEFF:
io_boot_state = 6;
goto reset_io_boot_state_label;
default:
goto UNKNOWN_ERROR_LABEL;
}
}
else
{
Sleep(0x3E8u);
result = 0;
}
return result;
case 6: // security conversion/upgrading security dongles
v7 = io_input_is_d01_ezusb != 0;
if ( !usbGetSecurityKey(v12) )
{
if ( usbSetupSecurityComplete(v12, 0, v7, 1) )
set_io_error_type(1, aErrorSecurityC);// ERROR(SECURITY CONVERSION FAILED)
return 1;
}
set_io_error_type(1, aErrorSecurityC); // ERROR(SECURITY CONVERSION FAILED)
goto reset_io_boot_state_label;
default:
goto UNKNOWN_ERROR_LABEL;
}
}
}
```
## io_init_security - sub_402BB0
Sub-function of the [io_boot](#io_boot---sub_402700) function.
```c
// sub_402BB0
int io_init_security()
{
int v0; // esi
int v2; // esi
int mcode_mismatch_cnt; // esi
char white_dongle_data_maybe[10]; // [esp+Ch] [ebp-20h] BYREF
usbSecurityInit();
v0 = 0;
while ( usbSecurityInitDone() )
{
if ( v0 > 1200 )
{
set_io_error_type(-1, aNgSi);
return -1;
}
++v0;
Sleep(16u);
}
pcbid = 0;
dword_4D0754 = 0;
word_4D0758 = 0;
while ( usbGetPCBID(&pcbid) )
Sleep(1u);
*(_DWORD *)black_dongle_mcode = 0;
v2 = 0;
*(_DWORD *)&black_dongle_mcode[4] = 0;
while ( usbGetSecurity(black_dongle_mcode) ) // black_dongle_mcode = GQD01JAA
{
if ( v2 > 1200 )
{
set_io_error_type(-1, aNgPd);
return -1;
}
++v2;
Sleep(16u);
}
set_cabinet_type(black_dongle_mcode[6]);
mcode_mismatch_cnt = black_dongle_mcode[0] != 'G';
if ( io_input_is_d01_ezusb || !strncmp(black_dongle_mcode, MCODE_GED01, 5u) )// Path for using the D01 dongle with D01 IO board
{
if ( (unsigned __int8)black_dongle_mcode[2] != (char)MCODE_D01 )
++mcode_mismatch_cnt;
if ( (unsigned __int8)black_dongle_mcode[3] != SBYTE1(MCODE_D01) )
++mcode_mismatch_cnt;
if ( (unsigned __int8)black_dongle_mcode[4] != SBYTE2(MCODE_D01) )
++mcode_mismatch_cnt;
}
else // Path for using the C02 dongle with C02 IO board
{
if ( (unsigned __int8)black_dongle_mcode[2] != MCODE_C02[0] )
++mcode_mismatch_cnt;
if ( (unsigned __int8)black_dongle_mcode[3] != MCODE_C02[1] )
++mcode_mismatch_cnt;
if ( (unsigned __int8)black_dongle_mcode[4] != MCODE_C02[2] )
++mcode_mismatch_cnt;
if ( !usbGetSecurityKey(white_dongle_data_maybe) )
{
black_dongle_mcode[6] = white_dongle_data_maybe[6];
set_cabinet_type(white_dongle_data_maybe[6]);
}
}
if ( black_dongle_mcode[5] != 'J' )
++mcode_mismatch_cnt;
if ( black_dongle_mcode[6] != 'A' && black_dongle_mcode[6] != 'B' && black_dongle_mcode[6] != 'C' )
++mcode_mismatch_cnt;
if ( !mcode_mismatch_cnt )
return 0;
set_io_error_type(-1, aNgSecurity);
return -1;
}
```

View File

@@ -0,0 +1,57 @@
# IIDX 24 GFX upscaling notes
Date: 2023-04-15
Author: icex2
Notes about my work on fixing the upscaling/downscaling feature of bemanitools for IIDX 20 to 26.
I realized that the render backend changed significantly that the old method that worked fine
doesn't work anymore.
The tool used in the screenshots is [apitrace](https://github.com/apitrace/apitrace).
## IIDX 24
The GFX engine in IIDX from 20 to 26 has a changed render loop that includes built-in scaling to
implement the SD and HD/HD* screen settings that are selectable in the operator menu
### Frame 0 - GFX init part
Setting up the context and device, as well as the frame buffer. This also creates the intermediate
texture that is configured as the render target once it begins drawing the scene.
![](2023-04-13-iidx-24-gfx-upscaling/init.png)
### Frame 1 - A clean main render path
Start the scene and set the render target to the intermediate texture.
![](2023-04-13-iidx-24-gfx-upscaling/beginscene.png)
After done drawing the scene, the intermediate texture is blended to the framebuffer. With a target
2D plane having the size of the target resolution, the blending applies linear scaling to either
up- or downscale the final image.
![](2023-04-13-iidx-24-gfx-upscaling/scaling.png)
## IIDX 10
A recap of the old stuff, see also [my previous notes](2019-10-07-iidx-gfx-rendering-loops.md),
as I had to look at everything again to properly understand the differences.
### Frame 0 - GFX init part
Setting up the context and device, as well as the frame buffer. Renders directly to the frame
buffer.
![](2023-04-13-iidx-24-gfx-upscaling/init10.png)
### Frame 1 - A clean main render path
Beginning the scene excerpt. The viewport needs to match the target resolution to display the
final image correctly.
![](2023-04-13-iidx-24-gfx-upscaling/beginscene10.png)
Ending the scene excerpt, nothing fancy here, just swapping the back buffer.
![](2023-04-13-iidx-24-gfx-upscaling/endscene10.png)

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# DDR p3io driver work, various notes
Date: 2023-05-28
Author: icex2
Notes about my work on writing a DDR P3io driver.
## Python IO board hardware breakout interface
PCB breakout interfaces/connectors on the side of the boards.
### P2IO DDR
Descriptions assume cabinet hardware of an upgraded DDR "black SD cabinet"
* `LINE OUT 1`: Primary audio out to amplifier
* `LINE OUT 2`: N.C.
* `RGB`: Video out to monitor, supports 15khz/31khz based on hardware switch for video freq/mode selection
* `COM1`: Virtual com port that connects to the EXTIO
* `COM2`: Virtual com port that connects to a pair of ICCA card readers
* `LAN`: Network connection
* `PWR`: 100V power in
* `ANALOG`: N.C.
* `PORT 1`: Lights output for cabinet lights, e.g. menu button lights, top header lights
* `PORT 2`: N.C.
* `DIPSW`
* `1`: ???
* `2`: On = force all sensor polling mode and allow running the game without an EXTIO
* `3`: ???
* `4`: On = force 15 khz monitor output
* `PLUG 1`: Black dongle
* `PLUG 2`: White dongle
### P3IO GF/DM
Descriptions assume usage of a P3IO from a GF/DM in a "chimera style PCB build" on an upgraded
DDR "black SD cabinet"
* `PWR`: 100V power in
* `12V-OUT`: +12V out for external devices
* `PORT 1`: Lights output for cabinet lights, e.g. menu button lights, top header lights
* `PORT 2`: N.C.
* `COM1`: To EXTIO
* `COM2`: To card readers
* `RGB`: Video out to monitor, supports 15khz/31khz based on hardware switch for video freq/mode selection
* `LINE OUT 1`: Primary audio out to amplifier
* `LINE OUT 2`: N.C.
* `DIPSW`
* `1`:
* `2`:
* `3`:
* `4`: On = force 15 khz monitor output
* `PLUG 1`: Roundplug black dongle
* `PLUG 2`: Roundplug white dongle
### P3IO DDR(X)
Descriptions assume cabinet hardware of an upgraded DDR "black SD cabinet"
* `PWR`: 100V power in
* `USB`: USB memory card readers on cabinet
* `PORT 1`: Lights output for cabinet lights, e.g. menu button lights, top header lights
* `COM3-4`: Virtual COM ports
* COM3 (VCOM1): Pins 1,3,5 on connector -> To card readers
* COM4 (VCOM0): Pins 2,4,6 on connector -> N.C.
* `PLUG`: Breakout to security round plugs (black and white dongles)
* `COM1`: To EXTIO
* Pinout (pins left to right)
* 1: TXD1
* 2: RXD1
* 3: N.C.
* 4: N.C.
* 5: GND
* `COM2`: N/A (light spires on black HD cabinet)
* Pinout (pins left to right)
* 1: TXD2
* 2: RXD2
* 3: GND
* `RGB`: Video out to monitor, supports 15khz/31khz based on hardware switch for video freq/mode selection
* `LINE OUT1`: Primary audio out to amplifier
* `LINE OUT2`: N.C.
* `LAN`: Network
* `DIP SW`
* `1`:
* `2`:
* `3`:
* `4`: On = force 15 khz monitor output
## Python IO boards and differences
### P3IO DDR(X)
* Connects to USB and actually enumerates as a USB device and not a virtual COM port
* COM ports 1-4 on breakout of the PCB are being passed through as actual COM ports to the operating system
### P3IO GF/DM
* Connects to USB and actually enumerates as a USB device and not a virtual COM port
* COM ports 1-2 on breakout of the PCB are just virtual COM ports
* These do not show up as COM ports on the operating system
* The game drives the COM ports through the main P3IO protocol with additional P3IO commands
to open, read, write and close these virtual COM ports
### P2IO DDR
* Connects to USB and actually enumerates as a USB device and not a virtual COM port
* COM ports 1-2 on breakout of the PCB are just virtual COM ports
* These do not show up as COM ports on the operating system
* The game drives the COM ports through the main P3IO protocol with additional P3IO commands
to open, read, write and close these virtual COM ports
## Pinout card reader P1 -> P2 mini din8 male to mini din8 male
Port 1 2 and 3:
* Pin 3: TX
* Pin 4: GND
* Pin 5 : RX
Pin 3 and 5 need to be reversed inbetween readers
They are all the same, so your cable needs to bridge them over.
A standard male to male mini din 8 cable does not do that.
### Pinout card reader stock cable s-sub9 to round pin9
```text
dsub-9 female -> mini-din8 male
2 (TXD) -> 3
3 (RXD) -> 5
5 (GND) -> 4
```
## ADE board and com port assignments
Default or incorrectly configured?
* `COM1` -> on mainboard
* `COM2` -> COM2 on P3IO breakout
* `COM3` -> ???
* `COM4` -> COM1 on P3IO breakout
## P3IO command init sequence on DDR 18
From the ddrio-python23 library
```text
.data:1002D5D0 g_init_pakets db 0AAh, 2, 0, 1, 29h dup(0); field_0.field_0
.data:1002D5D0 ; DATA XREF: initialize_and_send_pakets+5↑o
.data:1002D5D0 db 0AAh, 2, 0, 2Fh, 29h dup(0); field_0.field_0
.data:1002D5D0 db 0AAh, 3, 1, 27h, 1, 28h dup(0); field_0.field_0
.data:1002D5D0 db 0AAh, 2 dup(2), 31h, 29h dup(0); field_0.field_0
.data:1002D5D0 db 0AAh, 2, 3, 1, 29h dup(0); field_0.field_0
.data:1002D5D0 db 0AAh, 3, 4, 27h, 29h dup(0); field_0.field_0
.data:1002D5D0 db 0AAh, 2Bh, 5, 25h, 10h, 28h dup(0); field_0.field_0
.data:1002D5D0 db 0AAh, 2Bh, 6, 25h, 10h, 28h dup(0); field_0.field_0
.data:1002D5D0 db 0AAh, 2Bh, 7, 25h, 10h, 28h dup(0); field_0.field_0
.data:1002D5D0 db 0AAh, 2Bh, 8, 25h, 10h, 28h dup(0); field_0.field_0
.data:1002D5D0 db 0AAh, 2Bh, 9, 25h, 10h, 28h dup(0); field_0.field_0
.data:1002D5D0 db 0AAh, 2Bh, 0Ah, 25h, 29h dup(0); field_0.field_0
.data:1002D5D0 db 0AAh, 2Bh, 0Bh, 25h, 29h dup(0); field_0.field_0
.data:1002D5D0 db 0AAh, 2Bh, 0Ch, 25h, 29h dup(0); field_0.field_0
.data:1002D5D0 db 0AAh, 2Bh, 0Dh, 25h, 29h dup(0); field_0.field_0
.data:1002D5D0 db 0AAh, 2Bh, 0Eh, 25h, 29h dup(0); field_0.field_0
.data:1002D5D0 db 0AAh, 3, 0Fh, 5, 29h dup(0); field_0.field_0
.data:1002D5D0 db 0AAh, 3, 0, 2Bh, 1, 28h dup(0); field_0.field_0
.data:1002D5D0 db 0AAh, 3, 1, 29h, 5, 28h dup(0); field_0.field_0
.data:1002D5D0 db 0AAh, 3, 2, 5, 30h, 28h dup(0); field_0.field_0
.data:1002D5D0 db 0AAh, 2 dup(3), 27h, 29h dup(0); field_0.field_0
``
```text
// 01: get version <- this is part of a "flush" of old data?
// 2F: set mode
// 27: get cab type or dispsw
// 31: get coinstock
// 1: get version
// 27: get cab type or dipsw
// 25: read plug
// 25: read plug
// 25: read plug
// 25: read plug
// 25: read plug
// 25: read plug
// 25: read plug
// 25: read plug
// 25: read plug
// 25: read plug
// 5: set watchdog
// 2b: unknown
// 29: get video freq
// 5: set watchdog
// 27: get cab type or dipsw
```

View File

@@ -51,6 +51,10 @@ make
All output is located in the *build* folder including the final *bemanitools.zip* package.
Note about using `-j n` option on make: This is currently considered broken/unreliable. Expect to
run into odd issues like randomly changing unresolved dependency errors. If you attempted this,
run a `make clean` before running `make` again.
### Release building
A release build is a clean build including code formatting and testing. This can be executed by running the following
command:

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

@@ -17,7 +17,9 @@ 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

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
@@ -207,3 +214,12 @@ If one or multiple of these issues apply, use the built in scaling options by se
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.
## DJTroopers crashes on boot
The stock game is buggy and cannot create default backup data correctly. This
can be fixed by using existing backup data from a stock drive or by using
the pre-generated backup data for the `e:\` and `f:\` drives provided by
[bemanitools-supplement](https://github.com/djhackersdev/bemanitools-supplement/tree/master/iidx/15#default-backup-data).
Copy those files to your target location that you have configured to store this
data, e.g. local `e\` and `f\` folders or the target `e:\` and `f:\` volumes.

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 +3,8 @@
The following games are compatible with this version of iidxhook:
* Heroic Verse
* BISTROVER
* CASTHOUR
* RESIDENT
The games must be bootstrapped using [launcher](../launcher.md).
@@ -21,17 +23,19 @@ Make sure to have the following dependencies installed:
## Data setup
We assume that you are using a clean/vanilla data dump. Ensure your ("concents")
We assume that you are using a clean/vanilla data dump. Ensure your ("contents")
folder with your unpacked data looks like this:
- data
- modules
- prop
* Copy/Move all files from the *modules* directory to the root folder, so they
are located next to the *data* and *prop* folders.
* For versions 27-29, only
* Copy/Move all files from the *modules* directory to the root folder, so they
are located next to the *data* and *prop* folders.
* Copy all files from *prop/defaults* to the *prop* folder.
* Setup proper paths for *dev/nvram* and *dev/raw* in *prop/avs-config.xml* by
replacing the *<fs>*-block in that file with the following block:
```
<fs>
<root>
@@ -45,9 +49,17 @@ replacing the *<fs>*-block in that file with the following block:
<nr_filedesc __type="u16">256</nr_filedesc>
</fs>
```
* Unpack the package containing iidxhook9 into the root folder so iidxhook9.dll
and all other files are located in the same folder as *data*, *prop*,
*bm2dx.dll*, etc.
* For versions 27-29, only
* Unpack the package containing iidxhook9 into the root folder so iidxhook9.dll
and all other files are located in the same folder as *data*, *prop*,
*bm2dx.dll*, etc.
* For version 30
* Unpack the package containing iidxhook9 into the `modules` folder so iidxhook9.dll
and all other files are located in the same folder as the game's DLLs, e.g.
*bm2dx.dll*, etc.
* Move the `gamestart-30.bat` to the root folder so it is located next to the
`modules`, `data` and `prop` folders
* Run the gamestart-XX.bat file as admin. Where XX matches the version you
want to run.
@@ -221,6 +233,13 @@ 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

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.

35
doc/release-process.md Normal file
View File

@@ -0,0 +1,35 @@
# Release process
For maintainers, steps for the release process:
1. Update the corresponding section in the [changelog](CHANGELOG.md) with bullet points reflecting
major features merged into master since the previous release
1. Make sure you have the latest `master` state pulled to your local copy
1. Tag the release with the next release number which also be found at the
[top of the readme](../README.md) as it always reflects the current version being worked on
on the `master` branch , e.g. 0.04: `git tag 5.35`
1. Push the tag to upstream: `git push origin 5.35`
1. The [build pipeline](https://github.com/djhackersdev/bemanitools/actions) should start
automatically once the tag is pushed including the steps `build` and `publish-release`
1. Once completed successfully, the release is published on the
[releases page](https://github.com/djhackersdev/bemanitools/releases/)
1. Edit the latest release
1. Copy-pate the change log section of the respective version into the description
1. Un-check *Set as pre-release*
1. Check *Set as the latest release*
1. Click *Update release*
1. Notify any other channels, e.g. the pigs in the stall, about the latest release:
1. New post in thread
```
<insert version here> released: <direct link to published version>
Changelog:
<paste changelog here>
```
1. Update the OP title by bumping the version number in it
1. Update the OP post by extending it accordingly (see previous entries)
1. Bump the version number at the [top of the readme](../README.md) and add a new empty section
in the [changelog](../CHANGELOG.md) with the new version number as title. Commit changes and push to
`master` branch
1. Continue developing and merging PRs until you decide its time for another release

View File

@@ -6,6 +6,7 @@ BT5's supported games, but provides additional features for users and developers
Various command line tools for quick and easy testing of BT5 API implementations witohut having
to run any target games.
* [ddriotest](ddriotest.md): `ddrio` API
* [eamiotest](eamiotest.md): `eamio` API
* [iidxiotest](iidxiotest.md): `iidxio` API
* [jbiotest](jbiotest.md): `jbio` API
@@ -15,6 +16,10 @@ to run any target games.
* [aciotest](aciotest.md): Command line tool for quick and easy testing of ACIO devices without
having to run a game.
### P3IO DDR testing tool
* [p3io-ddr-tool](p3io-ddr-tool.md): Extensive command line tool to test and debug a real P3IO DDR
(Dragon PCB) IO board + EXTIO
### Ezusb
* [ezusb-iidx-fpga-flash](ezusb-iidx-fpga-flash.md): Tool for flashing the FPGA on ezusb 1 boards.
Required if you want to run games without native ezusb support using BT5's iidxio API.

3
doc/tools/ddriotest.md Normal file
View File

@@ -0,0 +1,3 @@
Testing tool for development of ddrio libraries used for emulating the main io
hardware on bemanitools for DanceDanceRevoluion. Just place ddriotest.exe and your
custom ddrio.dll in the same folder and run ddriotest.exe.

View File

@@ -0,0 +1,2 @@
Test your real DDR P3IO (Dragon) + EXTIO hardware connected to your machine
using this tool. Just execute it and follow the usage instructions.

View File

@@ -231,6 +231,7 @@ void property_node_datasize(struct property_node *node);
bool std_getenv(const char *key, char *val, uint32_t nbytes);
void std_setenv(const char *key, const char *val);
void* avs_fs_open(const char* path, int mode, int flags);
int avs_fs_addfs(void *filesys_struct);
int avs_fs_mount(
const char *mountpoint, const char *fsroot, const char *fstype, void *data);

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

@@ -2,6 +2,7 @@ LIBRARY libavs-win32
EXPORTS
avs_boot @237 NONAME
avs_fs_open @178 NONAME
avs_net_ctrl @15 NONAME
avs_shutdown @333 NONAME
avs_thread_create @183 NONAME
@@ -17,6 +18,7 @@ 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
@@ -24,4 +26,4 @@ EXPORTS
property_read_query_memsize @100 NONAME
property_search @244 NONAME
std_getenv @226 NONAME
std_setenv @114 NONAME
std_setenv @114 NONAME

View File

@@ -44,6 +44,8 @@ enum ac_io_node_type {
AC_IO_NODE_TYPE_PANB = 0x090E0000,
AC_IO_NODE_TYPE_BMPU = 0x0B000000,
AC_IO_NODE_TYPE_BI2A = 0x0D060000,
AC_IO_NODE_TYPE_BIOB = 0x0D050100,
AC_IO_NODE_TYPE_BI2B = 0x0D060100,
};
#pragma pack(push, 1)

View File

@@ -8,8 +8,8 @@
#define AC_IO_CMD_PANB_START_AUTO_INPUT 0x0115
#define AC_IO_PANB_NUM_NODES 4
#define AC_IO_PANB_MAX_KEYS (7*AC_IO_PANB_NUM_NODES)
#define AC_IO_PANB_MAX_KEYPAIRS (AC_IO_PANB_MAX_KEYS/2)
#define AC_IO_PANB_MAX_KEYS (7 * AC_IO_PANB_NUM_NODES)
#define AC_IO_PANB_MAX_KEYPAIRS (AC_IO_PANB_MAX_KEYS / 2)
struct ac_io_panb_keypair {
uint8_t key2 : 4;
@@ -38,5 +38,4 @@ struct ac_io_panb_poll_out {
};
#pragma pack(pop)
#endif

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