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25 Commits

Author SHA1 Message Date
Will Xyen
a00e3b82c7 adds example libaio ios 2025-06-19 03:30:20 -07:00
Will Xyen
2a71845df7 iidxhook9: Add E drive to fshook 2025-06-09 04:31:25 -07:00
Will Xyen
58bf2e6bb8 iidxhook9: add reverb ex fix 2025-06-09 04:30:39 -07:00
icex2
c67053f3d3 fix: Missing closing bracket (#336)
Some checks failed
Build bemanitools / build (push) Has been cancelled
Fix mistake that happened during conflict resolution
before the merge.
2025-02-19 19:49:09 +01:00
icex2
ccbd47428f feat(nvgpu): Add —overwrite-exists flag for profile creation (#335)
When running this in a script on startup to ensure
whatever configuration is required to be created is
created, this avoids several commands to first
check if the profile exists, delete it, then re-create it.
2025-02-19 19:45:43 +01:00
icex2
8b89748ccf fix(nvgpu): Initialize value of parameter to fix INVALID_ARGUMENT (#334)
As stated by the documentation in nvapi.h, path_info_count
must be set to the value 0 in this case.
2025-02-19 19:42:11 +01:00
icex2
9a7285bb91 fix(nvgpu): Missing error handling not returning (#333)
If fetching the configuration fails, don’t continue with
processing any non-existing data.
2025-02-19 19:41:06 +01:00
icex2
366f0090a9 chore: Remove TODO (#332)
Forgot to remove that after adressing the issue of needing
three calls in nvgpu to get the config data correctly.
2025-02-19 19:39:51 +01:00
icex2
d781905d83 feat: Extend monitor check tool, vsync and response time tests (#331)
Adding two more tests that have been proven very useful
for debugging monitor issues that caused problems with IIDX.

The vsync test flickers a text snippet between red and cyan on
every even and uneven frame. If vsync works correctly, the text
appears grey to the human eye. If there are issues like re-displaying
a previous frame or a dropped frame, this appears as the text
rendering red or cyan.

The response time test scrolls two simple blocks/lines vertically
to check if they creating ghosting/smearing on the display.

The tool now supports an interactive and command line mode.

Interactive mode is useful for running different tests on the setup
while the command line mode can be used to ran these tests
with fixed parameters and for a fixed amount of time, e.g. in a shell
script, for automation purpose.

The tool still has a few obvious imperfections like scaling issues on
different resolutions. Considering the basic functionality is given,
further improvements can follow in future iterations.
2025-02-19 19:38:31 +01:00
icex2
e0ff83f664 feat: d3d9-frame-graph-hook, add frame rate graph view (#330)
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Have a checkbox to switch to a frame graph focused view
which saves a bunch of math when it’s more useful to
focus on the frame/refresh rate than the frame time values.

Co-authored-by: icex2 <djh.icex2@gmail.com>
2025-02-13 15:10:05 +01:00
icex2
972acb5f0e feat: nvgpu, add option to enable gpu scaling (#329)
GPU scaling allows high quality upscaling of older games
to the native resolution of the screen. The output frame
quality is significantly sharper than the fairly simple
frame buffer upscaling of bemanitools.

Co-authored-by: icex2 <djh.icex2@gmail.com>
2025-02-13 15:03:34 +01:00
icex2
233df32372 feat: nvgpu, make test timeout parameter optional (#328)
10 seconds is what the nvidia control panel also
has for the test timeout. Can still be changed if
shorter or longer timeouts are desired, but 10
seconds should be a general fine timeout value
to have this optional.

Co-authored-by: icex2 <djh.icex2@gmail.com>
2025-02-13 14:51:02 +01:00
icex2
d07b2094e9 feat: d3d9-monitor-check add result-timeout-secs parameter (#327)
Allow changing the time in seconds how long the results
are being displayed before exiting

Co-authored-by: icex2 <djh.icex2@gmail.com>
2025-02-13 14:45:45 +01:00
icex2
7e1e9dabdb feat: d3d9-monitor-check allow skip results (#326)
Allow pressing ESC to skip results and not having
to wait for 5 secs

Co-authored-by: icex2 <djh.icex2@gmail.com>
2025-02-13 14:36:37 +01:00
icex2
6146f53ad5 feat: Improve d3d9-monitor-check command line args (#325)
Use more user-friendly seconds for total and warm-up time
instead of frames. Use the refresh rate to calculcate the
total frame count internally for the test.

Co-authored-by: icex2 <djh.icex2@gmail.com>
2025-02-13 14:31:47 +01:00
icex2
05d55024b6 feat: d3d9-monitor-check tool (#322)
Some checks are pending
Build bemanitools / build (push) Waiting to run
A separate application to run the infamous IIDX “monitor check”.

The on-screen output has been enhanced to provide more
detailed information about the on-going process. The tool
furthermore allows basic querying of adapter and adapter
modes information from the command line. These additional
options can be useful to gather more debug information
or select correct parameters for the monitor test from actually
supported mode parameters by the adapter.

The tool has been tested on an actual cabinet with nvgpu
setting different custom timings. The accuracy seems to be
even higher than what IIDX’s monitor check is actually showing.
For example, with a custom timing of 59.900, the tool yields 59.902.
Meanwhile, the monitor check of iidx 29 59.8981 hz to 59.8997 hz
on screen.

This doesn’t mean the game’s getting inaccurate values. The game
actually syncs and plays just fine. However, the game’s monitor check
cannot be used as a reference for “getting the avg. refresh rate”
value as an input parameter for other tools, e.g. chart patching with
btools.

Co-authored-by: icex2 <djh.icex2@gmail.com>
2025-02-12 19:39:19 +01:00
icex2
cc5c35064c feat: Bump iidxhook9 supported versions, EPOLIS “support" (#324)
Some checks failed
Build bemanitools / build (push) Has been cancelled
No changes required, just make support visible by reflecting
it in distribution package naming, documentation and
filenaming

Co-authored-by: icex2 <djh.icex2@gmail.com>
2025-02-11 15:35:28 +01:00
icex2
844286fde0 fix: Update upload-artifact from v2 to v4 to address deprecation
Some checks failed
Build bemanitools / build (push) Has been cancelled
v2 was deprecated a while ago and actions don't support it
since end of June. Migration to v4 is required to enable
github actions again
2025-02-08 23:59:23 +01:00
icex2
50aa6226a3 feat: Add separate d3d9-frame-graph-hook (#321)
Allow this to be hooked by any application with a d3d9
render backend. This is not compatible with d3d9ex.
2025-02-08 23:22:46 +01:00
icex2
ea29b44b70 feat: Add frame time performance graph imgui overlay (#319)
A overlay window showing the a frame time graph with
the current frame time, ~10 seconds of history as well
as reference lines for the current avg. and a configurable
target frame time.

This is considered a debug tool to support in any efforts
that are related to understanding current frame times
of the games. More specifically this can be used to asses
impact of any bemanitools hooking to the game’s main
(render) loop.
2025-02-08 23:21:27 +01:00
icex2
3090b9a029 feat: Add bt d3d9 hook specific imgui overlay (#318)
For now, we focus on internal overlays for bemanitools
that hook into an existing d3d9 context. The current
abstraction is fairly thin and should be fine as a start.

Implementations are called “components” and hook
up with a single frame_update function to execute
and logic and drawing updates with imgui
2025-02-08 23:19:49 +01:00
icex2
a85ce4bc96 feat: Integrate imgui library
Version 1.91.7 of the imgui library with the cimgui wrapper.

imgui allows us to easily create minimal and powerful UI for
use-cases like in-game overlays or separate tooling.

The additional wrappers cimgui_impl_dx9 and cimgui_impl_win32
were added to provide a full C linkage integration for the rest
of the code base.

Tweaks to the makefile were kept to a minimum but enable
compilation of C++ since imgui is C++ based.

Remark: At this point bemanitools itself is still to be kept a pure
C codebase. Due to the lack of proper module/library management
with the current build system in bemanitools 5, proper separation
of concerns and clean integration with external libraries isn’t
possible with reasonable effort.
2025-02-08 23:13:05 +01:00
icex2
b7d1659a46 feat: nvgpu tool for tweaking nvidia gpu driver settings
An open source re-implementation of the “NvDisplayConfigLDJ"
tool with additional enhancements.

This can be used to tweak your nvidia GPU driver settings to
create custom display timings to address IIDX’s requirement
if expecting proper display timings. This can also be used for
any legacy IIDX versions that even expect very specific display
timings, e.g. 59.95 or 60.05 hz.

Furthermore, creating application profiles allows further tweaks
to important GPU settings such as the current performance mode
setting. This is crucial to ensure the GPU is not going into any
kind of power saving states which results in non-smooth
scrolling during gameplay and micro stuttering that cannot
be measured on application level.
2025-02-08 23:04:10 +01:00
icex2
b64dea0849 feat: Add iidxio-async implementation
A shim library implementing the same concept as the already
existing ddrio-async library. The iidxio implementation takes
another iidxio library and runs it asynchronously which may
improve performance for certain iidxio implementations,
e.g. if the send and receive functions are driving actual IO
calls synchrously and are expensive.

This is not a replacement for a well engineered and proper
implementation of a iidxio library for any specific use-case.
It does not fix bad performance of existing implementations,
i.e. if the poll rate is too low because actual IO is too slow.

Use with caution and know why and when you need to use
it.
2025-02-08 22:51:46 +01:00
icex2
64381a84c5 feat: Add warning if vsync is not enabled
Something I ran into by accident during testing and
development that I had vsync turned off by accident.
Increase visibility in the logs.
2025-02-08 22:49:42 +01:00
1087 changed files with 140419 additions and 44939 deletions

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@@ -30,7 +30,7 @@ jobs:
cd .. cd ..
- name: "Upload artifact" - name: "Upload artifact"
uses: "actions/upload-artifact@v2" uses: "actions/upload-artifact@v4"
with: with:
name: bemanitools-${{ github.sha }} name: bemanitools-${{ github.sha }}
retention-days: 90 retention-days: 90

View File

@@ -35,7 +35,7 @@ jobs:
cd .. cd ..
- name: "Upload artifact" - name: "Upload artifact"
uses: "actions/upload-artifact@v2" uses: "actions/upload-artifact@v4"
with: with:
name: bemanitools-${{ github.sha }} name: bemanitools-${{ github.sha }}
retention-days: 90 retention-days: 90

View File

@@ -3,117 +3,6 @@
Note for CI/CD: Ensure the version formatting in the sections is kept identical to the versions 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. given in tags. The pipeline will pick this up and cuts out the relevant section for release notes.
## 6.0.0-alpha.3
**THIS IS A HIGHLY WORK/DEVELOPMENT IN PROGRESS VERSION**
**THINGS ARE BROKEN AND EVERYTHING IS SUBJECT TO CHANGE**
Goals of this version:
* property (node) API implementation without AVS -> [mxml](https://github.com/michaelrsweet/mxml)
* inject refactoring similar to launcher
* Re-structure modules
* Use bemanitools config API backed by property (node) API with mxml (because no AVS2)
* SDK foundation for hook libraries bootstrapping with DllMain
* iidxhook1 refactoring to use new SDK hook foundation and bemanitools config API
This brings inject and launcher closer together regarding common functionality. inject is also
using a "bootstrap.xml" style approach with a XML configuration file. That configuration file
can also include further inlined or referenced configuration for any hooks to be loaded.
With a new module that will serve as a piece of a public SDK in the future, any library that just
bootstraps with DllMain can implement the Bemanitools 6 hook API transparently. This solution
isn't ideal, but it works with a bit of duct-tape fairly well. A future improve would be to have
improved hooking in inject to have a pre- and post-main function hook. However, that is a lot more
work as it requires our own PE loader to bootstrap the entire executable to get more fine grained
control.
Remarks regarding what's known to be broken: Inject command line args + overrides
## 6.0.0-alpha.2
**THIS IS A HIGHLY WORK/DEVELOPMENT IN PROGRESS VERSION**
**THINGS ARE BROKEN AND EVERYTHING IS SUBJECT TO CHANGE**
Goal of this version: Fix blocking logging which results in performance impact on many games using
both launcher and inject. The impact typically materialized as the game stuttering, briefly slowing
down, music de-syncing or occasional laggy input.
This was a fundamental issue to the previous logging architecture in bemanitools. With the pre-work
of having a more modular logging API that can be shared and used across internal components as well
as public APIs including hooks, unified logging can be applied throughout the bemanitools stack.
With this, all logging is channeled to a single logger, the bemanitools logger, where we have full
control over how we log any log output (but also full control of messing it up =)).
With this, we can also move away from the band aid of the log-server that's been used in iidx
versions 19 to 24 because non AVS threads logging through the AVS logging system were crashing (see
[this document](doc/dev/journal/2018-02-10-logging-breakdown-avs.md) for details).
A new async log sink takes care of de-coupling the non blocking producing/posting of messages to
a configurable queue by any number of threads concurrently, with a single producer thread consuming
these messages from the queue and forwarding them to a configured target sink, e.g. file, terminal.
With this, we ensure that threads with log messages don't have to wait for synchronization on
expensive and slow IO.
These changes have been applied to to launcher and inject. The log-server module has been removed
entirely from any (iidx) games using it.
## 6.0.0-alpha.1
**THIS IS A HIGHLY WORK/DEVELOPMENT IN PROGRESS VERSION**
**THINGS ARE BROKEN AND EVERYTHING IS SUBJECT TO CHANGE**
First cut after massive refactoring with most critical and fundamental changes implemented.
We need to start somewhere, and this might be as good as anything else, so we can get started
with testing, bug fixing and iterating for the next releases.
The following list is non-exhaustive, does not guarantee anything does work, yet, and is supposed
to give a high level idea of what all of this is about. Updated documentation will reflect all of
this at some later point in time in more detail.
* A common "core" now abstracts logging, thread, property and configuration infrastructure and
provides a common interface. This is used by bemanitools internally as well as all tools, hooks
and APIs provided and don't depend on the game, version of the game or AVS version available
anymore
* New bemanitools (public) API
* Versioned API allowing for handling incremental API changes as well as breaking changes by
providing a new/different version when necessary
* Unified interfaces for bemanitools core API, i.e. logging, threads, configuration
* SDK with examples (TBD)
* Dogfooding approach: Bemanitools uses its own (public) API to implement and provide fundamental
features like configurable keyboard implementations for IO or hooks for different games and
versions
* All bemanitools hooks and IO libraries have been or are about to be re-worked to use the new APIs
* New hook API allows for more fine grained runtime control when stages of the hook are to be
executed, i.e. pre AVS, before main game, iat hooking instead of relying purely on DllMain
(which is still a compatible option though)
* launcher as a replacement for bootstrap: Bring it significantly closer to the original bootstrap
by supporting completely vanilla data and bootstrap.xml configurations to run the games. Note
that bemanitools does not include any code or means to run DRM'd data, only decrypted
* inject is also being reworked to use as much of the same "infrastructure" as launcher to provide
a more seamless bootstrapping process for games that keeps pre-eapki data as vanilla as possible
### What works
* inject: Basic functionality, launches games iidx 09 to 17 with iidxhook1 to iidxhook4
* launcher: Basic functionality, launches games iidx 09 to 17 with iidxhook5 to iidxhook7
* iidxhook1: Boots, reaching in-game with keyboard inputs working
* iidxhook2: Boots, reaching in-game with keyboard inputs working
* iidxhook3: Boots, reaching in-game with keyboard inputs working
* iidxhook4: Boots, reaching in-game with keyboard inputs working
* iidxhook5: Boots, reaching in-game with keyboard inputs working
* iidxhook6: Boots, reaching in-game with keyboard inputs working
* iidxhook7: Boots, reaching in-game with keyboard inputs working
### What's broken
Since everything else is untested, consider it (very) broken
## 5.49 ## 5.49
### Features ### Features

View File

@@ -27,10 +27,10 @@ toolchain_64 := x86_64-w64-mingw32-
gitrev := $(shell git rev-parse HEAD) gitrev := $(shell git rev-parse HEAD)
cppflags := -I src -I src/main -I src/test -DGITREV=$(gitrev) cppflags := -I src -I src/main -I src/test -DGITREV=$(gitrev)
cflags := -g -O2 -pipe -ffunction-sections -fdata-sections \ cflags := -O2 -pipe -ffunction-sections -fdata-sections \
-Wall -std=c99 -DPSAPI_VERSION=1 -Wall -std=c99 -DPSAPI_VERSION=1
cflags_release := -Werror cflags_release := -Werror
ldflags := -Wl,--gc-sections -static-libgcc ldflags := -Wl,--gc-sections -static -static-libgcc -static-libstdc++
# #
# The first target that GNU Make encounters becomes the default target. # The first target that GNU Make encounters becomes the default target.
@@ -139,14 +139,13 @@ libs :=
avsdlls := avsdlls :=
avsexes := avsexes :=
avslibs :=
testdlls := testdlls :=
testexes := testexes :=
include Module.mk include Module.mk
modules := $(dlls) $(exes) $(libs) $(avsdlls) $(avsexes) $(avslibs) $(testdlls) $(testexes) modules := $(dlls) $(exes) $(libs) $(avsdlls) $(avsexes) $(testdlls) $(testexes)
# #
# $1: Bitness # $1: Bitness
@@ -157,8 +156,10 @@ modules := $(dlls) $(exes) $(libs) $(avsdlls) $(avsexes) $(avslibs) $(testdlls)
define t_moddefs define t_moddefs
cppflags_$3 += $(cppflags) -DBUILD_MODULE=$3 cppflags_$3 += $(cppflags) -DBUILD_MODULE=$3
cxxflags_$3 += $(cxxflags) # Add C++-specific flags
cflags_$3 += $(cflags) cflags_$3 += $(cflags)
release: cflags_$3 += $(cflags_release) release: cflags_$3 += $(cflags_release)
release: cxxflags_$3 += $(cxxflags_release) # Add C++-specific release flags
ldflags_$3 += $(ldflags) ldflags_$3 += $(ldflags)
srcdir_$3 ?= src/main/$3 srcdir_$3 ?= src/main/$3
@@ -201,7 +202,6 @@ $$(bindir_$1_$2):
$$(eval $$(foreach imp,$(imps),$$(call t_import,$1,$2,$$(imp)))) $$(eval $$(foreach imp,$(imps),$$(call t_import,$1,$2,$$(imp))))
$$(eval $$(foreach dll,$(avsdlls),$$(call t_linkdll,$1,$2,$$(dll)))) $$(eval $$(foreach dll,$(avsdlls),$$(call t_linkdll,$1,$2,$$(dll))))
$$(eval $$(foreach exe,$(avsexes),$$(call t_linkexe,$1,$2,$$(exe)))) $$(eval $$(foreach exe,$(avsexes),$$(call t_linkexe,$1,$2,$$(exe))))
$$(eval $$(foreach lib,$(avslibs),$$(call t_archive,$1,$2,$$(lib))))
endef endef
@@ -211,13 +211,14 @@ define t_compile
depdir_$1_$2_$3 := $(depdir)/$$(subdir_$1_$2)/$3 depdir_$1_$2_$3 := $(depdir)/$$(subdir_$1_$2)/$3
abslib_$1_$2_$3 := $$(libs_$3:%=$$(bindir_$1_indep)/lib%.a) abslib_$1_$2_$3 := $$(libs_$3:%=$$(bindir_$1_indep)/lib%.a)
avslib_$1_$2_$3 := $$(avslibs_$3:%=$$(bindir_$1_$2)/lib%.a)
absdpl_$1_$2_$3 := $$(deplibs_$3:%=$$(bindir_$1_$2)/lib%.a) absdpl_$1_$2_$3 := $$(deplibs_$3:%=$$(bindir_$1_$2)/lib%.a)
objdir_$1_$2_$3 := $(objdir)/$$(subdir_$1_$2)/$3 objdir_$1_$2_$3 := $(objdir)/$$(subdir_$1_$2)/$3
obj_$1_$2_$3 := $$(src_$3:%.c=$$(objdir_$1_$2_$3)/%.o) \ obj_$1_$2_$3 := $$(src_$3:%.c=$$(objdir_$1_$2_$3)/%.o) \
$$(cppsrc_$3:%.cpp=$$(objdir_$1_$2_$3)/%.o) \
$$(rc_$3:%.rc=$$(objdir_$1_$2_$3)/%_rc.o) $$(rc_$3:%.rc=$$(objdir_$1_$2_$3)/%_rc.o)
deps += $$(src_$3:%.c=$$(depdir_$1_$2_$3)/%.d) deps += $$(src_$3:%.c=$$(depdir_$1_$2_$3)/%.d) \
$$(cppsrc_$3:%.cpp=$$(depdir_$1_$2_$3)/%.d)
$$(depdir_$1_$2_$3): $$(depdir_$1_$2_$3):
$(V)mkdir -p $$@ $(V)mkdir -p $$@
@@ -226,16 +227,24 @@ $$(objdir_$1_$2_$3):
$(V)mkdir -p $$@ $(V)mkdir -p $$@
$$(volatile_$3:%.c=$$(objdir_$1_$2_$3)/%.o): FORCE $$(volatile_$3:%.c=$$(objdir_$1_$2_$3)/%.o): FORCE
$$(volatile_cpp_$3:%.cpp=$$(objdir_$1_$2_$3)/%.o): FORCE
$$(objdir_$1_$2_$3)/%.o: $$(srcdir_$3)/%.c \ $$(objdir_$1_$2_$3)/%.o: $$(srcdir_$3)/%.c \
| $$(depdir_$1_$2_$3) $$(objdir_$1_$2_$3) | $$(depdir_$1_$2_$3) $$(objdir_$1_$2_$3)
$(V)echo ... $$@ $(V)echo \(.c\) ... $$@
$(V)$$(toolchain_$1)gcc $$(cflags_$3) $$(cppflags_$3) \ $(V)$$(toolchain_$1)gcc $$(cflags_$3) $$(cppflags_$3) \
-MMD -MF $$(depdir_$1_$2_$3)/$$*.d -MT $$@ -MP \ -MMD -MF $$(depdir_$1_$2_$3)/$$*.d -MT $$@ -MP \
-DAVS_VERSION=$2 -c -o $$@ $$< -DAVS_VERSION=$2 -c -o $$@ $$<
$$(objdir_$1_$2_$3)/%.o: $$(srcdir_$3)/%.cpp \
| $$(depdir_$1_$2_$3) $$(objdir_$1_$2_$3)
$(V)echo \(.cpp\) ... $$@
$(V)$$(toolchain_$1)g++ $$(cxxflags_$3) $$(cppflags_$3) \
-MMD -MF $$(depdir_$1_$2_$3)/$$*.d -MT $$@ -MP \
-DAVS_VERSION=$2 -c -o $$@ $$<
$$(objdir_$1_$2_$3)/%_rc.o: $$(srcdir_$3)/%.rc $$(objdir_$1_$2_$3)/%_rc.o: $$(srcdir_$3)/%.rc
$(V)echo ... $$@ [windres] $(V)echo \(.rc\) ... $$@ [windres]
$(V)$$(toolchain_$1)windres $$(cppflags_$3) $$< $$@ $(V)$$(toolchain_$1)windres $$(cppflags_$3) $$< $$@
endef endef
@@ -247,7 +256,7 @@ define t_archive
$(t_compile) $(t_compile)
$$(bindir_$1_$2)/lib$3.a: $$(obj_$1_$2_$3) | $$(bindir_$1_$2) $$(bindir_$1_$2)/lib$3.a: $$(obj_$1_$2_$3) | $$(bindir_$1_$2)
$(V)echo ... $$@ $(V)echo \(.a\) ... $$@
$(V)$$(toolchain_$1)ar r $$@ $$^ 2> /dev/null $(V)$$(toolchain_$1)ar r $$@ $$^ 2> /dev/null
$(V)$$(toolchain_$1)ranlib $$@ $(V)$$(toolchain_$1)ranlib $$@
@@ -263,13 +272,13 @@ dll_$1_$2_$3 := $$(bindir_$1_$2)/$3.dll
implib_$1_$2_$3 := $$(bindir_$1_$2)/lib$3.a implib_$1_$2_$3 := $$(bindir_$1_$2)/lib$3.a
$$(dll_$1_$2_$3) $$(implib_$1_$2_$3): $$(obj_$1_$2_$3) $$(abslib_$1_$2_$3) \ $$(dll_$1_$2_$3) $$(implib_$1_$2_$3): $$(obj_$1_$2_$3) $$(abslib_$1_$2_$3) \
$$(avslib_$1_$2_$3) \
$$(absdpl_$1_$2_$3) \ $$(absdpl_$1_$2_$3) \
$$(srcdir_$3)/$3.def | $$(bindir_$1_$2) $$(srcdir_$3)/$3.def | $$(bindir_$1_$2)
$(V)echo ... $$(dll_$1_$2_$3) $(V)echo \(.dll\) ... $$(dll_$1_$2_$3)
$(V)$$(toolchain_$1)gcc -shared \ $(V)$$(toolchain_$1)g++ -shared \
-o $$(dll_$1_$2_$3) -Wl,--out-implib,$$(implib_$1_$2_$3) \ -o $$(dll_$1_$2_$3) -Wl,--out-implib,$$(implib_$1_$2_$3) \
-Wl,--start-group $$^ -Wl,--end-group $$(ldflags_$3) -Wl,--start-group $$^ -Wl,--end-group $$(ldflags_$3)
$(V)$$(toolchain_$1)strip $$(dll_$1_$2_$3)
$(V)$$(toolchain_$1)ranlib $$(implib_$1_$2_$3) $(V)$$(toolchain_$1)ranlib $$(implib_$1_$2_$3)
endef endef
@@ -282,10 +291,11 @@ $(t_compile)
exe_$1_$2_$3 := $$(bindir_$1_$2)/$3.exe exe_$1_$2_$3 := $$(bindir_$1_$2)/$3.exe
$$(exe_$1_$2_$3): $$(obj_$1_$2_$3) $$(abslib_$1_$2_$3) $$(avslib_$1_$2_$3) $$(absdpl_$1_$2_$3) \ $$(exe_$1_$2_$3): $$(obj_$1_$2_$3) $$(abslib_$1_$2_$3) $$(absdpl_$1_$2_$3) \
| $$(bindir_$1_$2) | $$(bindir_$1_$2)
$(V)echo ... $$@ $(V)echo \(.exe\) ... $$@
$(V)$$(toolchain_$1)gcc -o $$@ $$^ $$(ldflags_$3) $(V)$$(toolchain_$1)g++ -o $$@ $$^ $$(ldflags_$3)
$(V)$$(toolchain_$1)strip $$@
endef endef
@@ -296,7 +306,7 @@ define t_import
impdef_$1_$2_$3 ?= src/imports/import_$1_$2_$3.def impdef_$1_$2_$3 ?= src/imports/import_$1_$2_$3.def
$$(bindir_$1_$2)/lib$3.a: $$(impdef_$1_$2_$3) | $$(bindir_$1_$2) $$(bindir_$1_$2)/lib$3.a: $$(impdef_$1_$2_$3) | $$(bindir_$1_$2)
$(V)echo ... $$@ [dlltool] $(V)echo \(.a\) ... $$@ [dlltool]
$(V)$$(toolchain_$1)dlltool --kill-at -l $$@ -d $$< $(V)$$(toolchain_$1)dlltool --kill-at -l $$@ -d $$<
endef endef

235
Module.mk
View File

@@ -85,23 +85,23 @@ avsvers_64 := 1700 1603 1601 1509 1508
imps += avs avs-ea3 imps += avs avs-ea3
include src/main/mxml/Module.mk
include src/main/aciodrv/Module.mk include src/main/aciodrv/Module.mk
include src/main/aciodrv-proc/Module.mk include src/main/aciodrv-proc/Module.mk
include src/main/acioemu/Module.mk include src/main/acioemu/Module.mk
include src/main/acio-mgr/Module.mk include src/main/aciomgr/Module.mk
include src/main/aciotest/Module.mk include src/main/aciotest/Module.mk
include src/main/asio/Module.mk include src/main/asio/Module.mk
include src/main/avs-ext/Module.mk include src/main/avs-util/Module.mk
include src/main/bio2drv/Module.mk include src/main/bio2drv/Module.mk
include src/main/bio2emu-iidx/Module.mk include src/main/bio2emu-iidx/Module.mk
include src/main/bio2emu/Module.mk include src/main/bio2emu/Module.mk
include src/main/bsthook/Module.mk include src/main/bsthook/Module.mk
include src/main/bstio/Module.mk include src/main/bstio/Module.mk
include src/main/camhook/Module.mk include src/main/camhook/Module.mk
include src/main/cconfig/Module.mk
include src/main/config/Module.mk include src/main/config/Module.mk
include src/main/core/Module.mk include src/main/d3d9-frame-graph-hook/Module.mk
include src/main/d3d9-monitor-check/Module.mk
include src/main/d3d9-util/Module.mk include src/main/d3d9-util/Module.mk
include src/main/d3d9exhook/Module.mk include src/main/d3d9exhook/Module.mk
include src/main/ddrhook-util/Module.mk include src/main/ddrhook-util/Module.mk
@@ -117,7 +117,6 @@ include src/main/dinput/Module.mk
include src/main/eamio-icca/Module.mk include src/main/eamio-icca/Module.mk
include src/main/eamio/Module.mk include src/main/eamio/Module.mk
include src/main/eamiotest/Module.mk include src/main/eamiotest/Module.mk
include src/main/exceptiontrace/Module.mk
include src/main/extio/Module.mk include src/main/extio/Module.mk
include src/main/extiodrv/Module.mk include src/main/extiodrv/Module.mk
include src/main/extiotest/Module.mk include src/main/extiotest/Module.mk
@@ -140,10 +139,6 @@ include src/main/ezusb2/Module.mk
include src/main/geninput/Module.mk include src/main/geninput/Module.mk
include src/main/hook/Module.mk include src/main/hook/Module.mk
include src/main/hooklib/Module.mk include src/main/hooklib/Module.mk
include src/main/iface/Module.mk
include src/main/iface-acio/Module.mk
include src/main/iface-core/Module.mk
include src/main/iface-io/Module.mk
include src/main/iidx-bio2-exit-hook/Module.mk include src/main/iidx-bio2-exit-hook/Module.mk
include src/main/iidx-ezusb-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-ezusb2-exit-hook/Module.mk
@@ -161,11 +156,16 @@ include src/main/iidxhook6/Module.mk
include src/main/iidxhook7/Module.mk include src/main/iidxhook7/Module.mk
include src/main/iidxhook8/Module.mk include src/main/iidxhook8/Module.mk
include src/main/iidxhook9/Module.mk include src/main/iidxhook9/Module.mk
include src/main/iidxio-async/Module.mk
include src/main/iidxio-bio2/Module.mk include src/main/iidxio-bio2/Module.mk
include src/main/iidxio-ezusb/Module.mk include src/main/iidxio-ezusb/Module.mk
include src/main/iidxio-ezusb2/Module.mk include src/main/iidxio-ezusb2/Module.mk
include src/main/iidxio-lightning/Module.mk
include src/main/iidxio/Module.mk include src/main/iidxio/Module.mk
include src/main/iidxiotest/Module.mk include src/main/iidxiotest/Module.mk
include src/main/imgui/Module.mk
include src/main/imgui-bt/Module.mk
include src/main/imgui-debug/Module.mk
include src/main/inject/Module.mk include src/main/inject/Module.mk
include src/main/jbio-magicbox/Module.mk include src/main/jbio-magicbox/Module.mk
include src/main/jbio-p4io/Module.mk include src/main/jbio-p4io/Module.mk
@@ -179,7 +179,8 @@ include src/main/jbhook3/Module.mk
include src/main/launcher/Module.mk include src/main/launcher/Module.mk
include src/main/mempatch-hook/Module.mk include src/main/mempatch-hook/Module.mk
include src/main/mm/Module.mk include src/main/mm/Module.mk
include src/main/module/Module.mk include src/main/nv/Module.mk
include src/main/nvgpu/Module.mk
include src/main/p3io/Module.mk include src/main/p3io/Module.mk
include src/main/p3iodrv/Module.mk include src/main/p3iodrv/Module.mk
include src/main/p3ioemu/Module.mk include src/main/p3ioemu/Module.mk
@@ -189,14 +190,14 @@ include src/main/p4ioemu/Module.mk
include src/main/popnhook-util/Module.mk include src/main/popnhook-util/Module.mk
include src/main/popnhook1/Module.mk include src/main/popnhook1/Module.mk
include src/main/popnio/Module.mk include src/main/popnio/Module.mk
include src/main/procmon/Module.mk
include src/main/pcbidgen/Module.mk include src/main/pcbidgen/Module.mk
include src/main/sdk-hook/Module.mk
include src/main/sdvxhook/Module.mk include src/main/sdvxhook/Module.mk
include src/main/sdvxhook2-cn/Module.mk include src/main/sdvxhook2-cn/Module.mk
include src/main/sdvxhook2/Module.mk include src/main/sdvxhook2/Module.mk
include src/main/sdvxio-bio2/Module.mk include src/main/sdvxio-bio2/Module.mk
include src/main/sdvxio-kfca/Module.mk include src/main/sdvxio-kfca/Module.mk
include src/main/sdvxio-tbs/Module.mk
include src/main/sdvxio-valk/Module.mk
include src/main/sdvxio/Module.mk include src/main/sdvxio/Module.mk
include src/main/security/Module.mk include src/main/security/Module.mk
include src/main/unicorntail/Module.mk include src/main/unicorntail/Module.mk
@@ -207,7 +208,10 @@ include src/main/vigem-sdvxio/Module.mk
include src/main/vigem-ddrio/Module.mk include src/main/vigem-ddrio/Module.mk
include src/main/vigemstub/Module.mk include src/main/vigemstub/Module.mk
include src/test/cconfig/Module.mk
include src/test/d3d9hook/Module.mk include src/test/d3d9hook/Module.mk
include src/test/iidxhook-util/Module.mk
include src/test/iidxhook8/Module.mk
include src/test/security/Module.mk include src/test/security/Module.mk
include src/test/test/Module.mk include src/test/test/Module.mk
include src/test/util/Module.mk include src/test/util/Module.mk
@@ -239,7 +243,9 @@ $(zipdir)/tools.zip: \
build/bin/indep-32/ezusb2-dbg-hook.dll \ build/bin/indep-32/ezusb2-dbg-hook.dll \
build/bin/indep-32/ezusb2-tool.exe \ build/bin/indep-32/ezusb2-tool.exe \
build/bin/indep-32/ezusb-tool.exe \ build/bin/indep-32/ezusb-tool.exe \
build/bin/indep-32/procmon.dll \ build/bin/indep-32/nvgpu.exe \
build/bin/indep-32/d3d9-frame-graph-hook.dll \
build/bin/indep-32/d3d9-monitor-check.exe \
| $(zipdir)/ | $(zipdir)/
$(V)echo ... $@ $(V)echo ... $@
$(V)zip -j $@ $^ $(V)zip -j $@ $^
@@ -254,7 +260,9 @@ $(zipdir)/tools-x64.zip: \
build/bin/indep-64/iidx-ezusb2-exit-hook.dll \ build/bin/indep-64/iidx-ezusb2-exit-hook.dll \
build/bin/indep-64/jbiotest.exe \ build/bin/indep-64/jbiotest.exe \
build/bin/indep-64/mempatch-hook.dll \ build/bin/indep-64/mempatch-hook.dll \
build/bin/indep-64/procmon.dll \ build/bin/indep-64/nvgpu.exe \
build/bin/indep-64/d3d9-frame-graph-hook.dll \
build/bin/indep-64/d3d9-monitor-check.exe \
| $(zipdir)/ | $(zipdir)/
$(V)echo ... $@ $(V)echo ... $@
$(V)zip -j $@ $^ $(V)zip -j $@ $^
@@ -267,17 +275,15 @@ $(zipdir)/iidx-09-to-12.zip: \
build/bin/indep-32/iidxio.dll \ build/bin/indep-32/iidxio.dll \
build/bin/indep-32/vefxio.dll \ build/bin/indep-32/vefxio.dll \
build/bin/indep-32/inject.exe \ build/bin/indep-32/inject.exe \
dist/dwarfstack/32/dwarfstack.dll \
dist/iidx/config.bat \ dist/iidx/config.bat \
dist/iidx/gamestart-09.bat \ dist/iidx/gamestart-09.bat \
dist/iidx/gamestart-10.bat \ dist/iidx/gamestart-10.bat \
dist/iidx/gamestart-11.bat \ dist/iidx/gamestart-11.bat \
dist/iidx/gamestart-12.bat \ dist/iidx/gamestart-12.bat \
dist/iidx/inject-09.xml \ dist/iidx/iidxhook-09.conf \
dist/iidx/inject-10.xml \ dist/iidx/iidxhook-10.conf \
dist/iidx/inject-11.xml \ dist/iidx/iidxhook-11.conf \
dist/iidx/inject-12.xml \ dist/iidx/iidxhook-12.conf \
dist/iidx/inject-09.xml \
dist/iidx/vefx.txt \ dist/iidx/vefx.txt \
build/bin/indep-32/iidx-irbeat-patch.exe \ build/bin/indep-32/iidx-irbeat-patch.exe \
dist/iidx/iidx-irbeat-patch-09.bat \ dist/iidx/iidx-irbeat-patch-09.bat \
@@ -294,10 +300,9 @@ $(zipdir)/iidx-13.zip: \
build/bin/indep-32/iidxio.dll \ build/bin/indep-32/iidxio.dll \
build/bin/indep-32/vefxio.dll \ build/bin/indep-32/vefxio.dll \
build/bin/indep-32/inject.exe \ build/bin/indep-32/inject.exe \
dist/dwarfstack/32/dwarfstack.dll \
dist/iidx/config.bat \ dist/iidx/config.bat \
dist/iidx/gamestart-13.bat \ dist/iidx/gamestart-13.bat \
dist/iidx/inject-13.xml \ dist/iidx/iidxhook-13.conf \
dist/iidx/vefx.txt \ dist/iidx/vefx.txt \
| $(zipdir)/ | $(zipdir)/
$(V)echo ... $@ $(V)echo ... $@
@@ -311,16 +316,15 @@ $(zipdir)/iidx-14-to-17.zip: \
build/bin/indep-32/iidxio.dll \ build/bin/indep-32/iidxio.dll \
build/bin/indep-32/vefxio.dll \ build/bin/indep-32/vefxio.dll \
build/bin/indep-32/inject.exe \ build/bin/indep-32/inject.exe \
dist/dwarfstack/32/dwarfstack.dll \
dist/iidx/config.bat \ dist/iidx/config.bat \
dist/iidx/gamestart-14.bat \ dist/iidx/gamestart-14.bat \
dist/iidx/gamestart-15.bat \ dist/iidx/gamestart-15.bat \
dist/iidx/gamestart-16.bat \ dist/iidx/gamestart-16.bat \
dist/iidx/gamestart-17.bat \ dist/iidx/gamestart-17.bat \
dist/iidx/inject-14.xml \ dist/iidx/iidxhook-14.conf \
dist/iidx/inject-15.xml \ dist/iidx/iidxhook-15.conf \
dist/iidx/inject-16.xml \ dist/iidx/iidxhook-16.conf \
dist/iidx/inject-17.xml \ dist/iidx/iidxhook-17.conf \
dist/iidx/vefx.txt \ dist/iidx/vefx.txt \
| $(zipdir)/ | $(zipdir)/
$(V)echo ... $@ $(V)echo ... $@
@@ -336,10 +340,7 @@ $(zipdir)/iidx-18.zip: \
build/bin/indep-32/vefxio.dll \ build/bin/indep-32/vefxio.dll \
dist/iidx/config.bat \ dist/iidx/config.bat \
dist/iidx/gamestart-18.bat \ dist/iidx/gamestart-18.bat \
dist/iidx/launcher-18.xml \ dist/iidx/iidxhook-18.conf \
dist/shared/ea3-ident.xml \
dist/shared/ea3-license.xml \
dist/shared/ea3-service.xml \
dist/iidx/vefx.txt \ dist/iidx/vefx.txt \
| $(zipdir)/ | $(zipdir)/
$(V)echo ... $@ $(V)echo ... $@
@@ -354,7 +355,7 @@ $(zipdir)/iidx-18-cn.zip: \
build/bin/indep-32/inject.exe \ build/bin/indep-32/inject.exe \
dist/iidx/config.bat \ dist/iidx/config.bat \
dist/iidx/gamestart-18-cn.bat \ dist/iidx/gamestart-18-cn.bat \
dist/iidx/inject-18-cn.xml \ dist/iidx/iidxhook-18-cn.conf \
dist/iidx/vefx.txt \ dist/iidx/vefx.txt \
| $(zipdir)/ | $(zipdir)/
$(V)echo ... $@ $(V)echo ... $@
@@ -370,10 +371,7 @@ $(zipdir)/iidx-19.zip: \
build/bin/indep-32/vefxio.dll \ build/bin/indep-32/vefxio.dll \
dist/iidx/config.bat \ dist/iidx/config.bat \
dist/iidx/gamestart-19.bat \ dist/iidx/gamestart-19.bat \
dist/iidx/launcher-19.xml \ dist/iidx/iidxhook-19.conf \
dist/shared/ea3-ident.xml \
dist/shared/ea3-license.xml \
dist/shared/ea3-service.xml \
dist/iidx/vefx.txt \ dist/iidx/vefx.txt \
| $(zipdir)/ | $(zipdir)/
$(V)echo ... $@ $(V)echo ... $@
@@ -389,10 +387,7 @@ $(zipdir)/iidx-20.zip: \
build/bin/indep-32/vefxio.dll \ build/bin/indep-32/vefxio.dll \
dist/iidx/config.bat \ dist/iidx/config.bat \
dist/iidx/gamestart-20.bat \ dist/iidx/gamestart-20.bat \
dist/iidx/launcher-20.xml \ dist/iidx/iidxhook-20.conf \
dist/shared/ea3-ident.xml \
dist/shared/ea3-license.xml \
dist/shared/ea3-service.xml \
dist/iidx/vefx.txt \ dist/iidx/vefx.txt \
| $(zipdir)/ | $(zipdir)/
$(V)echo ... $@ $(V)echo ... $@
@@ -407,7 +402,7 @@ $(zipdir)/iidx-20-cn.zip: \
build/bin/indep-32/inject.exe \ build/bin/indep-32/inject.exe \
dist/iidx/config.bat \ dist/iidx/config.bat \
dist/iidx/gamestart-20-cn.bat \ dist/iidx/gamestart-20-cn.bat \
dist/iidx/inject-20-cn.xml \ dist/iidx/iidxhook-20-cn.conf \
dist/iidx/vefx.txt \ dist/iidx/vefx.txt \
| $(zipdir)/ | $(zipdir)/
$(V)echo ... $@ $(V)echo ... $@
@@ -426,13 +421,10 @@ $(zipdir)/iidx-21-to-24.zip: \
dist/iidx/gamestart-22.bat \ dist/iidx/gamestart-22.bat \
dist/iidx/gamestart-23.bat \ dist/iidx/gamestart-23.bat \
dist/iidx/gamestart-24.bat \ dist/iidx/gamestart-24.bat \
dist/iidx/launcher-21.xml \ dist/iidx/iidxhook-21.conf \
dist/iidx/launcher-22.xml \ dist/iidx/iidxhook-22.conf \
dist/iidx/launcher-23.xml \ dist/iidx/iidxhook-23.conf \
dist/iidx/launcher-24.xml \ dist/iidx/iidxhook-24.conf \
dist/shared/ea3-ident.xml \
dist/shared/ea3-license.xml \
dist/shared/ea3-service.xml \
dist/iidx/vefx.txt \ dist/iidx/vefx.txt \
| $(zipdir)/ | $(zipdir)/
$(V)echo ... $@ $(V)echo ... $@
@@ -449,17 +441,14 @@ $(zipdir)/iidx-25-to-26.zip: \
dist/iidx/config.bat \ dist/iidx/config.bat \
dist/iidx/gamestart-25.bat \ dist/iidx/gamestart-25.bat \
dist/iidx/gamestart-26.bat \ dist/iidx/gamestart-26.bat \
dist/iidx/launcher-25.xml \ dist/iidx/iidxhook-25.conf \
dist/iidx/launcher-26.xml \ dist/iidx/iidxhook-26.conf \
dist/shared/ea3-ident.xml \
dist/shared/ea3-license.xml \
dist/shared/ea3-service.xml \
dist/iidx/vefx.txt \ dist/iidx/vefx.txt \
| $(zipdir)/ | $(zipdir)/
$(V)echo ... $@ $(V)echo ... $@
$(V)zip -j $@ $^ $(V)zip -j $@ $^
$(zipdir)/iidx-27-to-30.zip: \ $(zipdir)/iidx-27-to-31.zip: \
build/bin/avs2_1700-64/iidxhook9.dll \ build/bin/avs2_1700-64/iidxhook9.dll \
build/bin/avs2_1700-64/launcher.exe \ build/bin/avs2_1700-64/launcher.exe \
build/bin/indep-64/config.exe \ build/bin/indep-64/config.exe \
@@ -472,42 +461,42 @@ $(zipdir)/iidx-27-to-30.zip: \
dist/iidx/gamestart-28.bat \ dist/iidx/gamestart-28.bat \
dist/iidx/gamestart-29.bat \ dist/iidx/gamestart-29.bat \
dist/iidx/gamestart-30.bat \ dist/iidx/gamestart-30.bat \
dist/iidx/launcher-27.xml \ dist/iidx/gamestart-31.bat \
dist/iidx/launcher-28.xml \ dist/iidx/iidxhook-27.conf \
dist/iidx/launcher-29.xml \ dist/iidx/iidxhook-28.conf \
dist/iidx/launcher-30.xml \ dist/iidx/iidxhook-29.conf \
dist/shared/ea3-ident.xml \ dist/iidx/iidxhook-30.conf \
dist/shared/ea3-license.xml \ dist/iidx/iidxhook-31.conf \
dist/shared/ea3-service.xml \
dist/iidx/vefx.txt \ dist/iidx/vefx.txt \
| $(zipdir)/ | $(zipdir)/
$(V)echo ... $@ $(V)echo ... $@
$(V)zip -j $@ $^ $(V)zip -j $@ $^
$(zipdir)/iidx-hwio-x86.zip: \ $(zipdir)/iidx-hwio-x86.zip: \
build/bin/indep-32/acio-mgr.dll \ build/bin/indep-32/aciomgr.dll \
build/bin/indep-32/eamio-icca.dll \ build/bin/indep-32/eamio-icca.dll \
build/bin/indep-32/iidxio-async.dll \
build/bin/indep-32/iidxio-bio2.dll \ build/bin/indep-32/iidxio-bio2.dll \
build/bin/indep-32/iidxio-ezusb.dll \ build/bin/indep-32/iidxio-ezusb.dll \
build/bin/indep-32/iidxio-ezusb2.dll \ build/bin/indep-32/iidxio-ezusb2.dll \
dist/iidx/iidxio-bio2.conf \
build/bin/indep-32/vigem-iidxio.exe \ build/bin/indep-32/vigem-iidxio.exe \
dist/iidx/eamio-icca.xml \ dist/iidx/vigem-iidxio.conf \
dist/iidx/iidxio-bio2.xml \
dist/iidx/vigem-iidxio.xml \
| $(zipdir)/ | $(zipdir)/
$(V)echo ... $@ $(V)echo ... $@
$(V)zip -j $@ $^ $(V)zip -j $@ $^
$(zipdir)/iidx-hwio-x64.zip: \ $(zipdir)/iidx-hwio-x64.zip: \
build/bin/indep-64/acio-mgr.dll \ build/bin/indep-64/aciomgr.dll \
build/bin/indep-64/eamio-icca.dll \ build/bin/indep-64/eamio-icca.dll \
build/bin/indep-64/iidxio-async.dll \
build/bin/indep-64/iidxio-bio2.dll \ build/bin/indep-64/iidxio-bio2.dll \
build/bin/indep-64/iidxio-ezusb.dll \ build/bin/indep-64/iidxio-ezusb.dll \
build/bin/indep-64/iidxio-ezusb2.dll \ build/bin/indep-64/iidxio-ezusb2.dll \
build/bin/indep-64/iidxio-lightning.dll \
dist/iidx/iidxio-bio2.conf \
build/bin/indep-64/vigem-iidxio.exe \ build/bin/indep-64/vigem-iidxio.exe \
dist/iidx/eamio-icca.xml \ dist/iidx/vigem-iidxio.conf \
dist/iidx/iidxio-bio2.xml \
dist/iidx/vigem-iidxio.xml \
| $(zipdir)/ | $(zipdir)/
$(V)echo ... $@ $(V)echo ... $@
$(V)zip -j $@ $^ $(V)zip -j $@ $^
@@ -519,10 +508,9 @@ $(zipdir)/jb-01.zip: \
build/bin/indep-32/eamio.dll \ build/bin/indep-32/eamio.dll \
build/bin/indep-32/geninput.dll \ build/bin/indep-32/geninput.dll \
build/bin/indep-32/jbio.dll \ build/bin/indep-32/jbio.dll \
dist/dwarfstack/32/dwarfstack.dll \
dist/jb/config.bat \ dist/jb/config.bat \
dist/jb/gamestart-01.bat \ dist/jb/gamestart-01.bat \
dist/jb/inject-01.xml \ dist/jb/jbhook-01.conf \
| $(zipdir)/ | $(zipdir)/
$(V)echo ... $@ $(V)echo ... $@
$(V)zip -j $@ $^ $(V)zip -j $@ $^
@@ -534,10 +522,9 @@ $(zipdir)/jb-02.zip: \
build/bin/indep-32/eamio.dll \ build/bin/indep-32/eamio.dll \
build/bin/indep-32/geninput.dll \ build/bin/indep-32/geninput.dll \
build/bin/indep-32/jbio.dll \ build/bin/indep-32/jbio.dll \
dist/dwarfstack/32/dwarfstack.dll \
dist/jb/config.bat \ dist/jb/config.bat \
dist/jb/gamestart-02.bat \ dist/jb/gamestart-02.bat \
dist/jb/inject-02.xml \ dist/jb/jbhook-02.conf \
| $(zipdir)/ | $(zipdir)/
$(V)echo ... $@ $(V)echo ... $@
$(V)zip -j $@ $^ $(V)zip -j $@ $^
@@ -551,10 +538,6 @@ $(zipdir)/jb-03.zip: \
build/bin/indep-32/jbio.dll \ build/bin/indep-32/jbio.dll \
dist/jb/config.bat \ dist/jb/config.bat \
dist/jb/gamestart-03.bat \ dist/jb/gamestart-03.bat \
dist/jb/launcher-03.xml \
dist/shared/ea3-ident.xml \
dist/shared/ea3-license.xml \
dist/shared/ea3-service.xml \
| $(zipdir)/ | $(zipdir)/
$(V)echo ... $@ $(V)echo ... $@
$(V)zip -j $@ $^ $(V)zip -j $@ $^
@@ -568,10 +551,6 @@ $(zipdir)/jb-04.zip: \
build/bin/indep-32/jbio.dll \ build/bin/indep-32/jbio.dll \
dist/jb/config.bat \ dist/jb/config.bat \
dist/jb/gamestart-03.bat \ dist/jb/gamestart-03.bat \
dist/jb/launcher-03.xml \
dist/shared/ea3-ident.xml \
dist/shared/ea3-license.xml \
dist/shared/ea3-service.xml \
| $(zipdir)/ | $(zipdir)/
$(V)echo ... $@ $(V)echo ... $@
$(V)zip -j $@ $^ $(V)zip -j $@ $^
@@ -585,10 +564,6 @@ $(zipdir)/jb-05-to-07.zip: \
build/bin/indep-32/jbio.dll \ build/bin/indep-32/jbio.dll \
dist/jb/config.bat \ dist/jb/config.bat \
dist/jb/gamestart-04.bat \ dist/jb/gamestart-04.bat \
dist/jb/launcher-04.xml \
dist/shared/ea3-ident.xml \
dist/shared/ea3-license.xml \
dist/shared/ea3-service.xml \
| $(zipdir)/ | $(zipdir)/
$(V)echo ... $@ $(V)echo ... $@
$(V)zip -j $@ $^ $(V)zip -j $@ $^
@@ -602,21 +577,17 @@ $(zipdir)/jb-08.zip: \
build/bin/indep-32/jbio.dll \ build/bin/indep-32/jbio.dll \
dist/jb/config.bat \ dist/jb/config.bat \
dist/jb/gamestart-04.bat \ dist/jb/gamestart-04.bat \
dist/jb/launcher-04.xml \
dist/shared/ea3-ident.xml \
dist/shared/ea3-license.xml \
dist/shared/ea3-service.xml \
| $(zipdir)/ | $(zipdir)/
$(V)echo ... $@ $(V)echo ... $@
$(V)zip -j $@ $^ $(V)zip -j $@ $^
$(zipdir)/jb-hwio.zip: \ $(zipdir)/jb-hwio.zip: \
build/bin/indep-32/acio-mgr.dll \ build/bin/indep-32/aciomgr.dll \
build/bin/indep-32/eamio-icca.dll \ build/bin/indep-32/eamio-icca.dll \
build/bin/indep-32/jbio-magicbox.dll \ build/bin/indep-32/jbio-magicbox.dll \
build/bin/indep-32/jbio-p4io.dll \ build/bin/indep-32/jbio-p4io.dll \
dist/jb/jbio-h44b.xml \ dist/jb/jbio-h44b.conf \
dist/jb/eamio-icca.xml \ dist/jb/eamio-icc.conf \
| $(zipdir)/ | $(zipdir)/
$(V)echo ... $@ $(V)echo ... $@
$(V)zip -j $@ $^ $(V)zip -j $@ $^
@@ -630,10 +601,6 @@ $(zipdir)/sdvx-01-to-04.zip: \
build/bin/indep-32/sdvxio.dll \ build/bin/indep-32/sdvxio.dll \
dist/sdvx/config.bat \ dist/sdvx/config.bat \
dist/sdvx/gamestart.bat \ dist/sdvx/gamestart.bat \
dist/sdvx/launcher.xml \
dist/shared/ea3-ident.xml \
dist/shared/ea3-license.xml \
dist/shared/ea3-service.xml \
| $(zipdir)/ | $(zipdir)/
$(V)echo ... $@ $(V)echo ... $@
$(V)zip -j $@ $^ $(V)zip -j $@ $^
@@ -647,10 +614,7 @@ $(zipdir)/sdvx-05-to-06.zip: \
build/bin/indep-64/sdvxio.dll \ build/bin/indep-64/sdvxio.dll \
dist/sdvx5/config.bat \ dist/sdvx5/config.bat \
dist/sdvx5/gamestart.bat \ dist/sdvx5/gamestart.bat \
dist/sdvx5/launcher.xml \ dist/sdvx5/sdvxhook2.conf \
dist/shared/ea3-ident.xml \
dist/shared/ea3-license.xml \
dist/shared/ea3-service.xml \
| $(zipdir)/ | $(zipdir)/
$(V)echo ... $@ $(V)echo ... $@
$(V)zip -j $@ $^ $(V)zip -j $@ $^
@@ -664,38 +628,29 @@ $(zipdir)/sdvx-05-cn.zip: \
build/bin/indep-64/sdvxio.dll \ build/bin/indep-64/sdvxio.dll \
dist/sdvx5/config.bat \ dist/sdvx5/config.bat \
dist/sdvx5/gamestart-cn.bat \ dist/sdvx5/gamestart-cn.bat \
dist/sdvx5/launcher-cn.xml \ dist/sdvx5/sdvxhook2-cn.conf \
dist/shared/ea3-ident.xml \
dist/shared/ea3-license.xml \
dist/shared/ea3-service.xml \
| $(zipdir)/ | $(zipdir)/
$(V)echo ... $@ $(V)echo ... $@
$(V)zip -j $@ $^ $(V)zip -j $@ $^
$(zipdir)/sdvx-hwio-x86.zip: \ $(zipdir)/sdvx-hwio-x86.zip: \
build/bin/indep-32/acio-mgr.dll \ build/bin/indep-32/aciomgr.dll \
build/bin/indep-32/eamio-icca.dll \ build/bin/indep-32/eamio-icca.dll \
build/bin/indep-32/sdvxio-kfca.dll \ build/bin/indep-32/sdvxio-kfca.dll \
build/bin/indep-32/sdvxio-bio2.dll \ build/bin/indep-32/sdvxio-bio2.dll \
build/bin/indep-32/vigem-sdvxio.exe \ build/bin/indep-32/vigem-sdvxio.exe \
dist/sdvx/eamio-icca.xml \
dist/sdvx/sdvxio-bio2.xml \
dist/sdvx/sdvxio-kfca.xml \
dist/sdvx/vigem-sdvxio.xml \
| $(zipdir)/ | $(zipdir)/
$(V)echo ... $@ $(V)echo ... $@
$(V)zip -j $@ $^ $(V)zip -j $@ $^
$(zipdir)/sdvx-hwio-x64.zip: \ $(zipdir)/sdvx-hwio-x64.zip: \
build/bin/indep-64/acio-mgr.dll \ build/bin/indep-64/aciomgr.dll \
build/bin/indep-64/eamio-icca.dll \ build/bin/indep-64/eamio-icca.dll \
build/bin/indep-64/sdvxio-kfca.dll \ build/bin/indep-64/sdvxio-kfca.dll \
build/bin/indep-64/sdvxio-bio2.dll \ build/bin/indep-64/sdvxio-bio2.dll \
build/bin/indep-64/sdvxio-tbs.dll \
build/bin/indep-64/sdvxio-valk.dll \
build/bin/indep-64/vigem-sdvxio.exe \ build/bin/indep-64/vigem-sdvxio.exe \
dist/sdvx/eamio-icca.xml \
dist/sdvx/sdvxio-bio2.xml \
dist/sdvx/sdvxio-kfca.xml \
dist/sdvx/vigem-sdvxio.xml \
| $(zipdir)/ | $(zipdir)/
$(V)echo ... $@ $(V)echo ... $@
$(V)zip -j $@ $^ $(V)zip -j $@ $^
@@ -729,7 +684,6 @@ $(zipdir)/ddr-12-us.zip: \
build/bin/indep-32/ddrio-smx.dll \ build/bin/indep-32/ddrio-smx.dll \
build/bin/indep-32/eamio.dll \ build/bin/indep-32/eamio.dll \
build/bin/indep-32/geninput.dll \ build/bin/indep-32/geninput.dll \
dist/dwarfstack/32/dwarfstack.dll \
dist/ddr/config.bat \ dist/ddr/config.bat \
dist/ddr/gamestart-12-us.bat \ dist/ddr/gamestart-12-us.bat \
dist/ddr/gamestart-12-eu.bat \ dist/ddr/gamestart-12-eu.bat \
@@ -751,10 +705,6 @@ $(zipdir)/ddr-12.zip: \
build/bin/indep-32/geninput.dll \ build/bin/indep-32/geninput.dll \
dist/ddr/config.bat \ dist/ddr/config.bat \
dist/ddr/gamestart-12.bat \ dist/ddr/gamestart-12.bat \
dist/ddr/launcher-12.xml \
dist/shared/ea3-ident.xml \
dist/shared/ea3-license.xml \
dist/shared/ea3-service.xml \
| $(zipdir)/ | $(zipdir)/
$(V)echo ... $@ $(V)echo ... $@
$(V)zip -j $@ $^ $(V)zip -j $@ $^
@@ -771,10 +721,6 @@ $(zipdir)/ddr-13.zip: \
build/bin/indep-32/geninput.dll \ build/bin/indep-32/geninput.dll \
dist/ddr/config.bat \ dist/ddr/config.bat \
dist/ddr/gamestart-13.bat \ dist/ddr/gamestart-13.bat \
dist/ddr/launcher-13.xml \
dist/shared/ea3-ident.xml \
dist/shared/ea3-license.xml \
dist/shared/ea3-service.xml \
| $(zipdir)/ | $(zipdir)/
$(V)echo ... $@ $(V)echo ... $@
$(V)zip -j $@ $^ $(V)zip -j $@ $^
@@ -795,14 +741,6 @@ $(zipdir)/ddr-14-to-18.zip: \
dist/ddr/gamestart-16.bat \ dist/ddr/gamestart-16.bat \
dist/ddr/gamestart-17.bat \ dist/ddr/gamestart-17.bat \
dist/ddr/gamestart-18.bat \ dist/ddr/gamestart-18.bat \
dist/ddr/launcher-14.xml \
dist/ddr/launcher-15.xml \
dist/ddr/launcher-16.xml \
dist/ddr/launcher-17.xml \
dist/ddr/launcher-18.xml \
dist/shared/ea3-ident.xml \
dist/shared/ea3-license.xml \
dist/shared/ea3-service.xml \
| $(zipdir)/ | $(zipdir)/
$(V)echo ... $@ $(V)echo ... $@
$(V)zip -j $@ $^ $(V)zip -j $@ $^
@@ -821,12 +759,6 @@ $(zipdir)/ddr-16-to-18-x64.zip: \
dist/ddr/gamestart-16.bat \ dist/ddr/gamestart-16.bat \
dist/ddr/gamestart-17.bat \ dist/ddr/gamestart-17.bat \
dist/ddr/gamestart-18.bat \ dist/ddr/gamestart-18.bat \
dist/ddr/launcher-16.xml \
dist/ddr/launcher-17.xml \
dist/ddr/launcher-18.xml \
dist/shared/ea3-ident.xml \
dist/shared/ea3-license.xml \
dist/shared/ea3-service.xml \
| $(zipdir)/ | $(zipdir)/
$(V)echo ... $@ $(V)echo ... $@
$(V)zip -j $@ $^ $(V)zip -j $@ $^
@@ -839,7 +771,6 @@ $(zipdir)/ddr-hwio-x86.zip: \
build/bin/indep-32/extiotest.exe \ build/bin/indep-32/extiotest.exe \
build/bin/indep-32/p3io-ddr-tool.exe \ build/bin/indep-32/p3io-ddr-tool.exe \
build/bin/indep-32/vigem-ddrio.exe \ build/bin/indep-32/vigem-ddrio.exe \
dist/ddr/vigem-ddrio.xml \
| $(zipdir)/ | $(zipdir)/
$(V)echo ... $@ $(V)echo ... $@
$(V)zip -j $@ $^ $(V)zip -j $@ $^
@@ -852,7 +783,6 @@ $(zipdir)/ddr-hwio-x64.zip: \
build/bin/indep-64/extiotest.exe \ build/bin/indep-64/extiotest.exe \
build/bin/indep-64/p3io-ddr-tool.exe \ build/bin/indep-64/p3io-ddr-tool.exe \
build/bin/indep-64/vigem-ddrio.exe \ build/bin/indep-64/vigem-ddrio.exe \
dist/ddr/vigem-ddrio.xml \
| $(zipdir)/ | $(zipdir)/
$(V)echo ... $@ $(V)echo ... $@
$(V)zip -j $@ $^ $(V)zip -j $@ $^
@@ -867,11 +797,6 @@ $(zipdir)/bst.zip: \
dist/bst/config.bat \ dist/bst/config.bat \
dist/bst/gamestart1.bat \ dist/bst/gamestart1.bat \
dist/bst/gamestart2.bat \ dist/bst/gamestart2.bat \
dist/bst/launcher-01.xml \
dist/bst/launcher-02.xml \
dist/shared/ea3-ident.xml \
dist/shared/ea3-license.xml \
dist/shared/ea3-service.xml \
| $(zipdir)/ | $(zipdir)/
$(V)echo ... $@ $(V)echo ... $@
$(V)zip -j $@ $^ $(V)zip -j $@ $^
@@ -884,16 +809,15 @@ $(zipdir)/popn-15-to-18.zip: \
build/bin/indep-32/eamio.dll \ build/bin/indep-32/eamio.dll \
build/bin/indep-32/popnio.dll \ build/bin/indep-32/popnio.dll \
build/bin/indep-32/ezusb2-popn-shim.dll \ build/bin/indep-32/ezusb2-popn-shim.dll \
dist/dwarfstack/32/dwarfstack.dll \
dist/popn/config.bat \ dist/popn/config.bat \
dist/popn/gamestart-15.bat \ dist/popn/gamestart-15.bat \
dist/popn/gamestart-16.bat \ dist/popn/gamestart-16.bat \
dist/popn/gamestart-17.bat \ dist/popn/gamestart-17.bat \
dist/popn/gamestart-18.bat \ dist/popn/gamestart-18.bat \
dist/popn/inject-15.xml \ dist/popn/popnhook-15.conf \
dist/popn/inject-16.xml \ dist/popn/popnhook-16.conf \
dist/popn/inject-17.xml \ dist/popn/popnhook-17.conf \
dist/popn/inject-18.xml \ dist/popn/popnhook-18.conf \
| $(zipdir)/ | $(zipdir)/
$(V)echo ... $@ $(V)echo ... $@
$(V)zip -j $@ $^ $(V)zip -j $@ $^
@@ -907,9 +831,15 @@ $(zipdir)/doc.zip: \
$(BUILDDIR)/tests.zip: \ $(BUILDDIR)/tests.zip: \
build/bin/indep-32/iidxhook1.dll \ build/bin/indep-32/iidxhook1.dll \
build/bin/avs2_0-32/iidxhook2.dll \ build/bin/avs2_0-32/iidxhook2.dll \
build/bin/indep-32/cconfig-test.exe \
build/bin/indep-32/cconfig-util-test.exe \
build/bin/indep-32/cconfig-cmd-test.exe \
build/bin/indep-32/d3d9hook.dll \ build/bin/indep-32/d3d9hook.dll \
build/bin/indep-32/d3d9hook-test.exe \ build/bin/indep-32/d3d9hook-test.exe \
dist/dwarfstack/32/dwarfstack.dll \ build/bin/indep-32/iidxhook-util-config-eamuse-test.exe \
build/bin/indep-32/iidxhook-util-config-gfx-test.exe \
build/bin/indep-32/iidxhook-util-config-misc-test.exe \
build/bin/indep-32/iidxhook-util-config-sec-test.exe \
build/bin/indep-32/inject.exe \ build/bin/indep-32/inject.exe \
build/bin/indep-32/security-id-test.exe \ build/bin/indep-32/security-id-test.exe \
build/bin/indep-32/security-mcode-test.exe \ build/bin/indep-32/security-mcode-test.exe \
@@ -918,6 +848,7 @@ $(BUILDDIR)/tests.zip: \
build/bin/indep-32/security-rp3-test.exe \ build/bin/indep-32/security-rp3-test.exe \
build/bin/indep-32/security-util-test.exe \ build/bin/indep-32/security-util-test.exe \
build/bin/indep-32/util-net-test.exe \ build/bin/indep-32/util-net-test.exe \
build/bin/indep-64/iidxhook8-config-cam-test.exe \
dist/test/run-tests.sh \ dist/test/run-tests.sh \
| $(zipdir)/ | $(zipdir)/
$(V)echo ... $@ $(V)echo ... $@
@@ -944,7 +875,7 @@ $(BUILDDIR)/bemanitools.zip: \
$(zipdir)/iidx-20-cn.zip \ $(zipdir)/iidx-20-cn.zip \
$(zipdir)/iidx-21-to-24.zip \ $(zipdir)/iidx-21-to-24.zip \
$(zipdir)/iidx-25-to-26.zip \ $(zipdir)/iidx-25-to-26.zip \
$(zipdir)/iidx-27-to-30.zip \ $(zipdir)/iidx-27-to-31.zip \
$(zipdir)/iidx-hwio-x86.zip \ $(zipdir)/iidx-hwio-x86.zip \
$(zipdir)/iidx-hwio-x64.zip \ $(zipdir)/iidx-hwio-x64.zip \
$(zipdir)/jb-01.zip \ $(zipdir)/jb-01.zip \

View File

@@ -1,12 +1,6 @@
# Bemanitools 6 # Bemanitools 5
**THIS IS A HIGHLY WORK/DEVELOPMENT IN PROGRESS VERSION** Version: `5.49`
**THINGS ARE BROKEN AND EVERYTHING IS SUBJECT TO CHANGE**
**ALL DOCUMENTATION IS CONSIDERED OUTDATED AND IS NOT NECESSARILY REVISED UNTIL FURTHER NOTICE**
Version: `6.0.0-alpha.4`
[Changelog](CHANGELOG.md) [Changelog](CHANGELOG.md)
@@ -77,6 +71,7 @@ The following games are supported with their corresponding hook-libraries.
- Beatmania IIDX 28 BISTROVER (`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 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) - Beatmania IIDX 30 RESIDENT (`iidx-27-to-30.zip`): [iidxhook9](doc/iidxhook/iidxhook9.md)
- Beatmania IIDX 31 EPOLIS (`iidx-27-to-31.zip`): [iidxhook9](doc/iidxhook/iidxhook9.md)
- [jubeat](doc/jbhook/README.md) - [jubeat](doc/jbhook/README.md)
- jubeat (`jb-01.zip`): [jbhook1](doc/jbhook/jbhook1.md) - jubeat (`jb-01.zip`): [jbhook1](doc/jbhook/jbhook1.md)
- jubeat ripples (`jb-02.zip`): [jbhook1](doc/jbhook/jbhook1.md) - jubeat ripples (`jb-02.zip`): [jbhook1](doc/jbhook/jbhook1.md)
@@ -125,9 +120,12 @@ The following games are supported with their corresponding hook-libraries.
- [extiotest](doc/tools/extiotest.md) - [extiotest](doc/tools/extiotest.md)
- [aciotest](doc/tools/aciotest.md): Command line tool to quickly test ACIO devices - [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) - config: UI input/output configuration tool when using the default bemanitools API (geninput)
- [d3d9-monitor-check](doc/tools/d3d9-monitor-check.md): Command line tool to check the monitor refresh rate of the
current GPU + monitor configuration
- ir-beat-patch-9/10: Patch the IR beat phase on IIDX 9 and 10 - 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 - [mempatch-hook](doc/tools/mempatch-hook.md): Patch raw memory locations in the target process
based on the provided configuration based on the provided configuration
- [nvgpu](doc/tools/nvgpu.md): Command line tool to configure and tweak the NVIDIA GPU driver
- [pcbidgen](doc/tools/pcbidgen.md): Konami PCBID generator tool - [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 - [ViGEm clients](doc/vigem/README.md): Expose BT5 APIs as XBOX game controllers to play any games
with real cabinet hardware. with real cabinet hardware.
@@ -154,36 +152,21 @@ helpful or important to know and should be added.
### Setup and dependencies ### Setup and dependencies
The games bemanitools support span several generations of (embedded) Windows versions: XP, 7 and 10 Most (older generation) games were developed for Windows XP Embedded but should run fine on any
(IoT). With these come different generations of dependencies as requirements. 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.
Simplified, this boils down to the following list of C++ Redistributable (vcredist) packages that Depending on the game, you also need the following dependencies installed:
are recommended to be installed without going into detail which game needs exactly which version.
Keep in mind the "bitness" (32-bit vs. 64-bit) of each specific game and download the right ones
accordingly.
You can use a tool like [dependencywalker](https://www.dependencywalker.com/) to figure that out if - The 32-bit (x86) version of
it is relevant to you. [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)
Links/files are also provided by See also [bemanitools-supplement](https://www.github.com/djhackersdev/bemanitools-supplement/) for
[bemanitools-supplement](https://github.com/djhackersdev/bemanitools-supplement/tree/master/misc/win-runtime#windows-runtimes-and-libraries) files.
#### Visual C++ Redistributable Packages
- 2010
- [32-bit (x86)](http://download.microsoft.com/download/5/B/C/5BC5DBB3-652D-4DCE-B14A-475AB85EEF6E/vcredist_x86.exe)
- [64-bit (x64)](http://download.microsoft.com/download/d/2/4/d242c3fb-da5a-4542-ad66-f9661d0a8d19/vcredist_x64.exe)
- 2013
- [32-bit (x86)](http://download.microsoft.com/download/2/E/6/2E61CFA4-993B-4DD4-91DA-3737CD5CD6E3/vcredist_x86.exe)
- [64-bit (x64)](http://download.microsoft.com/download/2/E/6/2E61CFA4-993B-4DD4-91DA-3737CD5CD6E3/vcredist_x64.exe)
- 2015
- [32-bit (x86)](https://download.microsoft.com/download/9/3/F/93FCF1E7-E6A4-478B-96E7-D4B285925B00/vc_redist.x86.exe)
- [64-bit (x64)](https://download.microsoft.com/download/9/3/F/93FCF1E7-E6A4-478B-96E7-D4B285925B00/vc_redist.x64.exe)
#### DirectX 9
Most/nearly all games support to this day use the DirectX 9(ex) API. Make sure to install the
[DirectX 9 End-User Runtimes (June 2010)](https://www.microsoft.com/en-us/download/details.aspx?id=8109)
## Development ## Development

View File

@@ -1,42 +0,0 @@
#define LOG_MODULE "btsdk-hook-example"
#include <windows.h>
#include <stdbool.h>
#include <stdint.h>
#include "btapi/hook-core.h"
#include "btapi/hook-main.h"
#include "core/log.h"
#include "core/thread.h"
void btapi_hook_core_thread_impl_set(
btapi_thread_create_t create,
btapi_thread_join_t join,
btapi_thread_destroy_t destroy)
{
core_thread_impl_set(create, join, destroy);
}
void btapi_hook_core_log_impl_set(
btapi_log_formatter_t misc,
btapi_log_formatter_t info,
btapi_log_formatter_t warning,
btapi_log_formatter_t fatal)
{
core_log_impl_set(misc, info, warning, fatal);
}
bool btapi_hook_main_init(
HMODULE game_module, struct property_node *property_node_config)
{
log_info("btapi_hook_main_init");
return true;
}
void btapi_hook_main_fini()
{
log_info("btapi_hook_main_fini");
}

View File

@@ -1,74 +0,0 @@
#define LOG_MODULE "procmon-dllmain"
#include <windows.h>
#include "core/log-bt-ext.h"
#include "core/log-bt.h"
#include "core/thread-crt-ext.h"
#include "launcher/property-util.h"
#include "procmon/config.h"
#include "procmon/procmon.h"
#include "util/fs.h"
// TODO move this to a separate "standalone dllmain bootstrap" module in sdk
BOOL WINAPI DllMain(HMODULE mod, DWORD reason, void *ctx)
{
struct property *property;
struct property_node *root_node;
struct procmon_config config;
// TODO provide compatibility mode here? ctx set to...something?
// to figure out if this is loaded/run by any bemanitools loader
// or not.
if (reason == DLL_PROCESS_ATTACH) {
core_thread_crt_ext_impl_set();
core_log_bt_ext_init_with_stderr();
// TODO make this somehow configurable?
// have additional stuff on procmon configuration xml
// <dllmain>
// <log>
// have the same log stuff here as with launcher like file, level, rotation etc
// </log>
// <procmon>
// ....
// </procmon>
// </dllmain>
core_log_bt_level_set(CORE_LOG_BT_LOG_LEVEL_INFO);
log_info("DLL_PROCESS_ATTACH");
if (path_exists("procmon-config.xml")) {
property = property_util_load("procmon-config.xml");
root_node = property_search(NULL, "hook/procmon");
if (!root_node) {
// TODO error handling
}
procmon_config_init(&config);
procmon_config_load(root_node, &config);
procmon_init(&config);
} else {
log_warning("No configuration file found, defaulting");
procmon_config_init(&config);
procmon_init(&config);
}
} else if (reason == DLL_PROCESS_DETACH) {
log_info("DLL_PROCESS_DETACH");
procmon_fini();
core_log_bt_fini();
}
return TRUE;
}

View File

@@ -1,15 +0,0 @@
void btsdk_dllmain_bootstrap_process_attach()
{
// TODO have the whole stuff to bootstrap independently of hook API
// with logging setup etc.
// provide stuff via recovering from command line args or env vars?
}
void btsdk_dllmain_bootstrap_process_detach()
{
// TODO cleanup
core_log_bt_fini();
}

View File

@@ -1,12 +0,0 @@
#ifndef DLLMAIN_BOOTSTRAP_H
#define DLLMAIN_BOOTSTRAP_H
#include <stdint.h>
#include "imports/avs.h"
void btsdk_dllmain_bootstrap_process_attach();
void btsdk_dllmain_bootstrap_process_detach();
#endif

View File

@@ -1,21 +0,0 @@
void btapi_thread_impl_set()
{
}
int btapi_thread_create(int (*proc)(void *), void *ctx, uint32_t stack_sz, unsigned int priority)
{
}
void btapi_thread_join(int thread_id, int *result)
{
}
void btapi_thread_destroy(int thread_id)
{
}

View File

@@ -1,3 +0,0 @@
void btapi_thread_impl_set();

View File

@@ -1,30 +0,0 @@
#include "api/hook.h"
void btapi_hook_thread_impl_set(
btapi_thread_create_t create,
btapi_thread_join_t join,
btapi_thread_destroy_t destroy)
{
// TODO some simple example how to use basic functionality of the API
}
void btapi_hook_log_impl_set(
btapi_log_formatter_t misc,
btapi_log_formatter_t info,
btapi_log_formatter_t warning,
btapi_log_formatter_t fatal)
{
// TODO some simple example how to use basic functionality of the API
}
bool btapi_hook_init(struct property_node *config)
{
// TODO some simple example how to use basic functionality of the API
return true;
}
void btapi_hook_fini()
{
// TODO some simple example how to use basic functionality of the API
}

View File

@@ -1,2 +0,0 @@
// TODO simple hook example with DllMain only
// ignoring the BT5 API

View File

@@ -1,34 +1,10 @@
@echo off @echo off
:: Game doesn't work properly when not run with administrator privileges
>nul 2>&1 net session
if %errorlevel% neq 0 (
echo This script requires administrative privileges.
echo Please run the script as an administrator.
pause
exit 1
)
:: Script expects to be located in a subfolder "bemanitools" in the root folder
:: (contents/) next to the folders modules, data etc.
cd /d %~dp0 cd /d %~dp0
:: Script expects to be located in the root folder (contents/) next to the if not exist dev\nvram mkdir dev\nvram
:: folders modules, data etc. if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml
set CONTENT_DIR=%CD%\.. if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools if not exist dev\raw mkdir dev\raw
set MODULES_DIR=%CONTENT_DIR%\modules
:: Keep that data vanilla, no need to copy these around anymore launcher -K bsthook.dll -E prop/ea3-config-1.xml beatstream1.dll %*
:: Just add them to the env PATH so launcher can find the libs and game executable
:: Remark: This also requires admin privileges to propage correctly to launcher
set PATH=^
%MODULES_DIR%;^
%BEMANITOOLS_DIR%;^
%PATH%
:: Current working dir is the game's root folder
cd /d %CONTENT_DIR%
%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-01.xml %*

View File

@@ -1,34 +1,10 @@
@echo off @echo off
:: Game doesn't work properly when not run with administrator privileges
>nul 2>&1 net session
if %errorlevel% neq 0 (
echo This script requires administrative privileges.
echo Please run the script as an administrator.
pause
exit 1
)
:: Script expects to be located in a subfolder "bemanitools" in the root folder
:: (contents/) next to the folders modules, data etc.
cd /d %~dp0 cd /d %~dp0
:: Script expects to be located in the root folder (contents/) next to the if not exist dev\nvram mkdir dev\nvram
:: folders modules, data etc. if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml
set CONTENT_DIR=%CD%\.. if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools if not exist dev\raw mkdir dev\raw
set MODULES_DIR=%CONTENT_DIR%\modules
:: Keep that data vanilla, no need to copy these around anymore launcher -K bsthook.dll -E prop/ea3-config-2.xml beatstream2.dll %*
:: Just add them to the env PATH so launcher can find the libs and game executable
:: Remark: This also requires admin privileges to propage correctly to launcher
set PATH=^
%MODULES_DIR%;^
%BEMANITOOLS_DIR%;^
%PATH%
:: Current working dir is the game's root folder
cd /d %CONTENT_DIR%
%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-02.xml %*

View File

@@ -1,75 +0,0 @@
<?xml version="1.0" encoding="Shift-JIS"?>
<launcher version="1">
<bootstrap>
<selector __type="str">bemanitools_local_fs</selector>
<config kind="inline">
<config>
<startup>
<bemanitools_local_fs>
<default>
<file dst="/dev/nvram/ea3-config.xml" src="/prop/eamuse-config-1.xml" />
<file dst="/dev/nvram/coin.xml" src="/prop/coin.xml" />
<file dst="/dev/nvram/eacoin.xml" src="/prop/eacoin.xml" />
</default>
<boot>
<file>prop/avs-config.xml</file>
<heap_avs __type="u32">16777216</heap_avs>
<heap_std __type="u32">16777216</heap_std>
</boot>
<log>
<level>info</level>
</log>
<eamuse>
<file>/dev/nvram/ea3-config.xml</file>
</eamuse>
<component>
<file>beatstream1.dll</file>
<param></param>
</component>
</bemanitools_local_fs>
</startup>
</config>
</config>
</bootstrap>
<ea3_ident>
<config kind="file">bemanitools/ea3-ident.xml</config>
<config kind="file">bemanitools/ea3-license.xml</config>
</ea3_ident>
<avs>
<config kind="inline">
<config>
<fs>
<root>
<device __type="str">.</device>
</root>
<nvram>
<device __type="str">dev/nvram</device>
<fstype __type="str">fs</fstype>
<option __type="str">vf=1,posix=1</option>
</nvram>
<raw>
<device __type="str">dev/raw</device>
<fstype __type="str">fs</fstype>
<option __type="str">vf=1,posix=1</option>
</raw>
</fs>
</config>
</config>
</avs>
<eamuse>
<config kind="file">bemanitools/ea3-server.xml</config>
</eamuse>
<hook>
<hook_dlls>
<dll __type="str">bsthook.dll</dll>
</hook_dlls>
<before_hook_dlls>
</before_hook_dlls>
<iat_hook_dlls>
</iat_hook_dlls>
</hook>
<debug>
<remote_debugger __type="bool">0</remote_debugger>
<log_property_configs __type="bool">0</log_property_configs>
</debug>
</launcher>

View File

@@ -1,75 +0,0 @@
<?xml version="1.0" encoding="Shift-JIS"?>
<launcher version="1">
<bootstrap>
<selector __type="str">bemanitools_local_fs</selector>
<config kind="inline">
<config>
<startup>
<bemanitools_local_fs>
<default>
<file dst="/dev/nvram/ea3-config.xml" src="/prop/eamuse-config-2.xml" />
<file dst="/dev/nvram/coin.xml" src="/prop/coin.xml" />
<file dst="/dev/nvram/eacoin.xml" src="/prop/eacoin.xml" />
</default>
<boot>
<file>prop/avs-config.xml</file>
<heap_avs __type="u32">16777216</heap_avs>
<heap_std __type="u32">16777216</heap_std>
</boot>
<log>
<level>info</level>
</log>
<eamuse>
<file>/dev/nvram/ea3-config.xml</file>
</eamuse>
<component>
<file>beatstream2.dll</file>
<param></param>
</component>
</bemanitools_local_fs>
</startup>
</config>
</config>
</bootstrap>
<ea3_ident>
<config kind="file">bemanitools/ea3-ident.xml</config>
<config kind="file">bemanitools/ea3-license.xml</config>
</ea3_ident>
<avs>
<config kind="inline">
<config>
<fs>
<root>
<device __type="str">.</device>
</root>
<nvram>
<device __type="str">dev/nvram</device>
<fstype __type="str">fs</fstype>
<option __type="str">vf=1,posix=1</option>
</nvram>
<raw>
<device __type="str">dev/raw</device>
<fstype __type="str">fs</fstype>
<option __type="str">vf=1,posix=1</option>
</raw>
</fs>
</config>
</config>
</avs>
<eamuse>
<config kind="file">bemanitools/ea3-service.xml</config>
</eamuse>
<hook>
<hook_dlls>
<dll __type="str">bsthook.dll</dll>
</hook_dlls>
<before_hook_dlls>
</before_hook_dlls>
<iat_hook_dlls>
</iat_hook_dlls>
</hook>
<debug>
<remote_debugger __type="bool">0</remote_debugger>
<log_property_configs __type="bool">0</log_property_configs>
</debug>
</launcher>

View File

@@ -1,5 +0,0 @@
<?xml version="1.0" encoding="Shift-JIS"?>
<eamio-icca>
<port __type="str">COM1</port>
<baud __type="s32">57600</baud>
</eamio-icca>

View File

@@ -1,42 +1,11 @@
@echo off @echo off
:: Game doesn't work properly when not run with administrator privileges
>nul 2>&1 net session
if %errorlevel% neq 0 (
echo This script requires administrative privileges.
echo Please run the script as an administrator.
pause
exit 1
)
:: Script expects to be located in a subfolder "bemanitools" in the root folder
:: (contents/) next to the folders modules, data etc.
cd /d %~dp0 cd /d %~dp0
:: Script expects to be located in the root folder (contents/) next to the if not exist conf\nvram mkdir conf\nvram
:: folders modules, data etc. if not exist conf\raw mkdir conf\raw
set CONTENT_DIR=%CD%\..
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set COM_DIR=%CONTENT_DIR%\com
set MODULES_DIR=%CONTENT_DIR%\modules
:: Register video codecs, e.g. required for background videos regsvr32 /s k-clvsd.dll
regsvr32 /s %COM_DIR%\k-clvsd.dll regsvr32 /s xactengine2_10.dll
:: Keep that data vanilla, no need to copy these around anymore .\launcher.exe -K .\ddrhook2.dll .\ddr.dll %*
:: Just add them to the env PATH so launcher can find the libs and game executable
:: Remark: This also requires admin privileges to propage correctly to launcher
set PATH=^
%MODULES_DIR%;^
%BEMANITOOLS_DIR%;^
%PATH%
:: Current working dir is the game's root folder
cd /d %CONTENT_DIR%
%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-13.xml %*
:: Unregister video codec to avoid conflicts with other/older video codecs crashing different
:: game versions, e.g. DDR X
regsvr32 /u /s %COM_DIR%\k-clvsd.dll

View File

@@ -1,42 +1,11 @@
@echo off @echo off
:: Game doesn't work properly when not run with administrator privileges
>nul 2>&1 net session
if %errorlevel% neq 0 (
echo This script requires administrative privileges.
echo Please run the script as an administrator.
pause
exit 1
)
:: Script expects to be located in a subfolder "bemanitools" in the root folder
:: (contents/) next to the folders modules, data etc.
cd /d %~dp0 cd /d %~dp0
:: Script expects to be located in the root folder (contents/) next to the if not exist conf\nvram mkdir conf\nvram
:: folders modules, data etc. if not exist conf\raw mkdir conf\raw
set CONTENT_DIR=%CD%\..
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set COM_DIR=%CONTENT_DIR%\com
set MODULES_DIR=%CONTENT_DIR%\modules
:: Register video codecs, e.g. required for background videos regsvr32 /s k-clvsd.dll
regsvr32 /s %COM_DIR%\k-clvsd.dll regsvr32 /s xactengine2_10.dll
:: Keep that data vanilla, no need to copy these around anymore .\launcher.exe -K .\ddrhook2.dll .\ddr.dll %*
:: Just add them to the env PATH so launcher can find the libs and game executable
:: Remark: This also requires admin privileges to propage correctly to launcher
set PATH=^
%MODULES_DIR%;^
%BEMANITOOLS_DIR%;^
%PATH%
:: Current working dir is the game's root folder
cd /d %CONTENT_DIR%
%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-13.xml %*
:: Unregister video codec to avoid conflicts with other/older video codecs crashing different
:: game versions, e.g. DDR X
regsvr32 /u /s %COM_DIR%\k-clvsd.dll

View File

@@ -1,44 +1,14 @@
@echo off @echo off
:: Game doesn't work properly when not run with administrator privileges
>nul 2>&1 net session
if %errorlevel% neq 0 (
echo This script requires administrative privileges.
echo Please run the script as an administrator.
pause
exit 1
)
:: Script expects to be located in a subfolder "bemanitools" in the root folder
:: (contents/) next to the folders modules, data etc.
cd /d %~dp0 cd /d %~dp0
:: Script expects to be located in the root folder (contents/) next to the if not exist conf\nvram mkdir conf\nvram
:: folders modules, data etc. if not exist conf\nvram\coin.xml copy prop\coin.xml conf\nvram\coin.xml
set CONTENT_DIR=%CD%\.. if not exist conf\nvram\eacoin.xml copy prop\eacoin.xml conf\nvram\eacoin.xml
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools if not exist conf\nvram\share-config.xml copy prop\share-config.xml conf\nvram\share-config.xml
set COM_DIR=%CONTENT_DIR%\com if not exist conf\raw mkdir conf\raw
set MODULES_DIR=%CONTENT_DIR%\modules
:: Register video codecs, e.g. required for background videos regsvr32 /s k-clvsd.dll
regsvr32 /s %COM_DIR%\k-clvsd.dll regsvr32 /s xactengine2_10.dll
regsvr32 /s %COM_DIR%\xactengine2_10.dll
:: Keep that data vanilla, no need to copy these around anymore .\launcher.exe -K .\ddrhook2.dll .\mdxja_945.dll %*
:: Just add them to the env PATH so launcher can find the libs and game executable
:: Remark: This also requires admin privileges to propage correctly to launcher
set PATH=^
%MODULES_DIR%;^
%BEMANITOOLS_DIR%;^
%PATH%
:: Current working dir is the game's root folder
cd /d %CONTENT_DIR%
%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-14.xml %*
:: Unregister video codec to avoid conflicts with other/older video codecs crashing different
:: game versions, e.g. DDR X
regsvr32 /u /s %COM_DIR%\k-clvsd.dll
regsvr32 /u /s %COM_DIR%\xactengine2_10.dll

View File

@@ -1,44 +1,14 @@
@echo off @echo off
:: Game doesn't work properly when not run with administrator privileges
>nul 2>&1 net session
if %errorlevel% neq 0 (
echo This script requires administrative privileges.
echo Please run the script as an administrator.
pause
exit 1
)
:: Script expects to be located in a subfolder "bemanitools" in the root folder
:: (contents/) next to the folders modules, data etc.
cd /d %~dp0 cd /d %~dp0
:: Script expects to be located in the root folder (contents/) next to the if not exist conf\nvram mkdir conf\nvram
:: folders modules, data etc. if not exist conf\nvram\coin.xml copy prop\coin.xml conf\nvram\coin.xml
set CONTENT_DIR=%CD%\.. if not exist conf\nvram\eacoin.xml copy prop\eacoin.xml conf\nvram\eacoin.xml
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools if not exist conf\nvram\share-config.xml copy prop\share-config.xml conf\nvram\share-config.xml
set COM_DIR=%CONTENT_DIR%\com if not exist conf\raw mkdir conf\raw
set MODULES_DIR=%CONTENT_DIR%\modules
:: Register video codecs, e.g. required for background videos regsvr32 /s k-clvsd.dll
regsvr32 /s %COM_DIR%\k-clvsd.dll regsvr32 /s xactengine2_10.dll
regsvr32 /s %COM_DIR%\xactengine2_10.dll
:: Keep that data vanilla, no need to copy these around anymore .\launcher.exe -K .\ddrhook2.dll .\mdxja_945.dll %*
:: Just add them to the env PATH so launcher can find the libs and game executable
:: Remark: This also requires admin privileges to propage correctly to launcher
set PATH=^
%MODULES_DIR%;^
%BEMANITOOLS_DIR%;^
%PATH%
:: Current working dir is the game's root folder
cd /d %CONTENT_DIR%
%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-15.xml %*
:: Unregister video codec to avoid conflicts with other/older video codecs crashing different
:: game versions, e.g. DDR X
regsvr32 /u /s %COM_DIR%\k-clvsd.dll
regsvr32 /u /s %COM_DIR%\xactengine2_10.dll

View File

@@ -1,44 +1,15 @@
@echo off @echo off
:: Game doesn't work properly when not run with administrator privileges
>nul 2>&1 net session
if %errorlevel% neq 0 (
echo This script requires administrative privileges.
echo Please run the script as an administrator.
pause
exit 1
)
:: Script expects to be located in a subfolder "bemanitools" in the root folder
:: (contents/) next to the folders modules, data etc.
cd /d %~dp0 cd /d %~dp0
:: Script expects to be located in the root folder (contents/) next to the if not exist conf\nvram mkdir conf\nvram
:: folders modules, data etc. if not exist conf\nvram\ea3-config.xml copy prop\eamuse-config.xml conf\nvram\ea3-config.xml
set CONTENT_DIR=%CD%\.. if not exist conf\nvram\coin.xml copy prop\coin.xml conf\nvram\coin.xml
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools if not exist conf\nvram\eacoin.xml copy prop\eacoin.xml conf\nvram\eacoin.xml
set COM_DIR=%CONTENT_DIR%\com if not exist conf\nvram\testmode-v.xml copy prop\testmode-v.xml conf\nvram\testmode-v.xml
set MODULES_DIR=%CONTENT_DIR%\modules if not exist conf\raw mkdir conf\raw
:: Register video codecs, e.g. required for background videos regsvr32 /s com\k-clvsd.dll
regsvr32 /s %COM_DIR%\k-clvsd.dll regsvr32 /s com\xactengine2_10.dll
regsvr32 /s %COM_DIR%\xactengine2_10.dll
:: Keep that data vanilla, no need to copy these around anymore .\launcher.exe -H 33554432 -K .\ddrhook2.dll .\arkmdxp3.dll %*
:: Just add them to the env PATH so launcher can find the libs and game executable
:: Remark: This also requires admin privileges to propage correctly to launcher
set PATH=^
%MODULES_DIR%;^
%BEMANITOOLS_DIR%;^
%PATH%
:: Current working dir is the game's root folder
cd /d %CONTENT_DIR%
%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-17.xml %*
:: Unregister video codec to avoid conflicts with other/older video codecs crashing different
:: game versions, e.g. DDR X
regsvr32 /u /s %COM_DIR%\k-clvsd.dll
regsvr32 /u /s %COM_DIR%\xactengine2_10.dll

View File

@@ -1,44 +1,15 @@
@echo off @echo off
:: Game doesn't work properly when not run with administrator privileges
>nul 2>&1 net session
if %errorlevel% neq 0 (
echo This script requires administrative privileges.
echo Please run the script as an administrator.
pause
exit 1
)
:: Script expects to be located in a subfolder "bemanitools" in the root folder
:: (contents/) next to the folders modules, data etc.
cd /d %~dp0 cd /d %~dp0
:: Script expects to be located in the root folder (contents/) next to the if not exist conf\nvram mkdir conf\nvram
:: folders modules, data etc. if not exist conf\nvram\ea3-config.xml copy prop\eamuse-config.xml conf\nvram\ea3-config.xml
set CONTENT_DIR=%CD%\.. if not exist conf\nvram\coin.xml copy prop\coin.xml conf\nvram\coin.xml
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools if not exist conf\nvram\eacoin.xml copy prop\eacoin.xml conf\nvram\eacoin.xml
set COM_DIR=%CONTENT_DIR%\com if not exist conf\nvram\testmode-v.xml copy prop\testmode-v.xml conf\nvram\testmode-v.xml
set MODULES_DIR=%CONTENT_DIR%\modules if not exist conf\raw mkdir conf\raw
:: Register video codecs, e.g. required for background videos regsvr32 /s com\k-clvsd.dll
regsvr32 /s %COM_DIR%\k-clvsd.dll regsvr32 /s com\xactengine2_10.dll
regsvr32 /s %COM_DIR%\xactengine2_10.dll
:: Keep that data vanilla, no need to copy these around anymore .\launcher.exe -H 33554432 -K .\ddrhook2.dll .\arkmdxp3.dll %*
:: Just add them to the env PATH so launcher can find the libs and game executable
:: Remark: This also requires admin privileges to propage correctly to launcher
set PATH=^
%MODULES_DIR%;^
%BEMANITOOLS_DIR%;^
%PATH%
:: Current working dir is the game's root folder
cd /d %CONTENT_DIR%
%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-17.xml %*
:: Unregister video codec to avoid conflicts with other/older video codecs crashing different
:: game versions, e.g. DDR X
regsvr32 /u /s %COM_DIR%\k-clvsd.dll
regsvr32 /u /s %COM_DIR%\xactengine2_10.dll

View File

@@ -1,44 +1,15 @@
@echo off @echo off
:: Game doesn't work properly when not run with administrator privileges
>nul 2>&1 net session
if %errorlevel% neq 0 (
echo This script requires administrative privileges.
echo Please run the script as an administrator.
pause
exit 1
)
:: Script expects to be located in a subfolder "bemanitools" in the root folder
:: (contents/) next to the folders modules, data etc.
cd /d %~dp0 cd /d %~dp0
:: Script expects to be located in the root folder (contents/) next to the if not exist conf\nvram mkdir conf\nvram
:: folders modules, data etc. if not exist conf\nvram\ea3-config.xml copy prop\eamuse-config.xml conf\nvram\ea3-config.xml
set CONTENT_DIR=%CD%\.. if not exist conf\nvram\coin.xml copy prop\coin.xml conf\nvram\coin.xml
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools if not exist conf\nvram\eacoin.xml copy prop\eacoin.xml conf\nvram\eacoin.xml
set COM_DIR=%CONTENT_DIR%\com if not exist conf\nvram\testmode-v.xml copy prop\testmode-v.xml conf\nvram\testmode-v.xml
set MODULES_DIR=%CONTENT_DIR%\modules if not exist conf\raw mkdir conf\raw
:: Register video codecs, e.g. required for background videos regsvr32 /s com\k-clvsd.dll
regsvr32 /s %COM_DIR%\k-clvsd.dll regsvr32 /s com\xactengine2_10.dll
regsvr32 /s %COM_DIR%\xactengine2_10.dll
:: Keep that data vanilla, no need to copy these around anymore .\launcher.exe -H 33554432 -K .\ddrhook2.dll .\arkmdxp3.dll %*
:: Just add them to the env PATH so launcher can find the libs and game executable
:: Remark: This also requires admin privileges to propage correctly to launcher
set PATH=^
%MODULES_DIR%;^
%BEMANITOOLS_DIR%;^
%PATH%
:: Current working dir is the game's root folder
cd /d %CONTENT_DIR%
%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-18.xml %*
:: Unregister video codec to avoid conflicts with other/older video codecs crashing different
:: game versions, e.g. DDR X
regsvr32 /u /s %COM_DIR%\k-clvsd.dll
regsvr32 /u /s %COM_DIR%\xactengine2_10.dll

View File

@@ -1,71 +0,0 @@
<?xml version="1.0" encoding="Shift-JIS"?>
<launcher version="1">
<bootstrap>
<selector __type="str">bemanitools_local_fs</selector>
<config kind="inline">
<config>
<startup>
<bemanitools_local_fs>
<default>
<file dst="/dev/nvram/ea3-config.xml" src="/prop/eamuse-config.xml" />
<file dst="/dev/nvram/coin.xml" src="/prop/coin.xml" />
<file dst="/dev/nvram/eacoin.xml" src="/prop/eacoin.xml" />
</default>
<boot>
<file>prop/avs-config.xml</file>
<heap_avs __type="u32">31457280</heap_avs>
<heap_std __type="u32">31457280</heap_std>
</boot>
<log>
<level>info</level>
</log>
<eamuse>
<file>/dev/nvram/ea3-config.xml</file>
</eamuse>
<component>
<file>ddr.dll</file>
<param></param>
</component>
</bemanitools_local_fs>
</startup>
</config>
</config>
</bootstrap>
<ea3_ident>
<config kind="file">bemanitools/ea3-ident.xml</config>
<config kind="file">bemanitools/ea3-license.xml</config>
</ea3_ident>
<avs>
<config kind="inline">
<config>
<fs>
<root>
<device __type="str">.</device>
</root>
<nvram>
<device __type="str">dev/nvram</device>
<fstype __type="str">fs</fstype>
<option __type="str">vf=1,posix=1</option>
</nvram>
<raw>
<device __type="str">dev/raw</device>
<fstype __type="str">fs</fstype>
<option __type="str">vf=1,posix=1</option>
</raw>
</fs>
</config>
</config>
</avs>
<eamuse>
<config kind="file">bemanitools/ea3-service.xml</config>
</eamuse>
<hooks>
<hook>
<path __type="str">ddrhook2.dll</path>
</hook>
</hooks>
<debug>
<remote_debugger __type="bool">0</remote_debugger>
<log_property_configs __type="bool">0</log_property_configs>
</debug>
</launcher>

View File

@@ -1,71 +0,0 @@
<?xml version="1.0" encoding="Shift-JIS"?>
<launcher version="1">
<bootstrap>
<selector __type="str">bemanitools_local_fs</selector>
<config kind="inline">
<config>
<startup>
<bemanitools_local_fs>
<default>
<file dst="/dev/nvram/ea3-config.xml" src="/prop/eamuse-config.xml" />
<file dst="/dev/nvram/coin.xml" src="/prop/coin.xml" />
<file dst="/dev/nvram/eacoin.xml" src="/prop/eacoin.xml" />
</default>
<boot>
<file>prop/avs-config.xml</file>
<heap_avs __type="u32">31457280</heap_avs>
<heap_std __type="u32">31457280</heap_std>
</boot>
<log>
<level>info</level>
</log>
<eamuse>
<file>/dev/nvram/ea3-config.xml</file>
</eamuse>
<component>
<file>ddr.dll</file>
<param></param>
</component>
</bemanitools_local_fs>
</startup>
</config>
</config>
</bootstrap>
<ea3_ident>
<config kind="file">bemanitools/ea3-ident.xml</config>
<config kind="file">bemanitools/ea3-license.xml</config>
</ea3_ident>
<avs>
<config kind="inline">
<config>
<fs>
<root>
<device __type="str">.</device>
</root>
<nvram>
<device __type="str">dev/nvram</device>
<fstype __type="str">fs</fstype>
<option __type="str">vf=1,posix=1</option>
</nvram>
<raw>
<device __type="str">dev/raw</device>
<fstype __type="str">fs</fstype>
<option __type="str">vf=1,posix=1</option>
</raw>
</fs>
</config>
</config>
</avs>
<eamuse>
<config kind="file">bemanitools/ea3-service.xml</config>
</eamuse>
<hooks>
<hook>
<path __type="str">ddrhook2.dll</path>
</hook>
</hooks>
<debug>
<remote_debugger __type="bool">0</remote_debugger>
<log_property_configs __type="bool">0</log_property_configs>
</debug>
</launcher>

View File

@@ -1,71 +0,0 @@
<?xml version="1.0" encoding="Shift-JIS"?>
<launcher version="1">
<bootstrap>
<selector __type="str">bemanitools_local_fs</selector>
<config kind="inline">
<config>
<startup>
<bemanitools_local_fs>
<default>
<file dst="/dev/nvram/ea3-config.xml" src="/prop/eamuse-config.xml" />
<file dst="/dev/nvram/coin.xml" src="/prop/coin.xml" />
<file dst="/dev/nvram/eacoin.xml" src="/prop/eacoin.xml" />
</default>
<boot>
<file>prop/avs-config.xml</file>
<heap_avs __type="u32">31457280</heap_avs>
<heap_std __type="u32">31457280</heap_std>
</boot>
<log>
<level>info</level>
</log>
<eamuse>
<file>/dev/nvram/ea3-config.xml</file>
</eamuse>
<component>
<file>mdxja_945.dll</file>
<param></param>
</component>
</bemanitools_local_fs>
</startup>
</config>
</config>
</bootstrap>
<ea3_ident>
<config kind="file">bemanitools/ea3-ident.xml</config>
<config kind="file">bemanitools/ea3-license.xml</config>
</ea3_ident>
<avs>
<config kind="inline">
<config>
<fs>
<root>
<device __type="str">.</device>
</root>
<nvram>
<device __type="str">dev/nvram</device>
<fstype __type="str">fs</fstype>
<option __type="str">vf=1,posix=1</option>
</nvram>
<raw>
<device __type="str">dev/raw</device>
<fstype __type="str">fs</fstype>
<option __type="str">vf=1,posix=1</option>
</raw>
</fs>
</config>
</config>
</avs>
<eamuse>
<config kind="file">bemanitools/ea3-service.xml</config>
</eamuse>
<hooks>
<hook>
<path __type="str">ddrhook2.dll</path>
</hook>
</hooks>
<debug>
<remote_debugger __type="bool">0</remote_debugger>
<log_property_configs __type="bool">0</log_property_configs>
</debug>
</launcher>

View File

@@ -1,71 +0,0 @@
<?xml version="1.0" encoding="Shift-JIS"?>
<launcher version="1">
<bootstrap>
<selector __type="str">bemanitools_local_fs</selector>
<config kind="inline">
<config>
<startup>
<bemanitools_local_fs>
<default>
<file dst="/dev/nvram/ea3-config.xml" src="/prop/eamuse-config.xml" />
<file dst="/dev/nvram/coin.xml" src="/prop/coin.xml" />
<file dst="/dev/nvram/eacoin.xml" src="/prop/eacoin.xml" />
</default>
<boot>
<file>prop/avs-config.xml</file>
<heap_avs __type="u32">31457280</heap_avs>
<heap_std __type="u32">31457280</heap_std>
</boot>
<log>
<level>info</level>
</log>
<eamuse>
<file>/dev/nvram/ea3-config.xml</file>
</eamuse>
<component>
<file>mdxja_945.dll</file>
<param></param>
</component>
</bemanitools_local_fs>
</startup>
</config>
</config>
</bootstrap>
<ea3_ident>
<config kind="file">bemanitools/ea3-ident.xml</config>
<config kind="file">bemanitools/ea3-license.xml</config>
</ea3_ident>
<avs>
<config kind="inline">
<config>
<fs>
<root>
<device __type="str">.</device>
</root>
<nvram>
<device __type="str">dev/nvram</device>
<fstype __type="str">fs</fstype>
<option __type="str">vf=1,posix=1</option>
</nvram>
<raw>
<device __type="str">dev/raw</device>
<fstype __type="str">fs</fstype>
<option __type="str">vf=1,posix=1</option>
</raw>
</fs>
</config>
</config>
</avs>
<eamuse>
<config kind="file">bemanitools/ea3-service.xml</config>
</eamuse>
<hooks>
<hook>
<path __type="str">ddrhook2.dll</path>
</hook>
</hooks>
<debug>
<remote_debugger __type="bool">0</remote_debugger>
<log_property_configs __type="bool">0</log_property_configs>
</debug>
</launcher>

View File

@@ -1,72 +0,0 @@
<?xml version="1.0" encoding="Shift-JIS"?>
<launcher version="1">
<bootstrap>
<selector __type="str">bemanitools_local_fs</selector>
<config kind="inline">
<config>
<startup>
<bemanitools_local_fs>
<default>
<file dst="/dev/nvram/ea3-config.xml" src="/prop/eamuse-config.xml" />
<file dst="/dev/nvram/coin.xml" src="/prop/coin.xml" />
<file dst="/dev/nvram/eacoin.xml" src="/prop/eacoin.xml" />
<file dst="/dev/nvram/testmode-v.xml" src="/prop/testmode-v.xml" />
</default>
<boot>
<file>prop/avs-config.xml</file>
<heap_avs __type="u32">33554432</heap_avs>
<heap_std __type="u32">1048576</heap_std>
</boot>
<log>
<level>info</level>
</log>
<eamuse>
<file>/dev/nvram/ea3-config.xml</file>
</eamuse>
<component>
<file>arkmdxp3.dll</file>
<param></param>
</component>
</bemanitools_local_fs>
</startup>
</config>
</config>
</bootstrap>
<ea3_ident>
<config kind="file">bemanitools/ea3-ident.xml</config>
<config kind="file">bemanitools/ea3-license.xml</config>
</ea3_ident>
<avs>
<config kind="inline">
<config>
<fs>
<root>
<device __type="str">.</device>
</root>
<nvram>
<device __type="str">dev/nvram</device>
<fstype __type="str">fs</fstype>
<option __type="str">vf=1,posix=1</option>
</nvram>
<raw>
<device __type="str">dev/raw</device>
<fstype __type="str">fs</fstype>
<option __type="str">vf=1,posix=1</option>
</raw>
</fs>
</config>
</config>
</avs>
<eamuse>
<config kind="file">bemanitools/ea3-service.xml</config>
</eamuse>
<hooks>
<hook>
<path __type="str">ddrhook2.dll</path>
</hook>
</hooks>
<debug>
<remote_debugger __type="bool">0</remote_debugger>
<log_property_configs __type="bool">0</log_property_configs>
</debug>
</launcher>

View File

@@ -1,72 +0,0 @@
<?xml version="1.0" encoding="Shift-JIS"?>
<launcher version="1">
<bootstrap>
<selector __type="str">bemanitools_local_fs</selector>
<config kind="inline">
<config>
<startup>
<bemanitools_local_fs>
<default>
<file dst="/dev/nvram/ea3-config.xml" src="/prop/eamuse-config.xml" />
<file dst="/dev/nvram/coin.xml" src="/prop/coin.xml" />
<file dst="/dev/nvram/eacoin.xml" src="/prop/eacoin.xml" />
<file dst="/dev/nvram/testmode-v.xml" src="/prop/testmode-v.xml" />
</default>
<boot>
<file>prop/avs-config.xml</file>
<heap_avs __type="u32">33554432</heap_avs>
<heap_std __type="u32">1048576</heap_std>
</boot>
<log>
<level>info</level>
</log>
<eamuse>
<file>/dev/nvram/ea3-config.xml</file>
</eamuse>
<component>
<file>arkmdxp3.dll</file>
<param></param>
</component>
</bemanitools_local_fs>
</startup>
</config>
</config>
</bootstrap>
<ea3_ident>
<config kind="file">bemanitools/ea3-ident.xml</config>
<config kind="file">bemanitools/ea3-license.xml</config>
</ea3_ident>
<avs>
<config kind="inline">
<config>
<fs>
<root>
<device __type="str">.</device>
</root>
<nvram>
<device __type="str">dev/nvram</device>
<fstype __type="str">fs</fstype>
<option __type="str">vf=1,posix=1</option>
</nvram>
<raw>
<device __type="str">dev/raw</device>
<fstype __type="str">fs</fstype>
<option __type="str">vf=1,posix=1</option>
</raw>
</fs>
</config>
</config>
</avs>
<eamuse>
<config kind="file">bemanitools/ea3-service.xml</config>
</eamuse>
<hooks>
<hook>
<path __type="str">ddrhook2.dll</path>
</hook>
</hooks>
<debug>
<remote_debugger __type="bool">0</remote_debugger>
<log_property_configs __type="bool">0</log_property_configs>
</debug>
</launcher>

View File

@@ -1,72 +0,0 @@
<?xml version="1.0" encoding="Shift-JIS"?>
<launcher version="1">
<bootstrap>
<selector __type="str">bemanitools_local_fs</selector>
<config kind="inline">
<config>
<startup>
<bemanitools_local_fs>
<default>
<file dst="/dev/nvram/ea3-config.xml" src="/prop/eamuse-config.xml" />
<file dst="/dev/nvram/coin.xml" src="/prop/coin.xml" />
<file dst="/dev/nvram/eacoin.xml" src="/prop/eacoin.xml" />
<file dst="/dev/nvram/testmode-v.xml" src="/prop/testmode-v.xml" />
</default>
<boot>
<file>prop/avs-config.xml</file>
<heap_avs __type="u32">33554432</heap_avs>
<heap_std __type="u32">1048576</heap_std>
</boot>
<log>
<level>info</level>
</log>
<eamuse>
<file>/dev/nvram/ea3-config.xml</file>
</eamuse>
<component>
<file>arkmdxp3.dll</file>
<param></param>
</component>
</bemanitools_local_fs>
</startup>
</config>
</config>
</bootstrap>
<ea3_ident>
<config kind="file">bemanitools/ea3-ident.xml</config>
<config kind="file">bemanitools/ea3-license.xml</config>
</ea3_ident>
<avs>
<config kind="inline">
<config>
<fs>
<root>
<device __type="str">.</device>
</root>
<nvram>
<device __type="str">dev/nvram</device>
<fstype __type="str">fs</fstype>
<option __type="str">vf=1,posix=1</option>
</nvram>
<raw>
<device __type="str">dev/raw</device>
<fstype __type="str">fs</fstype>
<option __type="str">vf=1,posix=1</option>
</raw>
</fs>
</config>
</config>
</avs>
<eamuse>
<config kind="file">bemanitools/ea3-service.xml</config>
</eamuse>
<hooks>
<hook>
<path __type="str">ddrhook2.dll</path>
</hook>
</hooks>
<debug>
<remote_debugger __type="bool">0</remote_debugger>
<log_property_configs __type="bool">0</log_property_configs>
</debug>
</launcher>

View File

@@ -1,4 +0,0 @@
<?xml version="1.0" encoding="Shift-JIS"?>
<vigem-ddrio>
<enable_reactive_light __type="bool">1</enable_reactive_light>
</vigem-ddrio>

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View File

@@ -1 +0,0 @@
Version/release: https://github.com/ssbssa/dwarfstack/releases/tag/2.2

View File

@@ -1,5 +0,0 @@
<?xml version="1.0" encoding="Shift-JIS"?>
<eamio-icca>
<port __type="str">COM1</port>
<baud __type="s32">57600</baud>
</eamio-icca>

View File

@@ -1,49 +1,6 @@
@echo off @echo off
:: Keep all vars scoped to this script
setlocal
:: Game doesn't work properly when not run with administrator privileges
>nul 2>&1 net session
if %errorlevel% neq 0 (
echo This script requires administrative privileges.
echo Please run the script as an administrator.
pause
exit 1
)
:: Script expects to be located in a subfolder "bemanitools" in the root folder
:: next to the folders data, JAA, JAB, etc.
cd /d %~dp0 cd /d %~dp0
set CONTENT_DIR=%CD%\.. inject iidxhook1.dll bm2dx.exe -D --config iidxhook-09.conf %*
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set REVISION_DIR=%CONTENT_DIR%\JAG
if not exist "%BEMANITOOLS_DIR%" (
echo The bemanitools directory "%BEMANITOOLS_DIR%" does not exist.
pause
exit 1
)
if not exist "%REVISION_DIR%" (
echo The game modules directory "%REVISION_DIR%" does not exist.
pause
exit 1
)
:: Keep that data vanilla, no need to copy these around anymore
:: Just add them to the env PATH so inject can find the libs and game executable
:: Remark: This also requires admin privileges to propage correctly to inject
set PATH=^
%REVISION_DIR%;^
%BEMANITOOLS_DIR%;^
%PATH%
:: Current working dir is the selected game revision root folder
cd /d %REVISION_DIR%
%BEMANITOOLS_DIR%\inject.exe^
%BEMANITOOLS_DIR%\inject-09.xml^
%*

View File

@@ -1,49 +1,6 @@
@echo off @echo off
:: Keep all vars scoped to this script
setlocal
:: Game doesn't work properly when not run with administrator privileges
>nul 2>&1 net session
if %errorlevel% neq 0 (
echo This script requires administrative privileges.
echo Please run the script as an administrator.
pause
exit 1
)
:: Script expects to be located in a subfolder "bemanitools" in the root folder
:: next to the folders data, JAA, JAB, etc.
cd /d %~dp0 cd /d %~dp0
set CONTENT_DIR=%CD%\.. inject iidxhook1.dll bm2dx.exe -D --config iidxhook-10.conf %*
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set REVISION_DIR=%CONTENT_DIR%\JAE
if not exist "%BEMANITOOLS_DIR%" (
echo The bemanitools directory "%BEMANITOOLS_DIR%" does not exist.
pause
exit 1
)
if not exist "%REVISION_DIR%" (
echo The game modules directory "%REVISION_DIR%" does not exist.
pause
exit 1
)
:: Keep that data vanilla, no need to copy these around anymore
:: Just add them to the env PATH so inject can find the libs and game executable
:: Remark: This also requires admin privileges to propage correctly to inject
set PATH=^
%REVISION_DIR%;^
%BEMANITOOLS_DIR%;^
%PATH%
:: Current working dir is the selected game revision root folder
cd /d %REVISION_DIR%
%BEMANITOOLS_DIR%\inject.exe^
%BEMANITOOLS_DIR%\inject-10.xml^
%*

View File

@@ -1,49 +1,6 @@
@echo off @echo off
:: Keep all vars scoped to this script
setlocal
:: Game doesn't work properly when not run with administrator privileges
>nul 2>&1 net session
if %errorlevel% neq 0 (
echo This script requires administrative privileges.
echo Please run the script as an administrator.
pause
exit 1
)
:: Script expects to be located in a subfolder "bemanitools" in the root folder
:: next to the folders data, JAA, JAB, etc.
cd /d %~dp0 cd /d %~dp0
set CONTENT_DIR=%CD%\.. inject iidxhook1.dll bm2dx.exe -D --config iidxhook-11.conf %*
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set REVISION_DIR=%CONTENT_DIR%\JAA
if not exist "%BEMANITOOLS_DIR%" (
echo The bemanitools directory "%BEMANITOOLS_DIR%" does not exist.
pause
exit 1
)
if not exist "%REVISION_DIR%" (
echo The game modules directory "%REVISION_DIR%" does not exist.
pause
exit 1
)
:: Keep that data vanilla, no need to copy these around anymore
:: Just add them to the env PATH so inject can find the libs and game executable
:: Remark: This also requires admin privileges to propage correctly to inject
set PATH=^
%REVISION_DIR%;^
%BEMANITOOLS_DIR%;^
%PATH%
:: Current working dir is the selected game revision root folder
cd /d %REVISION_DIR%
%BEMANITOOLS_DIR%\inject.exe^
%BEMANITOOLS_DIR%\inject-11.xml^
%*

View File

@@ -1,49 +1,5 @@
@echo off @echo off
:: Keep all vars scoped to this script
setlocal
:: Game doesn't work properly when not run with administrator privileges
>nul 2>&1 net session
if %errorlevel% neq 0 (
echo This script requires administrative privileges.
echo Please run the script as an administrator.
pause
exit 1
)
:: Script expects to be located in a subfolder "bemanitools" in the root folder
:: next to the folders data, JAA, JAB, etc.
cd /d %~dp0 cd /d %~dp0
set CONTENT_DIR=%CD%\.. inject iidxhook1.dll bm2dx.exe -D --config iidxhook-12.conf %*
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set REVISION_DIR=%CONTENT_DIR%\JAD
if not exist "%BEMANITOOLS_DIR%" (
echo The bemanitools directory "%BEMANITOOLS_DIR%" does not exist.
pause
exit 1
)
if not exist "%REVISION_DIR%" (
echo The game modules directory "%REVISION_DIR%" does not exist.
pause
exit 1
)
:: Keep that data vanilla, no need to copy these around anymore
:: Just add them to the env PATH so inject can find the libs and game executable
:: Remark: This also requires admin privileges to propage correctly to inject
set PATH=^
%REVISION_DIR%;^
%BEMANITOOLS_DIR%;^
%PATH%
:: Current working dir is the selected game revision root folder
cd /d %REVISION_DIR%
%BEMANITOOLS_DIR%\inject.exe^
%BEMANITOOLS_DIR%\inject-12.xml^
%*

View File

@@ -1,49 +1,7 @@
@echo off @echo off
:: Keep all vars scoped to this script
setlocal
:: Game doesn't work properly when not run with administrator privileges
>nul 2>&1 net session
if %errorlevel% neq 0 (
echo This script requires administrative privileges.
echo Please run the script as an administrator.
pause
exit 1
)
:: Script expects to be located in a subfolder "bemanitools" in the root folder
:: next to the folders data, JAA, JAB, etc.
cd /d %~dp0 cd /d %~dp0
set CONTENT_DIR=%CD%\..
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set REVISION_DIR=%CONTENT_DIR%\JAG
if not exist "%BEMANITOOLS_DIR%" (
echo The bemanitools directory "%BEMANITOOLS_DIR%" does not exist.
pause
exit 1
)
if not exist "%REVISION_DIR%" (
echo The game modules directory "%REVISION_DIR%" does not exist.
pause
exit 1
)
:: Keep that data vanilla, no need to copy these around anymore
:: Just add them to the env PATH so inject can find the libs and game executable
:: Remark: This also requires admin privileges to propage correctly to inject
set PATH=^
%REVISION_DIR%;^
%BEMANITOOLS_DIR%;^
%PATH%
:: Current working dir is the selected game revision root folder
cd /d %REVISION_DIR%
if not exist d mkdir d if not exist d mkdir d
if not exist e mkdir e if not exist e mkdir e
if not exist f mkdir f if not exist f mkdir f
@@ -53,6 +11,5 @@ 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\NVRAM mkdir e\avs_conf\CONF\NVRAM
if not exist e\avs_conf\CONF\RAW mkdir e\avs_conf\CONF\RAW if not exist e\avs_conf\CONF\RAW mkdir e\avs_conf\CONF\RAW
%BEMANITOOLS_DIR%\inject.exe^ inject iidxhook2.dll bm2dx.exe -D --config iidxhook-13.conf %*
%BEMANITOOLS_DIR%\inject-13.xml^
%*

View File

@@ -1,49 +1,7 @@
@echo off @echo off
:: Keep all vars scoped to this script
setlocal
:: Game doesn't work properly when not run with administrator privileges
>nul 2>&1 net session
if %errorlevel% neq 0 (
echo This script requires administrative privileges.
echo Please run the script as an administrator.
pause
exit 1
)
:: Script expects to be located in a subfolder "bemanitools" in the root folder
:: next to the folders data, JAA, JAB, etc.
cd /d %~dp0 cd /d %~dp0
set CONTENT_DIR=%CD%\..
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set REVISION_DIR=%CONTENT_DIR%\2007072301
if not exist "%BEMANITOOLS_DIR%" (
echo The bemanitools directory "%BEMANITOOLS_DIR%" does not exist.
pause
exit 1
)
if not exist "%REVISION_DIR%" (
echo The game modules directory "%REVISION_DIR%" does not exist.
pause
exit 1
)
:: Keep that data vanilla, no need to copy these around anymore
:: Just add them to the env PATH so inject can find the libs and game executable
:: Remark: This also requires admin privileges to propage correctly to inject
set PATH=^
%REVISION_DIR%;^
%BEMANITOOLS_DIR%;^
%PATH%
:: Current working dir is the selected game revision root folder
cd /d %REVISION_DIR%
if not exist d mkdir d if not exist d mkdir d
if not exist e mkdir e if not exist e mkdir e
if not exist f mkdir f if not exist f mkdir f
@@ -53,6 +11,5 @@ 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\NVRAM mkdir e\avs_conf\CONF\NVRAM
if not exist e\avs_conf\CONF\RAW mkdir e\avs_conf\CONF\RAW if not exist e\avs_conf\CONF\RAW mkdir e\avs_conf\CONF\RAW
%BEMANITOOLS_DIR%\inject.exe^ inject iidxhook3.dll bm2dx.exe -D --config iidxhook-14.conf %*
%BEMANITOOLS_DIR%\inject-14.xml^
%*

View File

@@ -1,49 +1,7 @@
@echo off @echo off
:: Keep all vars scoped to this script
setlocal
:: Game doesn't work properly when not run with administrator privileges
>nul 2>&1 net session
if %errorlevel% neq 0 (
echo This script requires administrative privileges.
echo Please run the script as an administrator.
pause
exit 1
)
:: Script expects to be located in a subfolder "bemanitools" in the root folder
:: next to the folders data, JAA, JAB, etc.
cd /d %~dp0 cd /d %~dp0
set CONTENT_DIR=%CD%\..
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set REVISION_DIR=%CONTENT_DIR%\2008031100
if not exist "%BEMANITOOLS_DIR%" (
echo The bemanitools directory "%BEMANITOOLS_DIR%" does not exist.
pause
exit 1
)
if not exist "%REVISION_DIR%" (
echo The game modules directory "%REVISION_DIR%" does not exist.
pause
exit 1
)
:: Keep that data vanilla, no need to copy these around anymore
:: Just add them to the env PATH so inject can find the libs and game executable
:: Remark: This also requires admin privileges to propage correctly to inject
set PATH=^
%REVISION_DIR%;^
%BEMANITOOLS_DIR%;^
%PATH%
:: Current working dir is the selected game revision root folder
cd /d %REVISION_DIR%
if not exist d mkdir d if not exist d mkdir d
if not exist e mkdir e if not exist e mkdir e
if not exist f mkdir f if not exist f mkdir f
@@ -53,6 +11,5 @@ 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\NVRAM mkdir e\avs_conf\CONF\NVRAM
if not exist e\avs_conf\CONF\RAW mkdir e\avs_conf\CONF\RAW if not exist e\avs_conf\CONF\RAW mkdir e\avs_conf\CONF\RAW
%BEMANITOOLS_DIR%\inject.exe^ inject iidxhook3.dll bm2dx.exe -D --config iidxhook-15.conf %*
%BEMANITOOLS_DIR%\inject-15.xml^
%*

View File

@@ -1,49 +1,7 @@
@echo off @echo off
:: Keep all vars scoped to this script
setlocal
:: Game doesn't work properly when not run with administrator privileges
>nul 2>&1 net session
if %errorlevel% neq 0 (
echo This script requires administrative privileges.
echo Please run the script as an administrator.
pause
exit 1
)
:: Script expects to be located in a subfolder "bemanitools" in the root folder
:: next to the folders data, JAA, JAB, etc.
cd /d %~dp0 cd /d %~dp0
set CONTENT_DIR=%CD%\..
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set REVISION_DIR=%CONTENT_DIR%\2009072200
if not exist "%BEMANITOOLS_DIR%" (
echo The bemanitools directory "%BEMANITOOLS_DIR%" does not exist.
pause
exit 1
)
if not exist "%REVISION_DIR%" (
echo The game modules directory "%REVISION_DIR%" does not exist.
pause
exit 1
)
:: Keep that data vanilla, no need to copy these around anymore
:: Just add them to the env PATH so inject can find the libs and game executable
:: Remark: This also requires admin privileges to propage correctly to inject
set PATH=^
%REVISION_DIR%;^
%BEMANITOOLS_DIR%;^
%PATH%
:: Current working dir is the selected game revision root folder
cd /d %REVISION_DIR%
if not exist d mkdir d if not exist d mkdir d
if not exist e mkdir e if not exist e mkdir e
if not exist f mkdir f if not exist f mkdir f
@@ -51,8 +9,7 @@ if not exist f mkdir f
if not exist e\avs_conf mkdir e\avs_conf 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 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\NVRAM mkdir e\avs_conf\CONF\NVRAM
if not exist e\avs_conf\CONF\RAW mkdir e\avs_conf\CONF\RAW if not exist e\avs_conf\CONF\RAW mkdir e\avs_conf\CONF\RAW
inject iidxhook3.dll bm2dx.exe -D --config iidxhook-16.conf %*
%BEMANITOOLS_DIR%\inject.exe^
%BEMANITOOLS_DIR%\inject-16.xml^
%*

View File

@@ -1,49 +1,7 @@
@echo off @echo off
:: Keep all vars scoped to this script
setlocal
:: Game doesn't work properly when not run with administrator privileges
>nul 2>&1 net session
if %errorlevel% neq 0 (
echo This script requires administrative privileges.
echo Please run the script as an administrator.
pause
exit 1
)
:: Script expects to be located in a subfolder "bemanitools" in the root folder
:: next to the folders data, JAA, JAB, etc.
cd /d %~dp0 cd /d %~dp0
set CONTENT_DIR=%CD%\..
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set REVISION_DIR=%CONTENT_DIR%\2010071200
if not exist "%BEMANITOOLS_DIR%" (
echo The bemanitools directory "%BEMANITOOLS_DIR%" does not exist.
pause
exit 1
)
if not exist "%REVISION_DIR%" (
echo The game modules directory "%REVISION_DIR%" does not exist.
pause
exit 1
)
:: Keep that data vanilla, no need to copy these around anymore
:: Just add them to the env PATH so inject can find the libs and game executable
:: Remark: This also requires admin privileges to propage correctly to inject
set PATH=^
%REVISION_DIR%;^
%BEMANITOOLS_DIR%;^
%PATH%
:: Current working dir is the selected game revision root folder
cd /d %REVISION_DIR%
if not exist d mkdir d if not exist d mkdir d
if not exist e mkdir e if not exist e mkdir e
if not exist f mkdir f if not exist f mkdir f
@@ -53,6 +11,5 @@ 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\NVRAM mkdir e\avs_conf\CONF\NVRAM
if not exist e\avs_conf\CONF\RAW mkdir e\avs_conf\CONF\RAW if not exist e\avs_conf\CONF\RAW mkdir e\avs_conf\CONF\RAW
%BEMANITOOLS_DIR%\inject.exe^ inject iidxhook3.dll bm2dx.exe -D --config iidxhook-17.conf %*
%BEMANITOOLS_DIR%\inject-17.xml^
%*

View File

@@ -1,49 +1,7 @@
@echo off @echo off
:: Keep all vars scoped to this script
setlocal
:: Game doesn't work properly when not run with administrator privileges
>nul 2>&1 net session
if %errorlevel% neq 0 (
echo This script requires administrative privileges.
echo Please run the script as an administrator.
pause
exit 1
)
:: Script expects to be located in a subfolder "bemanitools" in the root folder
:: next to the folders data, JAA, JAB, etc.
cd /d %~dp0 cd /d %~dp0
set CONTENT_DIR=%CD%\..
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set REVISION_DIR=%CONTENT_DIR%
if not exist "%BEMANITOOLS_DIR%" (
echo The bemanitools directory "%BEMANITOOLS_DIR%" does not exist.
pause
exit 1
)
if not exist "%REVISION_DIR%" (
echo The game modules directory "%REVISION_DIR%" does not exist.
pause
exit 1
)
:: Keep that data vanilla, no need to copy these around anymore
:: Just add them to the env PATH so inject can find the libs and game executable
:: Remark: This also requires admin privileges to propage correctly to inject
set PATH=^
%REVISION_DIR%;^
%BEMANITOOLS_DIR%;^
%PATH%
:: Current working dir is the selected game revision root folder
cd /d %REVISION_DIR%
if not exist d mkdir d if not exist d mkdir d
if not exist e mkdir e if not exist e mkdir e
if not exist f mkdir f if not exist f mkdir f
@@ -56,6 +14,4 @@ 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\nvram mkdir dev\nvram
if not exist dev\raw mkdir dev\raw if not exist dev\raw mkdir dev\raw
%BEMANITOOLS_DIR%\inject.exe^ inject iidxhook4-cn.dll bm2dx.exe -D --config iidxhook-18-cn.conf %*
%BEMANITOOLS_DIR%\inject-18-cn.xml^
%*

View File

@@ -1,51 +1,14 @@
@echo off @echo off
:: Keep all vars scoped to this script
setlocal
:: Game doesn't work properly when not run with administrator privileges
>nul 2>&1 net session
if %errorlevel% neq 0 (
echo This script requires administrative privileges.
echo Please run the script as an administrator.
pause
exit 1
)
:: Script expects to be located in a subfolder "bemanitools" in the root folder
:: (contents/) next to the folders modules, data etc.
cd /d %~dp0 cd /d %~dp0
:: Script expects to be located in the root folder (contents/) next to the if not exist d mkdir d
:: folders modules, data etc. if not exist e mkdir e
set CONTENT_DIR=%CD%\.. if not exist f mkdir f
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set MODULES_DIR=%CONTENT_DIR%\modules
if not exist "%BEMANITOOLS_DIR%" ( if not exist dev\nvram mkdir dev\nvram
echo The bemanitools directory "%BEMANITOOLS_DIR%" does not exist. if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml
pause if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml
exit 1 if not exist dev\raw mkdir dev\raw
)
if not exist "%MODULES_DIR%" ( launcher -K iidxhook4.dll bm2dx.dll --config iidxhook-18.conf %*
echo The game modules directory "%MODULES_DIR%" does not exist.
pause
exit 1
)
:: Keep that data vanilla, no need to copy these around anymore
:: Just add them to the env PATH so inject can find the libs and game executable
:: Remark: This also requires admin privileges to propage correctly to inject
set PATH=^
%BEMANITOOLS_DIR%;^
%MODULES_DIR%;^
%PATH%
:: Current working dir is the root/content directory of the game
cd /d %CONTENT_DIR%
%BEMANITOOLS_DIR%\launcher.exe^
%BEMANITOOLS_DIR%\launcher-18.xml^
%*

View File

@@ -1,51 +1,14 @@
@echo off @echo off
:: Keep all vars scoped to this script
setlocal
:: Game doesn't work properly when not run with administrator privileges
>nul 2>&1 net session
if %errorlevel% neq 0 (
echo This script requires administrative privileges.
echo Please run the script as an administrator.
pause
exit 1
)
:: Script expects to be located in a subfolder "bemanitools" in the root folder
:: (contents/) next to the folders modules, data etc.
cd /d %~dp0 cd /d %~dp0
:: Script expects to be located in the root folder (contents/) next to the if not exist d mkdir d
:: folders modules, data etc. if not exist e mkdir e
set CONTENT_DIR=%CD%\.. if not exist f mkdir f
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set MODULES_DIR=%CONTENT_DIR%\modules
if not exist "%BEMANITOOLS_DIR%" ( if not exist dev\nvram mkdir dev\nvram
echo The bemanitools directory "%BEMANITOOLS_DIR%" does not exist. if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml
pause if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml
exit 1 if not exist dev\raw mkdir dev\raw
)
if not exist "%MODULES_DIR%" ( launcher -K iidxhook5.dll bm2dx.dll --config iidxhook-19.conf %*
echo The game modules directory "%MODULES_DIR%" does not exist.
pause
exit 1
)
:: Keep that data vanilla, no need to copy these around anymore
:: Just add them to the env PATH so launcher can find the libs and game executable
:: Remark: This also requires admin privileges to propage correctly to launcher
set PATH=^
%MODULES_DIR%;^
%BEMANITOOLS_DIR%;^
%PATH%
:: Current working dir is the game's root folder
cd /d %CONTENT_DIR%
%BEMANITOOLS_DIR%\launcher.exe^
%BEMANITOOLS_DIR%\launcher-19.xml^
%*

View File

@@ -1,49 +1,7 @@
@echo off @echo off
:: Keep all vars scoped to this script
setlocal
:: Game doesn't work properly when not run with administrator privileges
>nul 2>&1 net session
if %errorlevel% neq 0 (
echo This script requires administrative privileges.
echo Please run the script as an administrator.
pause
exit 1
)
:: Script expects to be located in a subfolder "bemanitools" in the root folder
:: next to the folders data, JAA, JAB, etc.
cd /d %~dp0 cd /d %~dp0
set CONTENT_DIR=%CD%\..
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set REVISION_DIR=%CONTENT_DIR%
if not exist "%BEMANITOOLS_DIR%" (
echo The bemanitools directory "%BEMANITOOLS_DIR%" does not exist.
pause
exit 1
)
if not exist "%REVISION_DIR%" (
echo The game modules directory "%REVISION_DIR%" does not exist.
pause
exit 1
)
:: Keep that data vanilla, no need to copy these around anymore
:: Just add them to the env PATH so inject can find the libs and game executable
:: Remark: This also requires admin privileges to propage correctly to inject
set PATH=^
%REVISION_DIR%;^
%BEMANITOOLS_DIR%;^
%PATH%
:: Current working dir is the selected game revision root folder
cd /d %REVISION_DIR%
if not exist d mkdir d if not exist d mkdir d
if not exist e mkdir e if not exist e mkdir e
if not exist f mkdir f if not exist f mkdir f
@@ -56,6 +14,4 @@ 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\nvram mkdir dev\nvram
if not exist dev\raw mkdir dev\raw if not exist dev\raw mkdir dev\raw
%BEMANITOOLS_DIR%\inject.exe^ inject iidxhook5-cn.dll bm2dx.exe -D --config iidxhook-20-cn.conf %*
%BEMANITOOLS_DIR%\inject-20-cn.xml^
%*

View File

@@ -1,51 +1,10 @@
@echo off @echo off
:: Keep all vars scoped to this script
setlocal
:: Game doesn't work properly when not run with administrator privileges
>nul 2>&1 net session
if %errorlevel% neq 0 (
echo This script requires administrative privileges.
echo Please run the script as an administrator.
pause
exit 1
)
:: Script expects to be located in a subfolder "bemanitools" in the root folder
:: (contents/) next to the folders modules, data etc.
cd /d %~dp0 cd /d %~dp0
:: Script expects to be located in the root folder (contents/) next to the if not exist dev\nvram mkdir dev\nvram
:: folders modules, data etc. if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml
set CONTENT_DIR=%CD%\.. if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools if not exist dev\raw mkdir dev\raw
set MODULES_DIR=%CONTENT_DIR%\modules
if not exist "%BEMANITOOLS_DIR%" ( launcher -K iidxhook6.dll bm2dx.dll --config iidxhook-20.conf %*
echo The bemanitools directory "%BEMANITOOLS_DIR%" does not exist.
pause
exit 1
)
if not exist "%MODULES_DIR%" (
echo The game modules directory "%MODULES_DIR%" does not exist.
pause
exit 1
)
:: Keep that data vanilla, no need to copy these around anymore
:: Just add them to the env PATH so launcher can find the libs and game executable
:: Remark: This also requires admin privileges to propage correctly to launcher
set PATH=^
%MODULES_DIR%;^
%BEMANITOOLS_DIR%;^
%PATH%
:: Current working dir is the game's root folder
cd /d %CONTENT_DIR%
%BEMANITOOLS_DIR%\launcher.exe^
%BEMANITOOLS_DIR%\launcher-20.xml^
%*

View File

@@ -1,51 +1,10 @@
@echo off @echo off
:: Keep all vars scoped to this script
setlocal
:: Game doesn't work properly when not run with administrator privileges
>nul 2>&1 net session
if %errorlevel% neq 0 (
echo This script requires administrative privileges.
echo Please run the script as an administrator.
pause
exit 1
)
:: Script expects to be located in a subfolder "bemanitools" in the root folder
:: (contents/) next to the folders modules, data etc.
cd /d %~dp0 cd /d %~dp0
:: Script expects to be located in the root folder (contents/) next to the if not exist dev\nvram mkdir dev\nvram
:: folders modules, data etc. if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml
set CONTENT_DIR=%CD%\.. if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools if not exist dev\raw mkdir dev\raw
set MODULES_DIR=%CONTENT_DIR%\modules
if not exist "%BEMANITOOLS_DIR%" ( launcher -K iidxhook7.dll bm2dx.dll --config iidxhook-21.conf %*
echo The bemanitools directory "%BEMANITOOLS_DIR%" does not exist.
pause
exit 1
)
if not exist "%MODULES_DIR%" (
echo The game modules directory "%MODULES_DIR%" does not exist.
pause
exit 1
)
:: Keep that data vanilla, no need to copy these around anymore
:: Just add them to the env PATH so launcher can find the libs and game executable
:: Remark: This also requires admin privileges to propage correctly to launcher
set PATH=^
%MODULES_DIR%;^
%BEMANITOOLS_DIR%;^
%PATH%
:: Current working dir is the game's root folder
cd /d %CONTENT_DIR%
%BEMANITOOLS_DIR%\launcher.exe^
%BEMANITOOLS_DIR%\launcher-21.xml^
%*

View File

@@ -1,51 +1,10 @@
@echo off @echo off
:: Keep all vars scoped to this script
setlocal
:: Game doesn't work properly when not run with administrator privileges
>nul 2>&1 net session
if %errorlevel% neq 0 (
echo This script requires administrative privileges.
echo Please run the script as an administrator.
pause
exit 1
)
:: Script expects to be located in a subfolder "bemanitools" in the root folder
:: (contents/) next to the folders modules, data etc.
cd /d %~dp0 cd /d %~dp0
:: Script expects to be located in the root folder (contents/) next to the if not exist dev\nvram mkdir dev\nvram
:: folders modules, data etc. if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml
set CONTENT_DIR=%CD%\.. if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools if not exist dev\raw mkdir dev\raw
set MODULES_DIR=%CONTENT_DIR%\modules
if not exist "%BEMANITOOLS_DIR%" ( launcher -K iidxhook7.dll bm2dx.dll --config iidxhook-22.conf %*
echo The bemanitools directory "%BEMANITOOLS_DIR%" does not exist.
pause
exit 1
)
if not exist "%MODULES_DIR%" (
echo The game modules directory "%MODULES_DIR%" does not exist.
pause
exit 1
)
:: Keep that data vanilla, no need to copy these around anymore
:: Just add them to the env PATH so launcher can find the libs and game executable
:: Remark: This also requires admin privileges to propage correctly to launcher
set PATH=^
%MODULES_DIR%;^
%BEMANITOOLS_DIR%;^
%PATH%
:: Current working dir is the game's root folder
cd /d %CONTENT_DIR%
%BEMANITOOLS_DIR%\launcher.exe^
%BEMANITOOLS_DIR%\launcher-22.xml^
%*

View File

@@ -1,51 +1,10 @@
@echo off @echo off
:: Keep all vars scoped to this script
setlocal
:: Game doesn't work properly when not run with administrator privileges
>nul 2>&1 net session
if %errorlevel% neq 0 (
echo This script requires administrative privileges.
echo Please run the script as an administrator.
pause
exit 1
)
:: Script expects to be located in a subfolder "bemanitools" in the root folder
:: (contents/) next to the folders modules, data etc.
cd /d %~dp0 cd /d %~dp0
:: Script expects to be located in the root folder (contents/) next to the if not exist dev\nvram mkdir dev\nvram
:: folders modules, data etc. if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml
set CONTENT_DIR=%CD%\.. if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools if not exist dev\raw mkdir dev\raw
set MODULES_DIR=%CONTENT_DIR%\modules
if not exist "%BEMANITOOLS_DIR%" ( launcher -K iidxhook7.dll bm2dx.dll --config iidxhook-23.conf %*
echo The bemanitools directory "%BEMANITOOLS_DIR%" does not exist.
pause
exit 1
)
if not exist "%MODULES_DIR%" (
echo The game modules directory "%MODULES_DIR%" does not exist.
pause
exit 1
)
:: Keep that data vanilla, no need to copy these around anymore
:: Just add them to the env PATH so launcher can find the libs and game executable
:: Remark: This also requires admin privileges to propage correctly to launcher
set PATH=^
%MODULES_DIR%;^
%BEMANITOOLS_DIR%;^
%PATH%
:: Current working dir is the game's root folder
cd /d %CONTENT_DIR%
%BEMANITOOLS_DIR%\launcher.exe^
%BEMANITOOLS_DIR%\launcher-23.xml^
%*

View File

@@ -1,51 +1,10 @@
@echo off @echo off
:: Keep all vars scoped to this script
setlocal
:: Game doesn't work properly when not run with administrator privileges
>nul 2>&1 net session
if %errorlevel% neq 0 (
echo This script requires administrative privileges.
echo Please run the script as an administrator.
pause
exit 1
)
:: Script expects to be located in a subfolder "bemanitools" in the root folder
:: (contents/) next to the folders modules, data etc.
cd /d %~dp0 cd /d %~dp0
:: Script expects to be located in the root folder (contents/) next to the if not exist dev\nvram mkdir dev\nvram
:: folders modules, data etc. if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml
set CONTENT_DIR=%CD%\.. if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools if not exist dev\raw mkdir dev\raw
set MODULES_DIR=%CONTENT_DIR%\modules
if not exist "%BEMANITOOLS_DIR%" ( launcher -K iidxhook7.dll bm2dx.dll --config iidxhook-24.conf %*
echo The bemanitools directory "%BEMANITOOLS_DIR%" does not exist.
pause
exit 1
)
if not exist "%MODULES_DIR%" (
echo The game modules directory "%MODULES_DIR%" does not exist.
pause
exit 1
)
:: Keep that data vanilla, no need to copy these around anymore
:: Just add them to the env PATH so launcher can find the libs and game executable
:: Remark: This also requires admin privileges to propage correctly to launcher
set PATH=^
%MODULES_DIR%;^
%BEMANITOOLS_DIR%;^
%PATH%
:: Current working dir is the game's root folder
cd /d %CONTENT_DIR%
%BEMANITOOLS_DIR%\launcher.exe^
%BEMANITOOLS_DIR%\launcher-24.xml^
%*

View File

@@ -1,51 +1,16 @@
@echo off @echo off
:: Keep all vars scoped to this script
setlocal
:: Game doesn't work properly when not run with administrator privileges
>nul 2>&1 net session
if %errorlevel% neq 0 (
echo This script requires administrative privileges.
echo Please run the script as an administrator.
pause
exit 1
)
:: Script expects to be located in a subfolder "bemanitools" in the root folder
:: (contents/) next to the folders modules, data etc.
cd /d %~dp0 cd /d %~dp0
:: Script expects to be located in the root folder (contents/) next to the if not exist dev mkdir dev
:: folders modules, data etc. if not exist dev\e mkdir dev\e
set CONTENT_DIR=%CD%\.. if not exist dev\g mkdir dev\g
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools if not exist dev\nvram mkdir dev\nvram
set MODULES_DIR=%CONTENT_DIR%\modules 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
if not exist "%BEMANITOOLS_DIR%" ( for /R prop\defaults %%D in (*.*) do (
echo The bemanitools directory "%BEMANITOOLS_DIR%" does not exist. if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram
pause
exit 1
) )
if not exist "%MODULES_DIR%" ( launcher -H 134217728 -K iidxhook8.dll bm2dx.dll --config iidxhook-25.conf %*
echo The game modules directory "%MODULES_DIR%" does not exist.
pause
exit 1
)
:: Keep that data vanilla, no need to copy these around anymore
:: Just add them to the env PATH so launcher can find the libs and game executable
:: Remark: This also requires admin privileges to propage correctly to launcher
set PATH=^
%MODULES_DIR%;^
%BEMANITOOLS_DIR%;^
%PATH%
:: Current working dir is the game's root folder
cd /d %CONTENT_DIR%
%BEMANITOOLS_DIR%\launcher.exe^
%BEMANITOOLS_DIR%\launcher-25.xml^
%*

View File

@@ -1,51 +1,16 @@
@echo off @echo off
:: Keep all vars scoped to this script
setlocal
:: Game doesn't work properly when not run with administrator privileges
>nul 2>&1 net session
if %errorlevel% neq 0 (
echo This script requires administrative privileges.
echo Please run the script as an administrator.
pause
exit 1
)
:: Script expects to be located in a subfolder "bemanitools" in the root folder
:: (contents/) next to the folders modules, data etc.
cd /d %~dp0 cd /d %~dp0
:: Script expects to be located in the root folder (contents/) next to the if not exist dev mkdir dev
:: folders modules, data etc. if not exist dev\e mkdir dev\e
set CONTENT_DIR=%CD%\.. if not exist dev\g mkdir dev\g
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools if not exist dev\nvram mkdir dev\nvram
set MODULES_DIR=%CONTENT_DIR%\modules 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
if not exist "%BEMANITOOLS_DIR%" ( for /R prop\defaults %%D in (*.*) do (
echo The bemanitools directory "%BEMANITOOLS_DIR%" does not exist. if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram
pause
exit 1
) )
if not exist "%MODULES_DIR%" ( launcher -H 134217728 -K iidxhook8.dll bm2dx.dll --config iidxhook-26.conf %*
echo The game modules directory "%MODULES_DIR%" does not exist.
pause
exit 1
)
:: Keep that data vanilla, no need to copy these around anymore
:: Just add them to the env PATH so launcher can find the libs and game executable
:: Remark: This also requires admin privileges to propage correctly to launcher
set PATH=^
%MODULES_DIR%;^
%BEMANITOOLS_DIR%;^
%PATH%
:: Current working dir is the game's root folder
cd /d %CONTENT_DIR%
%BEMANITOOLS_DIR%\launcher.exe^
%BEMANITOOLS_DIR%\launcher-26.xml^
%*

View File

@@ -1,51 +1,16 @@
@echo off @echo off
:: Keep all vars scoped to this script
setlocal
:: Game doesn't work properly when not run with administrator privileges
>nul 2>&1 net session
if %errorlevel% neq 0 (
echo This script requires administrative privileges.
echo Please run the script as an administrator.
pause
exit 1
)
:: Script expects to be located in a subfolder "bemanitools" in the root folder
:: (contents/) next to the folders modules, data etc.
cd /d %~dp0 cd /d %~dp0
:: Script expects to be located in the root folder (contents/) next to the if not exist dev mkdir dev
:: folders modules, data etc. if not exist dev\e mkdir dev\e
set CONTENT_DIR=%CD%\.. if not exist dev\g mkdir dev\g
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools if not exist dev\nvram mkdir dev\nvram
set MODULES_DIR=%CONTENT_DIR%\modules 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
if not exist "%BEMANITOOLS_DIR%" ( for /R prop\defaults %%D in (*.*) do (
echo The bemanitools directory "%BEMANITOOLS_DIR%" does not exist. if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram
pause
exit 1
) )
if not exist "%MODULES_DIR%" ( launcher -H 134217728 -B iidxhook9.dll bm2dx.dll --config iidxhook-27.conf %*
echo The game modules directory "%MODULES_DIR%" does not exist.
pause
exit 1
)
:: Keep that data vanilla, no need to copy these around anymore
:: Just add them to the env PATH so launcher can find the libs and game executable
:: Remark: This also requires admin privileges to propage correctly to launcher
set PATH=^
%MODULES_DIR%;^
%BEMANITOOLS_DIR%;^
%PATH%
:: Current working dir is the game's root folder
cd /d %CONTENT_DIR%
%BEMANITOOLS_DIR%\launcher.exe^
%BEMANITOOLS_DIR%\launcher-27.xml^
%*

View File

@@ -1,51 +1,16 @@
@echo off @echo off
:: Keep all vars scoped to this script
setlocal
:: Game doesn't work properly when not run with administrator privileges
>nul 2>&1 net session
if %errorlevel% neq 0 (
echo This script requires administrative privileges.
echo Please run the script as an administrator.
pause
exit 1
)
:: Script expects to be located in a subfolder "bemanitools" in the root folder
:: (contents/) next to the folders modules, data etc.
cd /d %~dp0 cd /d %~dp0
:: Script expects to be located in the root folder (contents/) next to the if not exist dev mkdir dev
:: folders modules, data etc. if not exist dev\e mkdir dev\e
set CONTENT_DIR=%CD%\.. if not exist dev\g mkdir dev\g
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools if not exist dev\nvram mkdir dev\nvram
set MODULES_DIR=%CONTENT_DIR%\modules 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
if not exist "%BEMANITOOLS_DIR%" ( for /R prop\defaults %%D in (*.*) do (
echo The bemanitools directory "%BEMANITOOLS_DIR%" does not exist. if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram
pause
exit 1
) )
if not exist "%MODULES_DIR%" ( launcher -H 134217728 -B iidxhook9.dll bm2dx.dll --config iidxhook-28.conf %*
echo The game modules directory "%MODULES_DIR%" does not exist.
pause
exit 1
)
:: Keep that data vanilla, no need to copy these around anymore
:: Just add them to the env PATH so launcher can find the libs and game executable
:: Remark: This also requires admin privileges to propage correctly to launcher
set PATH=^
%MODULES_DIR%;^
%BEMANITOOLS_DIR%;^
%PATH%
:: Current working dir is the game's root folder
cd /d %CONTENT_DIR%
%BEMANITOOLS_DIR%\launcher.exe^
%BEMANITOOLS_DIR%\launcher-28.xml^
%*

View File

@@ -1,51 +1,16 @@
@echo off @echo off
:: Keep all vars scoped to this script
setlocal
:: Game doesn't work properly when not run with administrator privileges
>nul 2>&1 net session
if %errorlevel% neq 0 (
echo This script requires administrative privileges.
echo Please run the script as an administrator.
pause
exit 1
)
:: Script expects to be located in a subfolder "bemanitools" in the root folder
:: (contents/) next to the folders modules, data etc.
cd /d %~dp0 cd /d %~dp0
:: Script expects to be located in the root folder (contents/) next to the if not exist dev mkdir dev
:: folders modules, data etc. if not exist dev\e mkdir dev\e
set CONTENT_DIR=%CD%\.. if not exist dev\g mkdir dev\g
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools if not exist dev\nvram mkdir dev\nvram
set MODULES_DIR=%CONTENT_DIR%\modules 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
if not exist "%BEMANITOOLS_DIR%" ( for /R prop\defaults %%D in (*.*) do (
echo The bemanitools directory "%BEMANITOOLS_DIR%" does not exist. if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram
pause
exit 1
) )
if not exist "%MODULES_DIR%" ( launcher -H 134217728 -B iidxhook9.dll bm2dx.dll --config iidxhook-29.conf %*
echo The game modules directory "%MODULES_DIR%" does not exist.
pause
exit 1
)
:: Keep that data vanilla, no need to copy these around anymore
:: Just add them to the env PATH so launcher can find the libs and game executable
:: Remark: This also requires admin privileges to propage correctly to launcher
set PATH=^
%MODULES_DIR%;^
%BEMANITOOLS_DIR%;^
%PATH%
:: Current working dir is the game's root folder
cd /d %CONTENT_DIR%
%BEMANITOOLS_DIR%\launcher.exe^
%BEMANITOOLS_DIR%\launcher-29.xml^
%*

View File

@@ -1,51 +1,16 @@
@echo off @echo off
:: Keep all vars scoped to this script
setlocal
:: Game doesn't work properly when not run with administrator privileges
>nul 2>&1 net session
if %errorlevel% neq 0 (
echo This script requires administrative privileges.
echo Please run the script as an administrator.
pause
exit 1
)
:: Script expects to be located in a subfolder "bemanitools" in the root folder
:: (contents/) next to the folders modules, data etc.
cd /d %~dp0 cd /d %~dp0
:: Script expects to be located in the root folder (contents/) next to the if not exist dev mkdir dev
:: folders modules, data etc. if not exist dev\e mkdir dev\e
set CONTENT_DIR=%CD%\.. if not exist dev\g mkdir dev\g
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools if not exist dev\nvram mkdir dev\nvram
set MODULES_DIR=%CONTENT_DIR%\modules 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
if not exist "%BEMANITOOLS_DIR%" ( for /R prop\defaults %%D in (*.*) do (
echo The bemanitools directory "%BEMANITOOLS_DIR%" does not exist. if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram
pause
exit 1
) )
if not exist "%MODULES_DIR%" ( modules\launcher -H 134217728 -B iidxhook9.dll bm2dx.dll --config iidxhook-30.conf %*
echo The game modules directory "%MODULES_DIR%" does not exist.
pause
exit 1
)
:: Keep that data vanilla, no need to copy these around anymore
:: Just add them to the env PATH so launcher can find the libs and game executable
:: Remark: This also requires admin privileges to propage correctly to launcher
set PATH=^
%MODULES_DIR%;^
%BEMANITOOLS_DIR%;^
%PATH%
:: Current working dir is the game's root folder
cd /d %CONTENT_DIR%
%BEMANITOOLS_DIR%\launcher.exe^
%BEMANITOOLS_DIR%\launcher-30.xml^
%*

16
dist/iidx/gamestart-31.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-31.conf %*

71
dist/iidx/iidxhook-09.conf vendored Executable file
View File

@@ -0,0 +1,71 @@
# Magnetic card type, format XXX, 3 digit string (supports: C02, D01, E11, ECO)
eamuse.card_type=C02
# 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
# 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)
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
# 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
# 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. GEC02JAA).
sec.black_plug_mcode=GEC02JAA

71
dist/iidx/iidxhook-10.conf vendored Executable file
View File

@@ -0,0 +1,71 @@
# Magnetic card type, format XXX, 3 digit string (supports: C02, D01, E11, ECO)
eamuse.card_type=D01
# 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
# 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)
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
# 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
# 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
# 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=0:1:1
# Security black plug mcode id string (e.g. GQC02JAA).
sec.black_plug_mcode=GQD01JAA

71
dist/iidx/iidxhook-11.conf vendored Executable file
View File

@@ -0,0 +1,71 @@
# Magnetic card type, format XXX, 3 digit string (supports: C02, D01, E11, ECO)
eamuse.card_type=E11
# 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
# 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)
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
# 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
# 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
# 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=0:2:2
# Security black plug mcode id string (e.g. GQC02JAA).
sec.black_plug_mcode=GQE11JAA

74
dist/iidx/iidxhook-12.conf vendored Executable file
View File

@@ -0,0 +1,74 @@
# Magnetic card type, format XXX, 3 digit string (supports: C02, D01, E11, ECO)
eamuse.card_type=ECO
# 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
# 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)
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
# 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
# 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
# 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=0:3:3
# Security black plug mcode id string (e.g. GQC02JAA).
sec.black_plug_mcode=GQECOJAA

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# Magnetic card type, format XXX, 3 digit string (supports: C02, D01, E11, ECO)
eamuse.card_type=C02
# 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
# 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)
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
# 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
# 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
# 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=0:4:4
# Security black plug mcode id string (e.g. GQC02JAA).
sec.black_plug_mcode=GQFDDJAA

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# URL (e.g. http://my.eamuse.server:80/whatever) or IPV4 (e.g. 127.0.0.1:80) of the target eamuse server. The port is optional but defaults to 80.
eamuse.server=localhost:80
# PCBID
eamuse.pcbid=0101020304050607086F
# EAMID
eamuse.eamid=0101020304050607086F
# 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)
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
# 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
# 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

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# URL (e.g. http://my.eamuse.server:80/whatever) or IPV4 (e.g. 127.0.0.1:80) of the target eamuse server. The port is optional but defaults to 80.
eamuse.server=localhost:80
# PCBID
eamuse.pcbid=0101020304050607086F
# EAMID
eamuse.eamid=0101020304050607086F
# 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)
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
# 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
# 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

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dist/iidx/iidxhook-16.conf vendored Executable file
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# URL (e.g. http://my.eamuse.server:80/whatever) or IPV4 (e.g. 127.0.0.1:80) of the target eamuse server. The port is optional but defaults to 80.
eamuse.server=localhost:80
# PCBID
eamuse.pcbid=0101020304050607086F
# EAMID
eamuse.eamid=0101020304050607086F
# 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)
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
# 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

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dist/iidx/iidxhook-17.conf vendored Executable file
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# URL (e.g. http://my.eamuse.server:80/whatever) or IPV4 (e.g. 127.0.0.1:80) of the target eamuse server. The port is optional but defaults to 80.
eamuse.server=localhost:80
# PCBID
eamuse.pcbid=0101020304050607086F
# EAMID
eamuse.eamid=0101020304050607086F
# 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)
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
# 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

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dist/iidx/iidxhook-18-cn.conf vendored Normal file
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# 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

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dist/iidx/iidxhook-18.conf vendored Executable file
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# 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 card reader emulation and enable usage of real card reader hardware on COM1 (for games supporting slotted/wavepass readers)
io.disable_card_reader_emu=false
# Disable ezusb IO emulation and enable usage of real ezusb1/2 IO hardware
io.disable_io_emu=false
# Path to store the settings, e.g. bookkeeping, operator settings. d:, e: and f: drive configuration/settings data
misc.settings_path=.\

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dist/iidx/iidxhook-19.conf vendored Executable file
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# 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 card reader emulation and enable usage of real card reader hardware on COM1 (for games supporting slotted/wavepass readers)
io.disable_card_reader_emu=false
# Disable ezusb IO emulation and enable usage of real ezusb1/2 IO hardware
io.disable_io_emu=false
# Path to store the settings, e.g. bookkeeping, operator settings. d:, e: and f: drive configuration/settings data
misc.settings_path=.\

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# 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

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# 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
# 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

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# 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
# 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

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# 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
# 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

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# 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
# 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

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# 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
# 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

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# 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
# Disables the camera emulation
cam.disable_emu=false
# 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) Leave blank to automatically detect
cam.device_id2=
# 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

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# 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
# Disables the camera emulation
cam.disable_emu=false
# 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) Leave blank to automatically detect
cam.device_id2=
# 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

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# 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
# Camera port layout (0 = LDJ, 1 = CLDJ/TDJ-JA, 2 = TDJ-JB)
cam.port_layout=1
# Disable camera 1. Use, i.e., if you only have one camera and want it to be mapped to camera 2 ingame.
cam.disable_camera1=false
# Disable camera 2. Use, i.e., if you have more than one camera but only want to map camera 1 ingame.
cam.disable_camera2=false
# Override camera device ID detection (copy from device manager, do not escape)
cam.device_id1=
# Override camera device ID detection (copy from device manager, do not escape)
cam.device_id2=
# Run the game in a framed window (requires windowed option)
gfx.framed=true
# Run the game windowed
gfx.windowed=false
# Confine mouse cursor to window
gfx.confined=false
# Windowed width, -1 for default size
gfx.window_width=-1
# Windowed height, -1 for default size
gfx.window_height=-1
# Windowed X, -1 for default X position
gfx.window_x=-1
# Windowed Y, -1 for default Y position
gfx.window_y=-1
# Forced refresh rate, -1 to not force any (try 59 or 60 if monitor check fails to lock on high refresh rate monitors)
gfx.forced_refresh_rate=-1
# D3D9ex device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter
gfx.device_adapter=-1
# Orientation to force monitor into, -1 to use default, 0, 1, 2, 3 to do 0, 90, 180, 270 degrees
gfx.force_orientation=-1
# Force a screen resolution (width), -1 to disable. Use this if the game does not auto detect your monitor's resolution properly, e.g. 1368x768 instead of 1280x720.
gfx.force_screen_res.width=-1
# Force a screen resolution (height), -1 to disable. Use this if the game does not auto detect your monitor's resolution properly, e.g. 1368x768 instead of 1280x720.
gfx.force_screen_res.height=-1
# IP of adapter to force override with
adapter.override_ip=
# Force ASIO audio mode/device (if applicable / TDJ default)
asio.force_asio=false
# Force WASAPI audio mode (if applicable / LDJ default)
asio.force_wasapi=true
# The ASIO device name to use
asio.device_name=XONAR SOUND CARD(64)

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# 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
# Camera port layout (0 = LDJ, 1 = CLDJ/TDJ-JA, 2 = TDJ-JB)
cam.port_layout=1
# Disable camera 1. Use, i.e., if you only have one camera and want it to be mapped to camera 2 ingame.
cam.disable_camera1=false
# Disable camera 2. Use, i.e., if you have more than one camera but only want to map camera 1 ingame.
cam.disable_camera2=false
# Override camera device ID detection (copy from device manager, do not escape)
cam.device_id1=
# Override camera device ID detection (copy from device manager, do not escape)
cam.device_id2=
# Run the game in a framed window (requires windowed option)
gfx.framed=true
# Run the game windowed
gfx.windowed=false
# Confine mouse cursor to window
gfx.confined=false
# Windowed width, -1 for default size
gfx.window_width=-1
# Windowed height, -1 for default size
gfx.window_height=-1
# Windowed X, -1 for default X position
gfx.window_x=-1
# Windowed Y, -1 for default Y position
gfx.window_y=-1
# Forced refresh rate, -1 to not force any (try 59 or 60 if monitor check fails to lock on high refresh rate monitors)
gfx.forced_refresh_rate=-1
# D3D9ex device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter
gfx.device_adapter=-1
# Orientation to force monitor into, -1 to use default, 0, 1, 2, 3 to do 0, 90, 180, 270 degrees
gfx.force_orientation=-1
# Force a screen resolution (width), -1 to disable. Use this if the game does not auto detect your monitor's resolution properly, e.g. 1368x768 instead of 1280x720.
gfx.force_screen_res.width=-1
# Force a screen resolution (height), -1 to disable. Use this if the game does not auto detect your monitor's resolution properly, e.g. 1368x768 instead of 1280x720.
gfx.force_screen_res.height=-1
# IP of adapter to force override with
adapter.override_ip=
# Force ASIO audio mode/device (if applicable / TDJ default)
asio.force_asio=false
# Force WASAPI audio mode (if applicable / LDJ default)
asio.force_wasapi=true
# The ASIO device name to use
asio.device_name=XONAR SOUND CARD(64)

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# 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
# Camera port layout (0 = LDJ, 1 = CLDJ/TDJ-JA, 2 = TDJ-JB)
cam.port_layout=1
# 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)

87
dist/iidx/iidxhook-30.conf vendored Normal file
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@@ -0,0 +1,87 @@
# 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
# Camera port layout (0 = LDJ, 1 = CLDJ/TDJ-JA, 2 = TDJ-JB)
cam.port_layout=1
# 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-31.conf vendored Normal file
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# Disable card reader emulation and enable usage of real card reader hardware on COM1 (for games supporting slotted readers)
io.disable_card_reader_emu=false
# Disable BIO2 emulation and enable usage of real BIO2 hardware
io.disable_bio2_emu=false
# Disables the poll limiter, warning very high CPU usage may arise
io.disable_poll_limiter=false
# Lightning cab mode (requires additional IO emulation)
io.lightning_mode=false
# Disable camera connection
io.disable_cams=true
# Disables the built in file hooks, requiring manual file creation
io.disable_file_hooks=false
# Turntable sensitivity multiplier (1.0 is default)
io.tt_multiplier=1.0
# Disables the camera emulation
cam.disable_emu=true
# Disable camera 1. Use, i.e., if you only have one camera and want it to be mapped to camera 2 ingame.
cam.disable_camera1=true
# Disable camera 2. Use, i.e., if you have more than one camera but only want to map camera 1 ingame.
cam.disable_camera2=false
# Override camera device ID detection (copy from device manager, do not escape)
cam.device_id1=
# Override camera device ID detection (copy from device manager, do not escape)
cam.device_id2=
# Run the game in a framed window (requires windowed option)
gfx.framed=true
# Run the game windowed
gfx.windowed=false
# Confine mouse cursor to window
gfx.confined=false
# Windowed width, -1 for default size
gfx.window_width=-1
# Windowed height, -1 for default size
gfx.window_height=-1
# Windowed X, -1 for default X position
gfx.window_x=-1
# Windowed Y, -1 for default Y position
gfx.window_y=-1
# Forced refresh rate, -1 to not force any (try 59 or 60 if monitor check fails to lock on high refresh rate monitors)
gfx.forced_refresh_rate=-1
# D3D9ex device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter
gfx.device_adapter=-1
# Orientation to force monitor into, -1 to use default, 0, 1, 2, 3 to do 0, 90, 180, 270 degrees
gfx.force_orientation=-1
# Force a screen resolution (width), -1 to disable. Use this if the game does not auto detect your monitor's resolution properly, e.g. 1368x768 instead of 1280x720.
gfx.force_screen_res.width=-1
# Force a screen resolution (height), -1 to disable. Use this if the game does not auto detect your monitor's resolution properly, e.g. 1368x768 instead of 1280x720.
gfx.force_screen_res.height=-1
# IP of adapter to force override with
adapter.override_ip=
# Force ASIO audio mode/device (if applicable / TDJ default)
asio.force_asio=false
# Force WASAPI audio mode (if applicable / LDJ default)
asio.force_wasapi=true
# The ASIO device name to use
asio.device_name=XONAR SOUND CARD(64)

8
dist/iidx/iidxio-bio2.conf vendored Normal file
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# Autodetect BIO2 port (default: on)
bio2.autodetect=true
# BIO2 serial port. Optional, if autodetect property is turned on
bio2.port=COM4
# BIO2 bus baudrate (real devices expect 115200)
bio2.baud=115200

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@@ -1,6 +0,0 @@
<?xml version="1.0" encoding="Shift-JIS"?>
<iidxio-bio2>
<autodetect __type="bool">1</autodetect>
<port __type="str">COM4</port>
<baud __type="s32">115200</baud>
</iidxio-bio2>

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@@ -1,105 +0,0 @@
<?xml version="1.0" encoding="Shift-JIS"?>
<inject>
<version __type="u32">1</version>
<debugger>
<app>
<path __type="str">bm2dx.exe</path>
<args __type="str"></args>
</app>
<attach_type __type="str">inject</attach_type>
</debugger>
<hooks>
<hook>
<enable __type="bool">1</enable>
<path __type="str">iidxhook1.dll</path>
<config kind="inline">
<hook>
<eamuse>
<!-- Magnetic card type, format XXX, 3 digit string (supports: C02, D01, E11, ECO) -->
<card_type __type="str">C02</card_type>
<!-- 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. -->
<server __type="str">localhost:80</server>
<pcbid __type="bin">0101020304050607086F</pcbid>
<eamid __type="bin">0101020304050607086F</eamid>
</eamuse>
<gfx>
<device>
<!-- D3D9 device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter -->
<adapter __type="s8">-1</adapter>
<!-- Forced refresh rate, -1 to not force any (try 59 or 60 if monitor check fails to lock on high refresh rate monitors) -->
<forced_refresh_rate __type="s16">-1</forced_refresh_rate>
<!-- Software limit the frame rate of the rendering loop in hz, e.g. 60 or 59.95 (0.0 = no software limit) -->
<frame_rate_limit __type="float">0.0</frame_rate_limit>
</device>
<window>
<windowed __type="bool">1</windowed>
<framed __type="bool">1</framed>
<!-- Windowed height, 0 for default size -->
<width __type="u16">0</width>
<height __type="u16">0</height>
</window>
<back_buffer_scale>
<!-- 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. -->
<width __type="u16">0</width>
<height __type="u16">0</height>
<!-- 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). -->
<filter __type="str">none</filter>
</back_buffer_scale>
<game>
<!-- 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!!! -->
<monitor_check __type="float">-1.000000</monitor_check>
<!-- 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) -->
<bgvideo_uv_fix __type="bool">1</bgvideo_uv_fix>
</game>
</gfx>
<ezusb>
<type __type="str">C02</type>
<security>
<boot>
<version __type="str">GEC02</version>
<seed __type="str">0:0:0</seed>
</boot>
<plug_black_mcode __type="str">GEC02JAA</plug_black_mcode>
</security>
<debug>
<api_call_monitoring __type="bool">0</api_call_monitoring>
</debug>
</ezusb>
<misc>
<!-- Path to store the settings, e.g. bookkeeping, operator settings. d:, e: and f: drive configuration/settings data -->
<settings_path __type="str">.\</settings_path>
<rteffect_stub __type="bool">1</rteffect_stub>
<disable_clock_set __type="bool">1</disable_clock_set>
</misc>
</hook>
</config>
</hook>
</hooks>
<logger>
<enable __type="bool">1</enable>
<level __type="str">misc</level>
<msg_buffer_size_bytes __type="u32">8192</msg_buffer_size_bytes>
<sinks>
<async>
<enable __type="bool">0</enable>
<queue_length __type="u8">64</queue_length>
<overflow_policy __type="str">discard_new</overflow_policy>
</async>
<console>
<enable __type="bool">1</enable>
<color __type="bool">1</color>
</console>
<file>
<enable __type="bool">1</enable>
<path __type="str">inject.log</path>
<append __type="bool">0</append>
<rotate __type="bool">0</rotate>
<max_rotations __type="u8">1</max_rotations>
</file>
</sinks>
</logger>
<debug>
<property_configs_log __type="bool">1</property_configs_log>
<property_api_trace_log __type="bool">0</property_api_trace_log>
</debug>
</inject>

View File

@@ -1,105 +0,0 @@
<?xml version="1.0" encoding="Shift-JIS"?>
<inject>
<version __type="u32">1</version>
<debugger>
<app>
<path __type="str">bm2dx.exe</path>
<args __type="str"></args>
</app>
<attach_type __type="str">inject</attach_type>
</debugger>
<hooks>
<hook>
<enable __type="bool">1</enable>
<path __type="str">iidxhook1.dll</path>
<config kind="inline">
<hook>
<eamuse>
<!-- Magnetic card type, format XXX, 3 digit string (supports: C02, D01, E11, ECO) -->
<card_type __type="str">D01</card_type>
<!-- 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. -->
<server __type="str">localhost:80</server>
<pcbid __type="bin">0101020304050607086F</pcbid>
<eamid __type="bin">0101020304050607086F</eamid>
</eamuse>
<gfx>
<device>
<!-- D3D9 device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter -->
<adapter __type="s8">-1</adapter>
<!-- Forced refresh rate, -1 to not force any (try 59 or 60 if monitor check fails to lock on high refresh rate monitors) -->
<forced_refresh_rate __type="s16">-1</forced_refresh_rate>
<!-- Software limit the frame rate of the rendering loop in hz, e.g. 60 or 59.95 (0.0 = no software limit) -->
<frame_rate_limit __type="float">0.0</frame_rate_limit>
</device>
<window>
<windowed __type="bool">1</windowed>
<framed __type="bool">1</framed>
<!-- Windowed height, 0 for default size -->
<width __type="u16">0</width>
<height __type="u16">0</height>
</window>
<back_buffer_scale>
<!-- 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. -->
<width __type="u16">0</width>
<height __type="u16">0</height>
<!-- 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). -->
<filter __type="str">none</filter>
</back_buffer_scale>
<game>
<!-- 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!!! -->
<monitor_check __type="float">-1.000000</monitor_check>
<!-- 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) -->
<bgvideo_uv_fix __type="bool">1</bgvideo_uv_fix>
</game>
</gfx>
<ezusb>
<type __type="str">D01</type>
<security>
<boot>
<version __type="str">GEC02</version>
<seed __type="str">0:1:1</seed>
</boot>
<plug_black_mcode __type="str">GQD01JAA</plug_black_mcode>
</security>
<debug>
<api_call_monitoring __type="bool">0</api_call_monitoring>
</debug>
</ezusb>
<misc>
<!-- Path to store the settings, e.g. bookkeeping, operator settings. d:, e: and f: drive configuration/settings data -->
<settings_path __type="str">.\</settings_path>
<rteffect_stub __type="bool">1</rteffect_stub>
<disable_clock_set __type="bool">1</disable_clock_set>
</misc>
</hook>
</config>
</hook>
</hooks>
<logger>
<enable __type="bool">1</enable>
<level __type="str">misc</level>
<msg_buffer_size_bytes __type="u32">8192</msg_buffer_size_bytes>
<sinks>
<async>
<enable __type="bool">0</enable>
<queue_length __type="u8">64</queue_length>
<overflow_policy __type="str">discard_new</overflow_policy>
</async>
<console>
<enable __type="bool">1</enable>
<color __type="bool">1</color>
</console>
<file>
<enable __type="bool">1</enable>
<path __type="str">inject.log</path>
<append __type="bool">0</append>
<rotate __type="bool">0</rotate>
<max_rotations __type="u8">1</max_rotations>
</file>
</sinks>
</logger>
<debug>
<property_configs_log __type="bool">1</property_configs_log>
<property_api_trace_log __type="bool">0</property_api_trace_log>
</debug>
</inject>

View File

@@ -1,105 +0,0 @@
<?xml version="1.0" encoding="Shift-JIS"?>
<inject>
<version __type="u32">1</version>
<debugger>
<app>
<path __type="str">bm2dx.exe</path>
<args __type="str"></args>
</app>
<attach_type __type="str">inject</attach_type>
</debugger>
<hooks>
<hook>
<enable __type="bool">1</enable>
<path __type="str">iidxhook1.dll</path>
<config kind="inline">
<hook>
<eamuse>
<!-- Magnetic card type, format XXX, 3 digit string (supports: C02, D01, E11, ECO) -->
<card_type __type="str">E11</card_type>
<!-- 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. -->
<server __type="str">localhost:80</server>
<pcbid __type="bin">0101020304050607086F</pcbid>
<eamid __type="bin">0101020304050607086F</eamid>
</eamuse>
<gfx>
<device>
<!-- D3D9 device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter -->
<adapter __type="s8">-1</adapter>
<!-- Forced refresh rate, -1 to not force any (try 59 or 60 if monitor check fails to lock on high refresh rate monitors) -->
<forced_refresh_rate __type="s16">-1</forced_refresh_rate>
<!-- Software limit the frame rate of the rendering loop in hz, e.g. 60 or 59.95 (0.0 = no software limit) -->
<frame_rate_limit __type="float">0.0</frame_rate_limit>
</device>
<window>
<windowed __type="bool">1</windowed>
<framed __type="bool">1</framed>
<!-- Windowed height, 0 for default size -->
<width __type="u16">0</width>
<height __type="u16">0</height>
</window>
<back_buffer_scale>
<!-- 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. -->
<width __type="u16">0</width>
<height __type="u16">0</height>
<!-- 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). -->
<filter __type="str">none</filter>
</back_buffer_scale>
<game>
<!-- 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!!! -->
<monitor_check __type="float">-1.000000</monitor_check>
<!-- 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) -->
<bgvideo_uv_fix __type="bool">1</bgvideo_uv_fix>
</game>
</gfx>
<ezusb>
<type __type="str">D01</type>
<security>
<boot>
<version __type="str">GEC02</version>
<seed __type="str">0:2:2</seed>
</boot>
<plug_black_mcode __type="str">GQE11JAA</plug_black_mcode>
</security>
<debug>
<api_call_monitoring __type="bool">0</api_call_monitoring>
</debug>
</ezusb>
<misc>
<!-- Path to store the settings, e.g. bookkeeping, operator settings. d:, e: and f: drive configuration/settings data -->
<settings_path __type="str">.\</settings_path>
<rteffect_stub __type="bool">1</rteffect_stub>
<disable_clock_set __type="bool">1</disable_clock_set>
</misc>
</hook>
</config>
</hook>
</hooks>
<logger>
<enable __type="bool">1</enable>
<level __type="str">misc</level>
<msg_buffer_size_bytes __type="u32">8192</msg_buffer_size_bytes>
<sinks>
<async>
<enable __type="bool">0</enable>
<queue_length __type="u8">64</queue_length>
<overflow_policy __type="str">discard_new</overflow_policy>
</async>
<console>
<enable __type="bool">1</enable>
<color __type="bool">1</color>
</console>
<file>
<enable __type="bool">1</enable>
<path __type="str">inject.log</path>
<append __type="bool">0</append>
<rotate __type="bool">0</rotate>
<max_rotations __type="u8">1</max_rotations>
</file>
</sinks>
</logger>
<debug>
<property_configs_log __type="bool">1</property_configs_log>
<property_api_trace_log __type="bool">0</property_api_trace_log>
</debug>
</inject>

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@@ -1,107 +0,0 @@
<?xml version="1.0" encoding="Shift-JIS"?>
<inject>
<version __type="u32">1</version>
<debugger>
<app>
<path __type="str">bm2dx.exe</path>
<args __type="str"></args>
</app>
<attach_type __type="str">inject</attach_type>
</debugger>
<hooks>
<hook>
<enable __type="bool">1</enable>
<path __type="str">iidxhook1.dll</path>
<config kind="inline">
<hook>
<eamuse>
<!-- Magnetic card type, format XXX, 3 digit string (supports: C02, D01, E11, ECO) -->
<card_type __type="str">ECO</card_type>
<!-- 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. -->
<server __type="str">localhost:80</server>
<pcbid __type="bin">0101020304050607086F</pcbid>
<eamid __type="bin">0101020304050607086F</eamid>
</eamuse>
<gfx>
<device>
<!-- D3D9 device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter -->
<adapter __type="s8">-1</adapter>
<!-- Forced refresh rate, -1 to not force any (try 59 or 60 if monitor check fails to lock on high refresh rate monitors) -->
<forced_refresh_rate __type="s16">-1</forced_refresh_rate>
<!-- Software limit the frame rate of the rendering loop in hz, e.g. 60 or 59.95 (0.0 = no software limit) -->
<frame_rate_limit __type="float">0.0</frame_rate_limit>
</device>
<window>
<windowed __type="bool">1</windowed>
<framed __type="bool">1</framed>
<!-- Windowed height, 0 for default size -->
<width __type="u16">0</width>
<height __type="u16">0</height>
</window>
<back_buffer_scale>
<!-- 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. -->
<width __type="u16">0</width>
<height __type="u16">0</height>
<!-- 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). -->
<filter __type="str">none</filter>
</back_buffer_scale>
<game>
<!-- 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!!! -->
<monitor_check __type="float">-1.000000</monitor_check>
<!-- 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) -->
<bgvideo_uv_fix __type="bool">1</bgvideo_uv_fix>
<!-- Fix broken 3D background on Happy Sky's music select (if appearing completely white) -->
<happy_sky_ms_bg_fix __type="bool">0</happy_sky_ms_bg_fix>
</game>
</gfx>
<ezusb>
<type __type="str">D01</type>
<security>
<boot>
<version __type="str">GEC02</version>
<seed __type="str">0:3:3</seed>
</boot>
<plug_black_mcode __type="str">GQECOJAA</plug_black_mcode>
</security>
<debug>
<api_call_monitoring __type="bool">0</api_call_monitoring>
</debug>
</ezusb>
<misc>
<!-- Path to store the settings, e.g. bookkeeping, operator settings. d:, e: and f: drive configuration/settings data -->
<settings_path __type="str">.\</settings_path>
<rteffect_stub __type="bool">1</rteffect_stub>
<disable_clock_set __type="bool">1</disable_clock_set>
</misc>
</hook>
</config>
</hook>
</hooks>
<logger>
<enable __type="bool">1</enable>
<level __type="str">misc</level>
<msg_buffer_size_bytes __type="u32">8192</msg_buffer_size_bytes>
<sinks>
<async>
<enable __type="bool">0</enable>
<queue_length __type="u8">64</queue_length>
<overflow_policy __type="str">discard_new</overflow_policy>
</async>
<console>
<enable __type="bool">1</enable>
<color __type="bool">1</color>
</console>
<file>
<enable __type="bool">1</enable>
<path __type="str">inject.log</path>
<append __type="bool">0</append>
<rotate __type="bool">0</rotate>
<max_rotations __type="u8">1</max_rotations>
</file>
</sinks>
</logger>
<debug>
<property_configs_log __type="bool">1</property_configs_log>
<property_api_trace_log __type="bool">0</property_api_trace_log>
</debug>
</inject>

View File

@@ -1,105 +0,0 @@
<?xml version="1.0" encoding="Shift-JIS"?>
<inject>
<version __type="u32">1</version>
<debugger>
<app>
<path __type="str">bm2dx.exe</path>
<args __type="str"></args>
</app>
<attach_type __type="str">inject</attach_type>
</debugger>
<hooks>
<hook>
<enable __type="bool">1</enable>
<path __type="str">iidxhook2.dll</path>
<config kind="inline">
<hook>
<eamuse>
<!-- 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. -->
<server __type="str">localhost:80</server>
<pcbid __type="bin">0101020304050607086F</pcbid>
<eamid __type="bin">0101020304050607086F</eamid>
</eamuse>
<gfx>
<device>
<!-- D3D9 device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter -->
<adapter __type="s8">-1</adapter>
<!-- Forced refresh rate, -1 to not force any (try 59 or 60 if monitor check fails to lock on high refresh rate monitors) -->
<forced_refresh_rate __type="s16">-1</forced_refresh_rate>
<!-- Software limit the frame rate of the rendering loop in hz, e.g. 60 or 59.95 (0.0 = no software limit) -->
<frame_rate_limit __type="float">0.0</frame_rate_limit>
</device>
<window>
<windowed __type="bool">1</windowed>
<framed __type="bool">1</framed>
<!-- Windowed height, 0 for default size -->
<width __type="u16">0</width>
<height __type="u16">0</height>
</window>
<back_buffer_scale>
<!-- 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. -->
<width __type="u16">0</width>
<height __type="u16">0</height>
<!-- 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). -->
<filter __type="str">none</filter>
</back_buffer_scale>
<game>
<!-- 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!!! -->
<monitor_check __type="float">-1.000000</monitor_check>
<!-- 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) -->
<bgvideo_uv_fix __type="bool">1</bgvideo_uv_fix>
<!-- Fix broken 3D background on DistorteD's music select (if appearing completely black) -->
<distorted_ms_bg_fix __type="bool">0</distorted_ms_bg_fix>
</game>
</gfx>
<ezusb>
<type __type="str">D01</type>
<security>
<boot>
<version __type="str">GEC02</version>
<seed __type="str">0:4:4</seed>
</boot>
<plug_black_mcode __type="str">GQFDDJAA</plug_black_mcode>
</security>
<debug>
<api_call_monitoring __type="bool">0</api_call_monitoring>
</debug>
</ezusb>
<misc>
<!-- Path to store the settings, e.g. bookkeeping, operator settings. d:, e: and f: drive configuration/settings data -->
<settings_path __type="str">.\</settings_path>
<rteffect_stub __type="bool">1</rteffect_stub>
<disable_clock_set __type="bool">1</disable_clock_set>
</misc>
</hook>
</config>
</hook>
</hooks>
<logger>
<enable __type="bool">1</enable>
<level __type="str">misc</level>
<msg_buffer_size_bytes __type="u32">8192</msg_buffer_size_bytes>
<sinks>
<async>
<enable __type="bool">0</enable>
<queue_length __type="u8">64</queue_length>
<overflow_policy __type="str">discard_new</overflow_policy>
</async>
<console>
<enable __type="bool">1</enable>
<color __type="bool">1</color>
</console>
<file>
<enable __type="bool">1</enable>
<path __type="str">inject.log</path>
<append __type="bool">0</append>
<rotate __type="bool">0</rotate>
<max_rotations __type="u8">1</max_rotations>
</file>
</sinks>
</logger>
<debug>
<property_configs_log __type="bool">1</property_configs_log>
<property_api_trace_log __type="bool">0</property_api_trace_log>
</debug>
</inject>

View File

@@ -1,94 +0,0 @@
<?xml version="1.0" encoding="Shift-JIS"?>
<inject>
<version __type="u32">1</version>
<debugger>
<app>
<path __type="str">bm2dx.exe</path>
<args __type="str"></args>
</app>
<attach_type __type="str">inject</attach_type>
</debugger>
<hooks>
<hook>
<enable __type="bool">1</enable>
<path __type="str">iidxhook3.dll</path>
<config kind="inline">
<hook>
<eamuse>
<!-- 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. -->
<server __type="str">localhost:80</server>
<pcbid __type="bin">0101020304050607086F</pcbid>
<eamid __type="bin">0101020304050607086F</eamid>
</eamuse>
<gfx>
<device>
<!-- D3D9 device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter -->
<adapter __type="s8">-1</adapter>
<!-- Forced refresh rate, -1 to not force any (try 59 or 60 if monitor check fails to lock on high refresh rate monitors) -->
<forced_refresh_rate __type="s16">-1</forced_refresh_rate>
<!-- Software limit the frame rate of the rendering loop in hz, e.g. 60 or 59.95 (0.0 = no software limit) -->
<frame_rate_limit __type="float">0.0</frame_rate_limit>
</device>
<window>
<windowed __type="bool">1</windowed>
<framed __type="bool">1</framed>
<!-- Windowed height, 0 for default size -->
<width __type="u16">0</width>
<height __type="u16">0</height>
</window>
<back_buffer_scale>
<!-- 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. -->
<width __type="u16">0</width>
<height __type="u16">0</height>
<!-- 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). -->
<filter __type="str">none</filter>
</back_buffer_scale>
<game>
<!-- 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!!! -->
<monitor_check __type="float">-1.000000</monitor_check>
<!-- 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) -->
<bgvideo_uv_fix __type="bool">1</bgvideo_uv_fix>
</game>
</gfx>
<ezusb>
<security>
<plug_black_mcode __type="str">GQGLDJAA</plug_black_mcode>
</security>
</ezusb>
<misc>
<!-- Path to store the settings, e.g. bookkeeping, operator settings. d:, e: and f: drive configuration/settings data -->
<settings_path __type="str">.\</settings_path>
<disable_clock_set __type="bool">1</disable_clock_set>
</misc>
</hook>
</config>
</hook>
</hooks>
<logger>
<enable __type="bool">1</enable>
<level __type="str">misc</level>
<msg_buffer_size_bytes __type="u32">8192</msg_buffer_size_bytes>
<sinks>
<async>
<enable __type="bool">0</enable>
<queue_length __type="u8">64</queue_length>
<overflow_policy __type="str">discard_new</overflow_policy>
</async>
<console>
<enable __type="bool">1</enable>
<color __type="bool">1</color>
</console>
<file>
<enable __type="bool">1</enable>
<path __type="str">inject.log</path>
<append __type="bool">0</append>
<rotate __type="bool">0</rotate>
<max_rotations __type="u8">1</max_rotations>
</file>
</sinks>
</logger>
<debug>
<property_configs_log __type="bool">1</property_configs_log>
<property_api_trace_log __type="bool">0</property_api_trace_log>
</debug>
</inject>

View File

@@ -1,94 +0,0 @@
<?xml version="1.0" encoding="Shift-JIS"?>
<inject>
<version __type="u32">1</version>
<debugger>
<app>
<path __type="str">bm2dx.exe</path>
<args __type="str"></args>
</app>
<attach_type __type="str">inject</attach_type>
</debugger>
<hooks>
<hook>
<enable __type="bool">1</enable>
<path __type="str">iidxhook3.dll</path>
<config kind="inline">
<hook>
<eamuse>
<!-- 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. -->
<server __type="str">localhost:80</server>
<pcbid __type="bin">0101020304050607086F</pcbid>
<eamid __type="bin">0101020304050607086F</eamid>
</eamuse>
<gfx>
<device>
<!-- D3D9 device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter -->
<adapter __type="s8">-1</adapter>
<!-- Forced refresh rate, -1 to not force any (try 59 or 60 if monitor check fails to lock on high refresh rate monitors) -->
<forced_refresh_rate __type="s16">-1</forced_refresh_rate>
<!-- Software limit the frame rate of the rendering loop in hz, e.g. 60 or 59.95 (0.0 = no software limit) -->
<frame_rate_limit __type="float">0.0</frame_rate_limit>
</device>
<window>
<windowed __type="bool">1</windowed>
<framed __type="bool">1</framed>
<!-- Windowed height, 0 for default size -->
<width __type="u16">0</width>
<height __type="u16">0</height>
</window>
<back_buffer_scale>
<!-- 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. -->
<width __type="u16">0</width>
<height __type="u16">0</height>
<!-- 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). -->
<filter __type="str">none</filter>
</back_buffer_scale>
<game>
<!-- 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!!! -->
<monitor_check __type="float">-1.000000</monitor_check>
<!-- 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) -->
<bgvideo_uv_fix __type="bool">1</bgvideo_uv_fix>
</game>
</gfx>
<ezusb>
<security>
<plug_black_mcode __type="str">GQHDDJAA</plug_black_mcode>
</security>
</ezusb>
<misc>
<!-- Path to store the settings, e.g. bookkeeping, operator settings. d:, e: and f: drive configuration/settings data -->
<settings_path __type="str">.\</settings_path>
<disable_clock_set __type="bool">1</disable_clock_set>
</misc>
</hook>
</config>
</hook>
</hooks>
<logger>
<enable __type="bool">1</enable>
<level __type="str">misc</level>
<msg_buffer_size_bytes __type="u32">8192</msg_buffer_size_bytes>
<sinks>
<async>
<enable __type="bool">0</enable>
<queue_length __type="u8">64</queue_length>
<overflow_policy __type="str">discard_new</overflow_policy>
</async>
<console>
<enable __type="bool">1</enable>
<color __type="bool">1</color>
</console>
<file>
<enable __type="bool">1</enable>
<path __type="str">inject.log</path>
<append __type="bool">0</append>
<rotate __type="bool">0</rotate>
<max_rotations __type="u8">1</max_rotations>
</file>
</sinks>
</logger>
<debug>
<property_configs_log __type="bool">1</property_configs_log>
<property_api_trace_log __type="bool">0</property_api_trace_log>
</debug>
</inject>

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