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43 Commits

Author SHA1 Message Date
icex2
5ae0b17517 Revert "Revert "chore: Bump to 5.50 for next development cycle""
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This reverts commit db1f8ccda4.
2025-06-09 20:46:23 +02:00
icex2
0d0e22de61 fix: Broken actions due to deprecation of download-artifact v2
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This was required to be updated already in April as v2 is now
fully unsupported by github
2025-06-09 20:44:50 +02:00
icex2
db1f8ccda4 Revert "chore: Bump to 5.50 for next development cycle"
This reverts commit 2a03204363.
2025-06-09 20:42:52 +02:00
icex2
2a03204363 chore: Bump to 5.50 for next development cycle 2025-06-09 20:34:57 +02:00
icex2
6f6fbcce56 chore: Update changelog for 4.49 release 2025-06-09 20:33:19 +02:00
icex2
7bfaf59c93 chore: Documentation consolidation and cleanup 2025-06-09 20:31:44 +02:00
icex2
1482183dd9 doc: Dev journal entry about IIDX engine and syncbook
Due to recent development of tools and discussions, this
is something that came up and has probably been overdue
for ages.

Document key concepts of how the iidx engine works regaring
rendering, game loop and (song) sync.

Add a “syncbook” that provides context and guidelines how
to configure any (modern) system to work properly with iidx.
2025-06-09 20:23:13 +02:00
Will Xyen
8d3c33dc77 iidxhook9: Add E drive to fshook 2025-06-09 20:18:36 +02:00
Will Xyen
384fad89e3 iidxhook9: add reverb ex fix 2025-06-09 20:18:36 +02:00
icex2
c67053f3d3 fix: Missing closing bracket (#336)
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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)
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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)
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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
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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
Will Xyen
48668837a8 camhook: fix camhook for new style camera detection 2024-05-21 22:29:11 -07:00
Will Xyen
8307837995 camhook: split cam-detect code to different file 2024-05-21 22:29:11 -07:00
Will Xyen
a03c4e0d93 iidxhook9: add fs hook for F drive 2024-05-11 17:17:40 -07:00
garbage
ca42257fa2 iidxhook-util: Add domain check to my_gethostbyname func 2024-03-25 14:16:47 +01:00
garbage
f7142df84d iidxhook-util: Remove inet_addr hook 2024-03-25 14:16:47 +01:00
garbage
7d397dc54c iidxhook3: Add hook for ea3_boot func 2024-03-25 14:16:47 +01:00
icex2
2d4d5fa535 feat(avs-util): Add helper to translate property errors 2024-02-25 09:36:24 +01:00
icex2
e81bd6f9cd fix(avs): Incorrect function signature
After getting doubts, I looked this one up again on the
assembly. The decompiled output confused me
and no actual value is being returned there.
2024-02-25 09:35:30 +01:00
icex2
a4b3f92935 feat(avs): Add property get and clear error functions
Use these to improve error handling by allowing
one to provide additional error information on
property related operations.
2024-02-25 09:23:02 +01:00
icex2
6a98ce1f59 feat(dev): Add a separate docker dev container
Improve the development experience by providing
an additional docker container that can be started
and used as an interactive development environment.
It provides all the tools and a stable environment
for building (identical to the build container).
2024-02-25 09:14:59 +01:00
icex2
5833197b03 fix(hook): Add missing hook_table_revert impl
Allow hooks to cleanup when they are shut down.
2024-02-25 09:09:12 +01:00
icex2
7ee9a2e219 fix(dist): Incorrect versioning for ddr distribution packages
Apparently forgotten to get updated to reflect the
currently supported versions correctly.
2024-02-25 08:52:00 +01:00
608 changed files with 124889 additions and 11529 deletions

View File

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

View File

@@ -35,7 +35,7 @@ jobs:
cd ..
- name: "Upload artifact"
uses: "actions/upload-artifact@v2"
uses: "actions/upload-artifact@v4"
with:
name: bemanitools-${{ github.sha }}
retention-days: 90
@@ -49,7 +49,7 @@ jobs:
steps:
# This already extracts the contents of the artifact
- name: "Download artifact"
uses: "actions/download-artifact@v2"
uses: "actions/download-artifact@v4"
with:
name: bemanitools-${{ github.sha }}

View File

@@ -3,12 +3,37 @@
Note for CI/CD: Ensure the version formatting in the sections is kept identical to the versions
given in tags. The pipeline will pick this up and cuts out the relevant section for release notes.
## 5.49
## 5.50
### Features
### Fixes
## 5.49
### Features
- Major overhaul of [IIDX sync and performance settings](doc/iidxhook/iidx-syncbook.md)
documentation. Supports users in configuring their systems to run any IIDX version with proper
display timings, smooth frame rates and sync game-play
- Add `iidxio-async.dll` wrapper/shim library to drive another iidxio in a dedicated IO thread, see
[documentation](doc/iidxhook/iidxio-async.md) for details
- Add `nvgpu` tool to configure NVIDIA GPUs and create a custom timing profile, see
[documentation](doc/tools/nvgpu.md) for details
- Add `d3d9-frame-graph-hook.dll` that can be added as a hook to
either `launcher.exe` or `inject.exe` to display a graph of the frame times of the game's render
for debugging and performance analysis
- feat: Add `d3d9-monitor-check` tool to run different music game relevant monitor tests including
a re-implementation of the infamous IIDX “monitor check” as a separate tool for testing and
debugging. See [documentation](doc/tools/d3d9-monitor-check.md) for details
### Fixes
- iidxhook9: Work around reverb issue from Windows 26100.3476
- iidxhook9: fix camhook for new style camera detection
- `cam.port_layout` added to .conf files of iidx 27 to 30
- In general, a lot of internal cleanup
## 5.48
### Features

View File

@@ -30,7 +30,7 @@ cppflags := -I src -I src/main -I src/test -DGITREV=$(gitrev)
cflags := -O2 -pipe -ffunction-sections -fdata-sections \
-Wall -std=c99 -DPSAPI_VERSION=1
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.
@@ -156,8 +156,10 @@ modules := $(dlls) $(exes) $(libs) $(avsdlls) $(avsexes) $(testdlls) $(testexes
define t_moddefs
cppflags_$3 += $(cppflags) -DBUILD_MODULE=$3
cxxflags_$3 += $(cxxflags) # Add C++-specific flags
cflags_$3 += $(cflags)
release: cflags_$3 += $(cflags_release)
release: cxxflags_$3 += $(cxxflags_release) # Add C++-specific release flags
ldflags_$3 += $(ldflags)
srcdir_$3 ?= src/main/$3
@@ -212,9 +214,11 @@ abslib_$1_$2_$3 := $$(libs_$3:%=$$(bindir_$1_indep)/lib%.a)
absdpl_$1_$2_$3 := $$(deplibs_$3:%=$$(bindir_$1_$2)/lib%.a)
objdir_$1_$2_$3 := $(objdir)/$$(subdir_$1_$2)/$3
obj_$1_$2_$3 := $$(src_$3:%.c=$$(objdir_$1_$2_$3)/%.o) \
$$(cppsrc_$3:%.cpp=$$(objdir_$1_$2_$3)/%.o) \
$$(rc_$3:%.rc=$$(objdir_$1_$2_$3)/%_rc.o)
deps += $$(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):
$(V)mkdir -p $$@
@@ -223,16 +227,24 @@ $$(objdir_$1_$2_$3):
$(V)mkdir -p $$@
$$(volatile_$3:%.c=$$(objdir_$1_$2_$3)/%.o): FORCE
$$(volatile_cpp_$3:%.cpp=$$(objdir_$1_$2_$3)/%.o): FORCE
$$(objdir_$1_$2_$3)/%.o: $$(srcdir_$3)/%.c \
| $$(depdir_$1_$2_$3) $$(objdir_$1_$2_$3)
$(V)echo ... $$@
$(V)echo \(.c\) ... $$@
$(V)$$(toolchain_$1)gcc $$(cflags_$3) $$(cppflags_$3) \
-MMD -MF $$(depdir_$1_$2_$3)/$$*.d -MT $$@ -MP \
-DAVS_VERSION=$2 -c -o $$@ $$<
$$(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: $$(srcdir_$3)/%.rc
$(V)echo ... $$@ [windres]
$(V)echo \(.rc\) ... $$@ [windres]
$(V)$$(toolchain_$1)windres $$(cppflags_$3) $$< $$@
endef
@@ -244,7 +256,7 @@ define t_archive
$(t_compile)
$$(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)$$(toolchain_$1)ranlib $$@
@@ -262,8 +274,8 @@ implib_$1_$2_$3 := $$(bindir_$1_$2)/lib$3.a
$$(dll_$1_$2_$3) $$(implib_$1_$2_$3): $$(obj_$1_$2_$3) $$(abslib_$1_$2_$3) \
$$(absdpl_$1_$2_$3) \
$$(srcdir_$3)/$3.def | $$(bindir_$1_$2)
$(V)echo ... $$(dll_$1_$2_$3)
$(V)$$(toolchain_$1)gcc -shared \
$(V)echo \(.dll\) ... $$(dll_$1_$2_$3)
$(V)$$(toolchain_$1)g++ -shared \
-o $$(dll_$1_$2_$3) -Wl,--out-implib,$$(implib_$1_$2_$3) \
-Wl,--start-group $$^ -Wl,--end-group $$(ldflags_$3)
$(V)$$(toolchain_$1)strip $$(dll_$1_$2_$3)
@@ -281,8 +293,8 @@ exe_$1_$2_$3 := $$(bindir_$1_$2)/$3.exe
$$(exe_$1_$2_$3): $$(obj_$1_$2_$3) $$(abslib_$1_$2_$3) $$(absdpl_$1_$2_$3) \
| $$(bindir_$1_$2)
$(V)echo ... $$@
$(V)$$(toolchain_$1)gcc -o $$@ $$^ $$(ldflags_$3)
$(V)echo \(.exe\) ... $$@
$(V)$$(toolchain_$1)g++ -o $$@ $$^ $$(ldflags_$3)
$(V)$$(toolchain_$1)strip $$@
endef
@@ -294,7 +306,7 @@ define t_import
impdef_$1_$2_$3 ?= src/imports/import_$1_$2_$3.def
$$(bindir_$1_$2)/lib$3.a: $$(impdef_$1_$2_$3) | $$(bindir_$1_$2)
$(V)echo ... $$@ [dlltool]
$(V)echo \(.a\) ... $$@ [dlltool]
$(V)$$(toolchain_$1)dlltool --kill-at -l $$@ -d $$<
endef

111
Module.mk
View File

@@ -100,7 +100,8 @@ include src/main/bstio/Module.mk
include src/main/camhook/Module.mk
include src/main/cconfig/Module.mk
include src/main/config/Module.mk
include src/main/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/d3d9exhook/Module.mk
include src/main/ddrhook-util/Module.mk
@@ -155,11 +156,15 @@ include src/main/iidxhook6/Module.mk
include src/main/iidxhook7/Module.mk
include src/main/iidxhook8/Module.mk
include src/main/iidxhook9/Module.mk
include src/main/iidxio-async/Module.mk
include src/main/iidxio-bio2/Module.mk
include src/main/iidxio-ezusb/Module.mk
include src/main/iidxio-ezusb2/Module.mk
include src/main/iidxio/Module.mk
include src/main/iidxiotest/Module.mk
include src/main/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/jbio-magicbox/Module.mk
include src/main/jbio-p4io/Module.mk
@@ -173,6 +178,8 @@ include src/main/jbhook3/Module.mk
include src/main/launcher/Module.mk
include src/main/mempatch-hook/Module.mk
include src/main/mm/Module.mk
include src/main/nv/Module.mk
include src/main/nvgpu/Module.mk
include src/main/p3io/Module.mk
include src/main/p3iodrv/Module.mk
include src/main/p3ioemu/Module.mk
@@ -233,6 +240,9 @@ $(zipdir)/tools.zip: \
build/bin/indep-32/ezusb2-dbg-hook.dll \
build/bin/indep-32/ezusb2-tool.exe \
build/bin/indep-32/ezusb-tool.exe \
build/bin/indep-32/nvgpu.exe \
build/bin/indep-32/d3d9-frame-graph-hook.dll \
build/bin/indep-32/d3d9-monitor-check.exe \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -j $@ $^
@@ -247,6 +257,9 @@ $(zipdir)/tools-x64.zip: \
build/bin/indep-64/iidx-ezusb2-exit-hook.dll \
build/bin/indep-64/jbiotest.exe \
build/bin/indep-64/mempatch-hook.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)/
$(V)echo ... $@
$(V)zip -j $@ $^
@@ -293,7 +306,7 @@ $(zipdir)/iidx-13.zip: \
$(V)zip -j $@ $^
$(zipdir)/iidx-14-to-17.zip: \
build/bin/avs2_0-32/iidxhook3.dll \
build/bin/avs2_803-32/iidxhook3.dll \
build/bin/indep-32/config.exe \
build/bin/indep-32/eamio.dll \
build/bin/indep-32/geninput.dll \
@@ -325,10 +338,6 @@ $(zipdir)/iidx-18.zip: \
dist/iidx/config.bat \
dist/iidx/gamestart-18.bat \
dist/iidx/iidxhook-18.conf \
dist/iidx/launcher-18.xml \
dist/shared/ea3-ident.xml \
dist/shared/ea3-license.xml \
dist/shared/ea3-service.xml \
dist/iidx/vefx.txt \
| $(zipdir)/
$(V)echo ... $@
@@ -360,10 +369,6 @@ $(zipdir)/iidx-19.zip: \
dist/iidx/config.bat \
dist/iidx/gamestart-19.bat \
dist/iidx/iidxhook-19.conf \
dist/iidx/launcher-19.xml \
dist/shared/ea3-ident.xml \
dist/shared/ea3-license.xml \
dist/shared/ea3-service.xml \
dist/iidx/vefx.txt \
| $(zipdir)/
$(V)echo ... $@
@@ -380,10 +385,6 @@ $(zipdir)/iidx-20.zip: \
dist/iidx/config.bat \
dist/iidx/gamestart-20.bat \
dist/iidx/iidxhook-20.conf \
dist/iidx/launcher-20.xml \
dist/shared/ea3-ident.xml \
dist/shared/ea3-license.xml \
dist/shared/ea3-service.xml \
dist/iidx/vefx.txt \
| $(zipdir)/
$(V)echo ... $@
@@ -421,13 +422,6 @@ $(zipdir)/iidx-21-to-24.zip: \
dist/iidx/iidxhook-22.conf \
dist/iidx/iidxhook-23.conf \
dist/iidx/iidxhook-24.conf \
dist/iidx/launcher-21.xml \
dist/iidx/launcher-22.xml \
dist/iidx/launcher-23.xml \
dist/iidx/launcher-24.xml \
dist/shared/ea3-ident.xml \
dist/shared/ea3-license.xml \
dist/shared/ea3-service.xml \
dist/iidx/vefx.txt \
| $(zipdir)/
$(V)echo ... $@
@@ -446,17 +440,12 @@ $(zipdir)/iidx-25-to-26.zip: \
dist/iidx/gamestart-26.bat \
dist/iidx/iidxhook-25.conf \
dist/iidx/iidxhook-26.conf \
dist/iidx/launcher-25.xml \
dist/iidx/launcher-26.xml \
dist/shared/ea3-ident.xml \
dist/shared/ea3-license.xml \
dist/shared/ea3-service.xml \
dist/iidx/vefx.txt \
| $(zipdir)/
$(V)echo ... $@
$(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/launcher.exe \
build/bin/indep-64/config.exe \
@@ -469,17 +458,12 @@ $(zipdir)/iidx-27-to-30.zip: \
dist/iidx/gamestart-28.bat \
dist/iidx/gamestart-29.bat \
dist/iidx/gamestart-30.bat \
dist/iidx/gamestart-31.bat \
dist/iidx/iidxhook-27.conf \
dist/iidx/iidxhook-28.conf \
dist/iidx/iidxhook-29.conf \
dist/iidx/iidxhook-30.conf \
dist/iidx/launcher-27.xml \
dist/iidx/launcher-28.xml \
dist/iidx/launcher-29.xml \
dist/iidx/launcher-30.xml \
dist/shared/ea3-ident.xml \
dist/shared/ea3-license.xml \
dist/shared/ea3-service.xml \
dist/iidx/iidxhook-31.conf \
dist/iidx/vefx.txt \
| $(zipdir)/
$(V)echo ... $@
@@ -488,6 +472,7 @@ $(zipdir)/iidx-27-to-30.zip: \
$(zipdir)/iidx-hwio-x86.zip: \
build/bin/indep-32/aciomgr.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-ezusb.dll \
build/bin/indep-32/iidxio-ezusb2.dll \
@@ -501,6 +486,7 @@ $(zipdir)/iidx-hwio-x86.zip: \
$(zipdir)/iidx-hwio-x64.zip: \
build/bin/indep-64/aciomgr.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-ezusb.dll \
build/bin/indep-64/iidxio-ezusb2.dll \
@@ -548,10 +534,6 @@ $(zipdir)/jb-03.zip: \
build/bin/indep-32/jbio.dll \
dist/jb/config.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)/
$(V)echo ... $@
$(V)zip -j $@ $^
@@ -565,10 +547,6 @@ $(zipdir)/jb-04.zip: \
build/bin/indep-32/jbio.dll \
dist/jb/config.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)/
$(V)echo ... $@
$(V)zip -j $@ $^
@@ -582,10 +560,6 @@ $(zipdir)/jb-05-to-07.zip: \
build/bin/indep-32/jbio.dll \
dist/jb/config.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)/
$(V)echo ... $@
$(V)zip -j $@ $^
@@ -599,10 +573,6 @@ $(zipdir)/jb-08.zip: \
build/bin/indep-32/jbio.dll \
dist/jb/config.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)/
$(V)echo ... $@
$(V)zip -j $@ $^
@@ -627,10 +597,6 @@ $(zipdir)/sdvx-01-to-04.zip: \
build/bin/indep-32/sdvxio.dll \
dist/sdvx/config.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)/
$(V)echo ... $@
$(V)zip -j $@ $^
@@ -645,10 +611,6 @@ $(zipdir)/sdvx-05-to-06.zip: \
dist/sdvx5/config.bat \
dist/sdvx5/gamestart.bat \
dist/sdvx5/sdvxhook2.conf \
dist/sdvx5/launcher.xml \
dist/shared/ea3-ident.xml \
dist/shared/ea3-license.xml \
dist/shared/ea3-service.xml \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -j $@ $^
@@ -663,10 +625,6 @@ $(zipdir)/sdvx-05-cn.zip: \
dist/sdvx5/config.bat \
dist/sdvx5/gamestart-cn.bat \
dist/sdvx5/sdvxhook2-cn.conf \
dist/sdvx5/launcher-cn.xml \
dist/shared/ea3-ident.xml \
dist/shared/ea3-license.xml \
dist/shared/ea3-service.xml \
| $(zipdir)/
$(V)echo ... $@
$(V)zip -j $@ $^
@@ -741,10 +699,6 @@ $(zipdir)/ddr-12.zip: \
build/bin/indep-32/geninput.dll \
dist/ddr/config.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)/
$(V)echo ... $@
$(V)zip -j $@ $^
@@ -761,10 +715,6 @@ $(zipdir)/ddr-13.zip: \
build/bin/indep-32/geninput.dll \
dist/ddr/config.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)/
$(V)echo ... $@
$(V)zip -j $@ $^
@@ -785,14 +735,6 @@ $(zipdir)/ddr-14-to-18.zip: \
dist/ddr/gamestart-16.bat \
dist/ddr/gamestart-17.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)/
$(V)echo ... $@
$(V)zip -j $@ $^
@@ -811,12 +753,6 @@ $(zipdir)/ddr-16-to-18-x64.zip: \
dist/ddr/gamestart-16.bat \
dist/ddr/gamestart-17.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)/
$(V)echo ... $@
$(V)zip -j $@ $^
@@ -855,11 +791,6 @@ $(zipdir)/bst.zip: \
dist/bst/config.bat \
dist/bst/gamestart1.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)/
$(V)echo ... $@
$(V)zip -j $@ $^
@@ -938,7 +869,7 @@ $(BUILDDIR)/bemanitools.zip: \
$(zipdir)/iidx-20-cn.zip \
$(zipdir)/iidx-21-to-24.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-x64.zip \
$(zipdir)/jb-01.zip \

View File

@@ -1,6 +1,6 @@
# Bemanitools 5
Version: `5.49`
Version: `5.50`
[Changelog](CHANGELOG.md)
@@ -71,6 +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 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 31 EPOLIS (`iidx-27-to-31.zip`): [iidxhook9](doc/iidxhook/iidxhook9.md)
- [jubeat](doc/jbhook/README.md)
- jubeat (`jb-01.zip`): [jbhook1](doc/jbhook/jbhook1.md)
- jubeat ripples (`jb-02.zip`): [jbhook1](doc/jbhook/jbhook1.md)
@@ -119,9 +120,12 @@ The following games are supported with their corresponding hook-libraries.
- [extiotest](doc/tools/extiotest.md)
- [aciotest](doc/tools/aciotest.md): Command line tool to quickly test ACIO devices
- config: UI input/output configuration tool when using the default bemanitools API (geninput)
- [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
- [mempatch-hook](doc/tools/mempatch-hook.md): Patch raw memory locations in the target process
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
- [ViGEm clients](doc/vigem/README.md): Expose BT5 APIs as XBOX game controllers to play any games
with real cabinet hardware.

View File

@@ -1,34 +1,10 @@
@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
:: Script expects to be located in the root folder (contents/) next to the
:: folders modules, data etc.
set CONTENT_DIR=%CD%\..
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set MODULES_DIR=%CONTENT_DIR%\modules
if not exist dev\nvram mkdir dev\nvram
if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml
if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml
if not exist dev\raw mkdir dev\raw
:: 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 %BEMANITOOLS_DIR%\launcher-01.xml %*
launcher -K bsthook.dll -E prop/ea3-config-1.xml beatstream1.dll %*

View File

@@ -1,34 +1,10 @@
@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
:: Script expects to be located in the root folder (contents/) next to the
:: folders modules, data etc.
set CONTENT_DIR=%CD%\..
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set MODULES_DIR=%CONTENT_DIR%\modules
if not exist dev\nvram mkdir dev\nvram
if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml
if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml
if not exist dev\raw mkdir dev\raw
:: 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 %BEMANITOOLS_DIR%\launcher-02.xml %*
launcher -K bsthook.dll -E prop/ea3-config-2.xml beatstream2.dll %*

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

@@ -1,42 +1,11 @@
@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
:: Script expects to be located in the root folder (contents/) next to the
:: folders modules, data etc.
set CONTENT_DIR=%CD%\..
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set COM_DIR=%CONTENT_DIR%\com
set MODULES_DIR=%CONTENT_DIR%\modules
if not exist conf\nvram mkdir conf\nvram
if not exist conf\raw mkdir conf\raw
:: Register video codecs, e.g. required for background videos
regsvr32 /s %COM_DIR%\k-clvsd.dll
regsvr32 /s k-clvsd.dll
regsvr32 /s xactengine2_10.dll
:: 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 %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
.\launcher.exe -K .\ddrhook2.dll .\ddr.dll %*

View File

@@ -1,42 +1,11 @@
@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
:: Script expects to be located in the root folder (contents/) next to the
:: folders modules, data etc.
set CONTENT_DIR=%CD%\..
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set COM_DIR=%CONTENT_DIR%\com
set MODULES_DIR=%CONTENT_DIR%\modules
if not exist conf\nvram mkdir conf\nvram
if not exist conf\raw mkdir conf\raw
:: Register video codecs, e.g. required for background videos
regsvr32 /s %COM_DIR%\k-clvsd.dll
regsvr32 /s k-clvsd.dll
regsvr32 /s xactengine2_10.dll
:: 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 %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
.\launcher.exe -K .\ddrhook2.dll .\ddr.dll %*

View File

@@ -1,44 +1,14 @@
@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
:: Script expects to be located in the root folder (contents/) next to the
:: folders modules, data etc.
set CONTENT_DIR=%CD%\..
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set COM_DIR=%CONTENT_DIR%\com
set MODULES_DIR=%CONTENT_DIR%\modules
if not exist conf\nvram mkdir conf\nvram
if not exist conf\nvram\coin.xml copy prop\coin.xml conf\nvram\coin.xml
if not exist conf\nvram\eacoin.xml copy prop\eacoin.xml conf\nvram\eacoin.xml
if not exist conf\nvram\share-config.xml copy prop\share-config.xml conf\nvram\share-config.xml
if not exist conf\raw mkdir conf\raw
:: Register video codecs, e.g. required for background videos
regsvr32 /s %COM_DIR%\k-clvsd.dll
regsvr32 /s %COM_DIR%\xactengine2_10.dll
regsvr32 /s k-clvsd.dll
regsvr32 /s xactengine2_10.dll
:: 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 %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
.\launcher.exe -K .\ddrhook2.dll .\mdxja_945.dll %*

View File

@@ -1,44 +1,14 @@
@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
:: Script expects to be located in the root folder (contents/) next to the
:: folders modules, data etc.
set CONTENT_DIR=%CD%\..
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set COM_DIR=%CONTENT_DIR%\com
set MODULES_DIR=%CONTENT_DIR%\modules
if not exist conf\nvram mkdir conf\nvram
if not exist conf\nvram\coin.xml copy prop\coin.xml conf\nvram\coin.xml
if not exist conf\nvram\eacoin.xml copy prop\eacoin.xml conf\nvram\eacoin.xml
if not exist conf\nvram\share-config.xml copy prop\share-config.xml conf\nvram\share-config.xml
if not exist conf\raw mkdir conf\raw
:: Register video codecs, e.g. required for background videos
regsvr32 /s %COM_DIR%\k-clvsd.dll
regsvr32 /s %COM_DIR%\xactengine2_10.dll
regsvr32 /s k-clvsd.dll
regsvr32 /s xactengine2_10.dll
:: 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 %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
.\launcher.exe -K .\ddrhook2.dll .\mdxja_945.dll %*

View File

@@ -1,44 +1,15 @@
@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
:: Script expects to be located in the root folder (contents/) next to the
:: folders modules, data etc.
set CONTENT_DIR=%CD%\..
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set COM_DIR=%CONTENT_DIR%\com
set MODULES_DIR=%CONTENT_DIR%\modules
if not exist conf\nvram mkdir conf\nvram
if not exist conf\nvram\ea3-config.xml copy prop\eamuse-config.xml conf\nvram\ea3-config.xml
if not exist conf\nvram\coin.xml copy prop\coin.xml conf\nvram\coin.xml
if not exist conf\nvram\eacoin.xml copy prop\eacoin.xml conf\nvram\eacoin.xml
if not exist conf\nvram\testmode-v.xml copy prop\testmode-v.xml conf\nvram\testmode-v.xml
if not exist conf\raw mkdir conf\raw
:: Register video codecs, e.g. required for background videos
regsvr32 /s %COM_DIR%\k-clvsd.dll
regsvr32 /s %COM_DIR%\xactengine2_10.dll
regsvr32 /s com\k-clvsd.dll
regsvr32 /s com\xactengine2_10.dll
:: 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 %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
.\launcher.exe -H 33554432 -K .\ddrhook2.dll .\arkmdxp3.dll %*

View File

@@ -1,44 +1,15 @@
@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
:: Script expects to be located in the root folder (contents/) next to the
:: folders modules, data etc.
set CONTENT_DIR=%CD%\..
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set COM_DIR=%CONTENT_DIR%\com
set MODULES_DIR=%CONTENT_DIR%\modules
if not exist conf\nvram mkdir conf\nvram
if not exist conf\nvram\ea3-config.xml copy prop\eamuse-config.xml conf\nvram\ea3-config.xml
if not exist conf\nvram\coin.xml copy prop\coin.xml conf\nvram\coin.xml
if not exist conf\nvram\eacoin.xml copy prop\eacoin.xml conf\nvram\eacoin.xml
if not exist conf\nvram\testmode-v.xml copy prop\testmode-v.xml conf\nvram\testmode-v.xml
if not exist conf\raw mkdir conf\raw
:: Register video codecs, e.g. required for background videos
regsvr32 /s %COM_DIR%\k-clvsd.dll
regsvr32 /s %COM_DIR%\xactengine2_10.dll
regsvr32 /s com\k-clvsd.dll
regsvr32 /s com\xactengine2_10.dll
:: 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 %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
.\launcher.exe -H 33554432 -K .\ddrhook2.dll .\arkmdxp3.dll %*

View File

@@ -1,44 +1,15 @@
@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
:: Script expects to be located in the root folder (contents/) next to the
:: folders modules, data etc.
set CONTENT_DIR=%CD%\..
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set COM_DIR=%CONTENT_DIR%\com
set MODULES_DIR=%CONTENT_DIR%\modules
if not exist conf\nvram mkdir conf\nvram
if not exist conf\nvram\ea3-config.xml copy prop\eamuse-config.xml conf\nvram\ea3-config.xml
if not exist conf\nvram\coin.xml copy prop\coin.xml conf\nvram\coin.xml
if not exist conf\nvram\eacoin.xml copy prop\eacoin.xml conf\nvram\eacoin.xml
if not exist conf\nvram\testmode-v.xml copy prop\testmode-v.xml conf\nvram\testmode-v.xml
if not exist conf\raw mkdir conf\raw
:: Register video codecs, e.g. required for background videos
regsvr32 /s %COM_DIR%\k-clvsd.dll
regsvr32 /s %COM_DIR%\xactengine2_10.dll
regsvr32 /s com\k-clvsd.dll
regsvr32 /s com\xactengine2_10.dll
:: 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 %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
.\launcher.exe -H 33554432 -K .\ddrhook2.dll .\arkmdxp3.dll %*

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.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>
<hook>
<hook_dlls>
<dll __type="str">ddrhook2.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.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>
<hook>
<hook_dlls>
<dll __type="str">ddrhook2.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.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>
<hook>
<hook_dlls>
<dll __type="str">ddrhook2.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.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>
<hook>
<hook_dlls>
<dll __type="str">ddrhook2.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

@@ -1,76 +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>
<hook>
<hook_dlls>
<dll __type="str">ddrhook2.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

@@ -1,76 +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>
<hook>
<hook_dlls>
<dll __type="str">ddrhook2.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

@@ -1,76 +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>
<hook>
<hook_dlls>
<dll __type="str">ddrhook2.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

@@ -1,10 +0,0 @@
<?xml version="1.0" encoding="Shift-JIS"?>
<ea3_conf>
<soft>
<model __type="str">LDJ</model>
<dest __type="str">J</dest>
<spec __type="str">A</spec>
<rev __type="str">A</rev>
<ext __type="str">2022082400</ext>
</soft>
</ea3_conf>

View File

@@ -1,6 +0,0 @@
<?xml version="1.0" encoding="Shift-JIS"?>
<ea3>
<network>
<services>http://localhost</services>
</network>
</ea3>

View File

@@ -1,34 +1,14 @@
@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
:: Script expects to be located in the root folder (contents/) next to the
:: folders modules, data etc.
set CONTENT_DIR=%CD%\..
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set MODULES_DIR=%CONTENT_DIR%\modules
if not exist d mkdir d
if not exist e mkdir e
if not exist f mkdir f
:: 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%
if not exist dev\nvram mkdir dev\nvram
if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml
if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml
if not exist dev\raw mkdir dev\raw
:: Current working dir is the game's root folder
cd /d %CONTENT_DIR%
%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-18.xml --config %BEMANITOOLS_DIR%\iidxhook-18.conf %*
launcher -K iidxhook4.dll bm2dx.dll --config iidxhook-18.conf %*

View File

@@ -1,34 +1,14 @@
@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
:: Script expects to be located in the root folder (contents/) next to the
:: folders modules, data etc.
set CONTENT_DIR=%CD%\..
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set MODULES_DIR=%CONTENT_DIR%\modules
if not exist d mkdir d
if not exist e mkdir e
if not exist f mkdir f
:: 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%
if not exist dev\nvram mkdir dev\nvram
if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml
if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml
if not exist dev\raw mkdir dev\raw
:: Current working dir is the game's root folder
cd /d %CONTENT_DIR%
%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-19.xml --config %BEMANITOOLS_DIR%\iidxhook-19.conf %*
launcher -K iidxhook5.dll bm2dx.dll --config iidxhook-19.conf %*

View File

@@ -1,34 +1,10 @@
@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
:: Script expects to be located in the root folder (contents/) next to the
:: folders modules, data etc.
set CONTENT_DIR=%CD%\..
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set MODULES_DIR=%CONTENT_DIR%\modules
if not exist dev\nvram mkdir dev\nvram
if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml
if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml
if not exist dev\raw mkdir dev\raw
:: 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 %BEMANITOOLS_DIR%\launcher-20.xml --config %BEMANITOOLS_DIR%\iidxhook-20.conf %*
launcher -K iidxhook6.dll bm2dx.dll --config iidxhook-20.conf %*

View File

@@ -1,34 +1,10 @@
@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
:: Script expects to be located in the root folder (contents/) next to the
:: folders modules, data etc.
set CONTENT_DIR=%CD%\..
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set MODULES_DIR=%CONTENT_DIR%\modules
if not exist dev\nvram mkdir dev\nvram
if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml
if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml
if not exist dev\raw mkdir dev\raw
:: 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 %BEMANITOOLS_DIR%\launcher-21.xml --config %BEMANITOOLS_DIR%\iidxhook-21.conf %*
launcher -K iidxhook7.dll bm2dx.dll --config iidxhook-21.conf %*

View File

@@ -1,34 +1,10 @@
@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
:: Script expects to be located in the root folder (contents/) next to the
:: folders modules, data etc.
set CONTENT_DIR=%CD%\..
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set MODULES_DIR=%CONTENT_DIR%\modules
if not exist dev\nvram mkdir dev\nvram
if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml
if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml
if not exist dev\raw mkdir dev\raw
:: 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 %BEMANITOOLS_DIR%\launcher-22.xml --config %BEMANITOOLS_DIR%\iidxhook-22.conf %*
launcher -K iidxhook7.dll bm2dx.dll --config iidxhook-22.conf %*

View File

@@ -1,34 +1,10 @@
@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
:: Script expects to be located in the root folder (contents/) next to the
:: folders modules, data etc.
set CONTENT_DIR=%CD%\..
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set MODULES_DIR=%CONTENT_DIR%\modules
if not exist dev\nvram mkdir dev\nvram
if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml
if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml
if not exist dev\raw mkdir dev\raw
:: 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 %BEMANITOOLS_DIR%\launcher-23.xml --config %BEMANITOOLS_DIR%\iidxhook-23.conf %*
launcher -K iidxhook7.dll bm2dx.dll --config iidxhook-23.conf %*

View File

@@ -1,34 +1,10 @@
@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
:: Script expects to be located in the root folder (contents/) next to the
:: folders modules, data etc.
set CONTENT_DIR=%CD%\..
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set MODULES_DIR=%CONTENT_DIR%\modules
if not exist dev\nvram mkdir dev\nvram
if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml
if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml
if not exist dev\raw mkdir dev\raw
:: 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 %BEMANITOOLS_DIR%\launcher-24.xml --config %BEMANITOOLS_DIR%\iidxhook-24.conf %*
launcher -K iidxhook7.dll bm2dx.dll --config iidxhook-24.conf %*

View File

@@ -1,34 +1,16 @@
@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
:: Script expects to be located in the root folder (contents/) next to the
:: folders modules, data etc.
set CONTENT_DIR=%CD%\..
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set MODULES_DIR=%CONTENT_DIR%\modules
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
:: 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%
for /R prop\defaults %%D in (*.*) do (
if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram
)
:: Current working dir is the game's root folder
cd /d %CONTENT_DIR%
%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-25.xml --config %BEMANITOOLS_DIR%\iidxhook-25.conf %*
launcher -H 134217728 -K iidxhook8.dll bm2dx.dll --config iidxhook-25.conf %*

View File

@@ -1,34 +1,16 @@
@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
:: Script expects to be located in the root folder (contents/) next to the
:: folders modules, data etc.
set CONTENT_DIR=%CD%\..
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set MODULES_DIR=%CONTENT_DIR%\modules
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
:: 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%
for /R prop\defaults %%D in (*.*) do (
if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram
)
:: Current working dir is the game's root folder
cd /d %CONTENT_DIR%
%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-26.xml --config %BEMANITOOLS_DIR%\iidxhook-26.conf %*
launcher -H 134217728 -K iidxhook8.dll bm2dx.dll --config iidxhook-26.conf %*

View File

@@ -1,34 +1,16 @@
@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
:: Script expects to be located in the root folder (contents/) next to the
:: folders modules, data etc.
set CONTENT_DIR=%CD%\..
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set MODULES_DIR=%CONTENT_DIR%\modules
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
:: 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%
for /R prop\defaults %%D in (*.*) do (
if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram
)
:: Current working dir is the game's root folder
cd /d %CONTENT_DIR%
%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-27.xml --config %BEMANITOOLS_DIR%\iidxhook-27.conf %*
launcher -H 134217728 -B iidxhook9.dll bm2dx.dll --config iidxhook-27.conf %*

View File

@@ -1,34 +1,16 @@
@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
:: Script expects to be located in the root folder (contents/) next to the
:: folders modules, data etc.
set CONTENT_DIR=%CD%\..
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set MODULES_DIR=%CONTENT_DIR%\modules
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
:: 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%
for /R prop\defaults %%D in (*.*) do (
if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram
)
:: Current working dir is the game's root folder
cd /d %CONTENT_DIR%
%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-28.xml --config %BEMANITOOLS_DIR%\iidxhook-28.conf %*
launcher -H 134217728 -B iidxhook9.dll bm2dx.dll --config iidxhook-28.conf %*

View File

@@ -1,34 +1,16 @@
@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
:: Script expects to be located in the root folder (contents/) next to the
:: folders modules, data etc.
set CONTENT_DIR=%CD%\..
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set MODULES_DIR=%CONTENT_DIR%\modules
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
:: 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%
for /R prop\defaults %%D in (*.*) do (
if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram
)
:: Current working dir is the game's root folder
cd /d %CONTENT_DIR%
%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-29.xml --config %BEMANITOOLS_DIR%\iidxhook-29.conf %*
launcher -H 134217728 -B iidxhook9.dll bm2dx.dll --config iidxhook-29.conf %*

View File

@@ -1,34 +1,16 @@
@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
:: Script expects to be located in the root folder (contents/) next to the
:: folders modules, data etc.
set CONTENT_DIR=%CD%\..
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set MODULES_DIR=%CONTENT_DIR%\modules
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
:: 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%
for /R prop\defaults %%D in (*.*) do (
if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram
)
:: Current working dir is the game's root folder
cd /d %CONTENT_DIR%
%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-30.xml --config %BEMANITOOLS_DIR%\iidxhook-30.conf %*
modules\launcher -H 134217728 -B iidxhook9.dll bm2dx.dll --config iidxhook-30.conf %*

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 %*

View File

@@ -22,6 +22,9 @@ 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

View File

@@ -22,6 +22,9 @@ 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

View File

@@ -22,6 +22,9 @@ 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

View File

@@ -22,6 +22,9 @@ 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

84
dist/iidx/iidxhook-31.conf vendored Normal file
View File

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

View File

@@ -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.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>bm2dx.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">iidxhook4.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.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>bm2dx.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">iidxhook5.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.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>bm2dx.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">iidxhook6.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.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>bm2dx.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">iidxhook7.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.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>bm2dx.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">iidxhook7.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.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>bm2dx.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">iidxhook7.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.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>bm2dx.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">iidxhook7.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

@@ -1,74 +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">134217728</heap_avs>
</boot>
<log>
<level>info</level>
</log>
<eamuse>
<file>/dev/nvram/ea3-config.xml</file>
</eamuse>
<component>
<file>bm2dx.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">iidxhook8.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

@@ -1,74 +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">134217728</heap_avs>
</boot>
<log>
<level>info</level>
</log>
<eamuse>
<file>/dev/nvram/ea3-config.xml</file>
</eamuse>
<component>
<file>bm2dx.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">iidxhook8.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

@@ -1,69 +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">134217728</heap_avs>
</boot>
<log>
<level>info</level>
</log>
<eamuse>
<file>/dev/nvram/ea3-config.xml</file>
</eamuse>
<component>
<file>bm2dx.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>
<mounttable_selector __type="str">boot</mounttable_selector>
<mounttable>
<vfs name="boot" fstype="fs" src="dev/raw" dst="/dev/raw" opt=""/>
<vfs name="boot" fstype="fs" src="dev/nvram" dst="/dev/nvram" opt=""/>
</mounttable>
</fs>
</config>
</config>
</avs>
<eamuse>
<config kind="file">bemanitools/ea3-service.xml</config>
</eamuse>
<hook>
<hook_dlls>
</hook_dlls>
<before_hook_dlls>
<dll __type="str">iidxhook9.dll</dll>
</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

@@ -1,69 +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">134217728</heap_avs>
</boot>
<log>
<level>info</level>
</log>
<eamuse>
<file>/dev/nvram/ea3-config.xml</file>
</eamuse>
<component>
<file>bm2dx.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>
<mounttable_selector __type="str">boot</mounttable_selector>
<mounttable>
<vfs name="boot" fstype="fs" src="dev/raw" dst="/dev/raw" opt=""/>
<vfs name="boot" fstype="fs" src="dev/nvram" dst="/dev/nvram" opt=""/>
</mounttable>
</fs>
</config>
</config>
</avs>
<eamuse>
<config kind="file">bemanitools/ea3-service.xml</config>
</eamuse>
<hook>
<hook_dlls>
</hook_dlls>
<before_hook_dlls>
<dll __type="str">iidxhook9.dll</dll>
</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

@@ -1,69 +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">134217728</heap_avs>
</boot>
<log>
<level>info</level>
</log>
<eamuse>
<file>/dev/nvram/ea3-config.xml</file>
</eamuse>
<component>
<file>bm2dx.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>
<mounttable_selector __type="str">boot</mounttable_selector>
<mounttable>
<vfs name="boot" fstype="fs" src="dev/raw" dst="/dev/raw" opt=""/>
<vfs name="boot" fstype="fs" src="dev/nvram" dst="/dev/nvram" opt=""/>
</mounttable>
</fs>
</config>
</config>
</avs>
<eamuse>
<config kind="file">bemanitools/ea3-service.xml</config>
</eamuse>
<hook>
<hook_dlls>
</hook_dlls>
<before_hook_dlls>
<dll __type="str">iidxhook9.dll</dll>
</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

@@ -1,69 +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">134217728</heap_avs>
</boot>
<log>
<level>info</level>
</log>
<eamuse>
<file>/dev/nvram/ea3-config.xml</file>
</eamuse>
<component>
<file>bm2dx.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>
<mounttable_selector __type="str">boot</mounttable_selector>
<mounttable>
<vfs name="boot" fstype="fs" src="dev/raw" dst="/dev/raw" opt=""/>
<vfs name="boot" fstype="fs" src="dev/nvram" dst="/dev/nvram" opt=""/>
</mounttable>
</fs>
</config>
</config>
</avs>
<eamuse>
<config kind="file">bemanitools/ea3-service.xml</config>
</eamuse>
<hook>
<hook_dlls>
</hook_dlls>
<before_hook_dlls>
<dll __type="str">iidxhook9.dll</dll>
</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>

7
dist/iidx/pcbid.xml vendored
View File

@@ -1,7 +0,0 @@
<?xml version="1.0" encoding="Shift-JIS"?>
<ea3_conf>
<id>
<softid __type="str">0101020304050607083F</softid>
<pcbid __type="str">0101020304050607083F</pcbid>
</id>
</ea3_conf>

10
dist/jb/ea3-ident.xml vendored
View File

@@ -1,10 +0,0 @@
<?xml version="1.0" encoding="Shift-JIS"?>
<ea3_conf>
<soft>
<model __type="str">LDJ</model>
<dest __type="str">J</dest>
<spec __type="str">A</spec>
<rev __type="str">A</rev>
<ext __type="str">2022082400</ext>
</soft>
</ea3_conf>

View File

@@ -1,6 +0,0 @@
<?xml version="1.0" encoding="Shift-JIS"?>
<ea3>
<network>
<services>http://localhost</services>
</network>
</ea3>

View File

@@ -1,34 +1,11 @@
@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
:: Script expects to be located in the root folder (contents/) next to the
:: folders modules, data etc.
set CONTENT_DIR=%CD%\..
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set MODULES_DIR=%CONTENT_DIR%\modules
if not exist dev\nvram mkdir dev\nvram
if not exist dev\nvram\ea3-config.xml copy prop\ea3-config.xml dev\nvram\ea3-config.xml
if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml
if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml
if not exist dev\raw mkdir dev\raw
:: 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 %BEMANITOOLS_DIR%\launcher-03.xml -v %*
launcher -H 33554432 -K jbhook2.dll jubeat.dll -v

View File

@@ -1,34 +1,11 @@
@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
:: Script expects to be located in the root folder (contents/) next to the
:: folders modules, data etc.
set CONTENT_DIR=%CD%\..
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set MODULES_DIR=%CONTENT_DIR%\modules
if not exist dev\nvram mkdir dev\nvram
if not exist dev\nvram\ea3-config.xml copy prop\ea3-config.xml dev\nvram\ea3-config.xml
if not exist dev\nvram\coin.xml copy prop\defaults\coin.xml dev\nvram\coin.xml
if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin.xml
if not exist dev\raw mkdir dev\raw
:: 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 %BEMANITOOLS_DIR%\launcher-04.xml %*
launcher -H 33554432 -K jbhook3.dll jubeat.dll

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.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">33554432</heap_avs>
<heap_std __type="u32">33554432</heap_std>
</boot>
<log>
<level>info</level>
</log>
<eamuse>
<file>/dev/nvram/ea3-config.xml</file>
</eamuse>
<component>
<file>jubeat.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">jbhook2.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.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">33554432</heap_avs>
<heap_std __type="u32">33554432</heap_std>
</boot>
<log>
<level>info</level>
</log>
<eamuse>
<file>/dev/nvram/ea3-config.xml</file>
</eamuse>
<component>
<file>jubeat.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">jbhook3.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>

7
dist/jb/pcbid.xml vendored
View File

@@ -1,7 +0,0 @@
<?xml version="1.0" encoding="Shift-JIS"?>
<ea3_conf>
<id>
<softid __type="str">0101020304050607083F</softid>
<pcbid __type="str">0101020304050607083F</pcbid>
</id>
</ea3_conf>

View File

@@ -1,10 +0,0 @@
<?xml version="1.0" encoding="Shift-JIS"?>
<ea3_conf>
<soft>
<model __type="str">LDJ</model>
<dest __type="str">J</dest>
<spec __type="str">A</spec>
<rev __type="str">A</rev>
<ext __type="str">2022082400</ext>
</soft>
</ea3_conf>

View File

@@ -1,6 +0,0 @@
<?xml version="1.0" encoding="Shift-JIS"?>
<ea3>
<network>
<services>http://localhost</services>
</network>
</ea3>

View File

@@ -8,38 +8,3 @@ if not exist dev\nvram\eacoin.xml copy prop\defaults\eacoin.xml dev\nvram\eacoin
if not exist dev\raw mkdir dev\raw
launcher -K sdvxhook.dll soundvoltex.dll %*
@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
:: Script expects to be located in the root folder (contents/) next to the
:: folders modules, data etc.
set CONTENT_DIR=%CD%\..
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set MODULES_DIR=%CONTENT_DIR%\modules
:: 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 %BEMANITOOLS_DIR%\launcher.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.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>soundvoltex.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">sdvxhook.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>

7
dist/sdvx/pcbid.xml vendored
View File

@@ -1,7 +0,0 @@
<?xml version="1.0" encoding="Shift-JIS"?>
<ea3_conf>
<id>
<softid __type="str">0101020304050607083F</softid>
<pcbid __type="str">0101020304050607083F</pcbid>
</id>
</ea3_conf>

View File

@@ -1,10 +0,0 @@
<?xml version="1.0" encoding="Shift-JIS"?>
<ea3_conf>
<soft>
<model __type="str">LDJ</model>
<dest __type="str">J</dest>
<spec __type="str">A</spec>
<rev __type="str">A</rev>
<ext __type="str">2022082400</ext>
</soft>
</ea3_conf>

View File

@@ -1,6 +0,0 @@
<?xml version="1.0" encoding="Shift-JIS"?>
<ea3>
<network>
<services>http://localhost</services>
</network>
</ea3>

View File

@@ -1,34 +1,17 @@
@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
:: Script expects to be located in the root folder (contents/) next to the
:: folders modules, data etc.
set CONTENT_DIR=%CD%\..
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set MODULES_DIR=%CONTENT_DIR%\modules
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\c.dest echo $null >> dev\raw\c.dest
if not exist dev\raw\log mkdir dev\raw\log
if not exist dev\raw\fscache mkdir dev\raw\fscache
:: 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%
for /R prop\defaults %%D in (*.*) do (
if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram
)
:: Current working dir is the game's root folder
cd /d %CONTENT_DIR%
%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher-cn.xml --config %BEMANITOOLS_DIR%\sdvxhook2-cn.conf %*
launcher -H 268435456 -K sdvxhook2-cn.dll soundvoltex.dll --config sdvxhook2-cn.conf %*

View File

@@ -1,34 +1,16 @@
@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
:: Script expects to be located in the root folder (contents/) next to the
:: folders modules, data etc.
set CONTENT_DIR=%CD%\..
set BEMANITOOLS_DIR=%CONTENT_DIR%\bemanitools
set MODULES_DIR=%CONTENT_DIR%\modules
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
:: 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%
for /R prop\defaults %%D in (*.*) do (
if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram
)
:: Current working dir is the game's root folder
cd /d %CONTENT_DIR%
%BEMANITOOLS_DIR%\launcher %BEMANITOOLS_DIR%\launcher.xml --config %BEMANITOOLS_DIR%\sdvxhook2.conf %*
launcher -H 268435456 -K sdvxhook2.dll soundvoltex.dll --config sdvxhook2.conf %*

View File

@@ -1,74 +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">268435456</heap_avs>
</boot>
<log>
<level>info</level>
</log>
<eamuse>
<file>/dev/nvram/ea3-config.xml</file>
</eamuse>
<component>
<file>soundvoltex.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">sdvxhook2-cn.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

@@ -1,74 +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">268435456</heap_avs>
</boot>
<log>
<level>info</level>
</log>
<eamuse>
<file>/dev/nvram/ea3-config.xml</file>
</eamuse>
<component>
<file>soundvoltex.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">sdvxhook2.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

@@ -1,7 +0,0 @@
<?xml version="1.0" encoding="Shift-JIS"?>
<ea3_conf>
<id>
<softid __type="str">0101020304050607083F</softid>
<pcbid __type="str">0101020304050607083F</pcbid>
</id>
</ea3_conf>

View File

@@ -1,11 +0,0 @@
<?xml version="1.0" encoding="Shift-JIS"?>
<ea3_conf>
<soft>
<!-- USER TODO: Change these accordingly to match the specifications of the game and version you are running -->
<model __type="str">000</model>
<dest __type="str">A</dest>
<spec __type="str">A</spec>
<rev __type="str">A</rev>
<ext __type="str">1969032100</ext>
</soft>
</ea3_conf>

View File

@@ -1,8 +0,0 @@
<?xml version="1.0" encoding="Shift-JIS"?>
<ea3_conf>
<id>
<!-- USER TODO: Change accordingly to comply with your favorite eamuse service -->
<softid __type="str">0101020304050607083F</softid>
<pcbid __type="str">0101020304050607083F</pcbid>
</id>
</ea3_conf>

View File

@@ -1,7 +0,0 @@
<?xml version="1.0" encoding="Shift-JIS"?>
<ea3>
<network>
<!-- USER TODO: Change to your favorite eamuse service URL -->
<services>http://localhost</services>
</network>
</ea3>

View File

@@ -0,0 +1,319 @@
# IIDX engine overview and how game-play is impacted by hardware and software
Date: 2025-02-09 Author: icex2
This document provides information and explains the following:
* A sort-of taxonomy of the different major IIDX game engine versions
* How the core game-play part of the engine works regarding
* Threading model
* Main render loop
* Timing and synchronization
The goal is to capture key knowledge about how the game's engine works to enable a better
understanding for developing bemanitools and how certain features can impact performance and
synchronization during game-play.
This document is not claiming to be complete or 100% accurate. It is based on my own personal
research and understanding of the IIDX game engine. It is very likely that some of the information
is wrong or misunderstood. Feel free to raise any questions or concerns in an issue as I want
this document to be as accurate as possible.
## Taxonomy of IIDX game engine versions
With every version, there have been numerous changes and improvements to the game engine. The
following is a rough taxonomy that is focused on cabinet and hardware changes. As these are likely
the main driver for key changes to the software and game engine, they create fairly distinct
stages throughout the different versions of the game. The key attributes to be considered here are:
* Main PCB
* IO board
* Monitor
All of these had significant impact on key software features appearing or changing.
### Twinkle hardware era: 1st Style to 8th Style
* [Twinkle PCB](https://github.com/shizmob/arcade-docs/blob/main/konami/boards.md#twinkle)
* [Original rear projection monitor](https://github.com/shizmob/arcade-docs/blob/main/konami/products.md#iidx-rear-projection-monitor)
* Homogenous hardware and software
### 1st gen PC-based upgrade only: 9th Style
* 9th Style came as an upgrade kit only to existing twinkle-based cabinet hardware
* [KNM-845G3-A02 PCB](https://github.com/shizmob/arcade-docs/blob/main/konami/boards.md#knm-845g3-a02)
* [C02 EZUSB FX USB IO board](https://github.com/shizmob/arcade-docs/blob/main/konami/io.md#gec02-pwbaa)
* Magnetic card readers connected to ezusb IO board
### 1st gen PC-based with dedicated cabinet: 10th Style to DistorteD (13)
* From here on, old cabinets that received the "Twinkle hardware" upgrade kit could always receive software only
upgrades
* [CRT monitor](https://github.com/shizmob/arcade-docs/blob/main/konami/products.md#iidx-crt-monitor) with new dedicated
cabinets
* [D01 EZUSB FX USB IO board](https://github.com/shizmob/arcade-docs/blob/main/konami/io.md#d01-io)
* Slotted card readers starting version 13
### 2nd gen PC: GOLD (14) to Lincle (19)
* [FAB-e945-KN205](https://github.com/shizmob/arcade-docs/blob/main/konami/boards.md#fab-e945-kn205)
* All prior cabinet configurations can be upgraded with a PCB and software upgrade
* New LCD monitor starting version 15
* Further variants of the LCD monitor appear starting version 18
* [IO2 EZUSB FX2 USB IO board](https://github.com/shizmob/arcade-docs/blob/main/konami/io.md#usbio2) introduced with
version 14
* Switch to wave pass readers on version 19
### 3rd gen PC: Tricoro (20) to Sinobuz (24)
* All prior cabinet configurations can be upgraded with a PCB and software upgrade
* [ADE-HM65](https://github.com/shizmob/arcade-docs/blob/main/konami/boards.md#hm65)
* Game engine supports HD mode (720p)
* Many new LCD monitor variants appear with every new version
### 4th gen PC: CANNON BALLERS (25) to RESIDENT (30)
* All prior cabinet configurations can be upgraded with a PCB and software upgrade
* [ADE-6291](https://github.com/shizmob/arcade-docs/blob/main/konami/boards.md#ade-6291)
* [BIO2 IO board](https://github.com/shizmob/arcade-docs/blob/main/konami/boards.md#hm65)
* Upgrade cabinets required the [BIO2 sub-IO board](https://github.com/shizmob/arcade-docs/blob/main/konami/io.md#bio2-ldj-sub-io)
* Drop of SD mode support starting version 27
* Supporting 120 hz monitors starting version 27
* Many new LCD monitor variants appear with every new version
* 42" 120 hz for lightning cabinets starting version 27
* 42" 60 hz for non-lightning cabinets starting version 25
### 5th gen PC: RESIDENT (30) to EPOLIS (31)
* All prior cabinet configurations can be upgraded with a PCB and software upgrade
* [C300-xonarae](https://github.com/shizmob/arcade-docs/blob/main/konami/boards.md#c300-xonarae)
* Game engine supports FHD mode (1080p)
## Threading model and core responsibilities in PC-based games
Since the early days of 9th Style to today (as of time of writing this: EPOLIS), the threading model
hasn't changed significantly:
* Main and rendering thread
* Runs your typical D3D9 render loop
* Using D3D9ex starting version 27
* Starting and managing other threads
* Any file and game asset loading
* Handles all the core game logic of the different screens starting from the initial boot screen
to the core game-play screen
* IO thread
* Polls the main IO hardware and synchronizes the in-memory input and output state with the
hardware
* Executes commands issued by the main thread to the IO board such as dongle or card reader
commands (ezusb generation of IO only)
* Card reader thread (not applicable to versions 9 to 12)
* Runs the protocol to read/write the hardware of the readers
* Async execution of higher level commands issued by the main thread to the card reader hardware,
e.g. card read, card eject etc.
* Audio thread
* Streaming of audio data to the sound API
* DirectSound for versions 9 to 26
* WASAPI for versions 27 to 30 for non-lighting cabinets with ADE-6291 hardware
* ASIO for versions 27 and newer for lighting cabinets
* ASIO for version 30/31 and newer for non-lighting cabinets with C300-xonarae hardware
* Async execution of higher level commands issued by the main thread to the audio backend, e.g.
play audio, stop audio, etc.
* Network thread
* Network plumbing with the xrpc protocol
* Async execution of request-response commands issued by the main thread
## Main and rendering thread
With the game having transitioning to different screens throughout it's lifecycle, the main render
loop might contain different logic such as asset loading. The following focuses on the main
game-play screen, only. Common rendering logic still applies to other screens.
This follows your typical D3D9 single threaded rendering loop which boils down to the following:
* Begin the scene (`BeginScene`)
* Set the render target (`SetRenderTarget`)
* Clear the back buffer (`Clear`)
* Run engine step. This includes and is mixed with
* IO input evaluation
* Game engine state and (re-) drawing the scene
* Commands to the audio playback, e.g. play key sounds
* Setting IO outputs
* End the scene (`EndScene`)
* Target a minimum frame time
* Introduced with version 11
* Sleep (`Sleep` or `SleepEx`) to fill up the frame up to either 13 ms or 14 ms (depending on the
version)
* This was likely introduced to not have the game run at hundreds of FPS if v-sync was disabled
(probably when running in window mode for development/testing purposes)
* Swapping the back buffers (`Present`)
* D3D9 is configured with v-sync enabled by default and targets 60 hz
* With this configuration, the call to `Present` fills up the remaining frame time to target the
configured 60 hz refresh rate
### Rendering resolutions
The game engine went through a couple of different rendering resolutions:
* 640x240: version 1 to 8 (all twinkle hardware)
* 640x480: version 9 to 19 (1st and 2nd gen PC-based)
* 1280x720 (HD mode) and 640x480 (SD mode): version 20 to 27 (3rd and 4th gen PC-based)
* 1280x720 (HD mode) only for version 28 to 29 (4th gen PC-based)
* 1280x720 (HD mode) and 1920x1080 (FHD mode) for version 30 (4th gen PC-based)
* 1920x1080 (FHD mode) only for version 30+ (5th gen PC-based)
## Core engine timing and synchronization
The following outlines and explains the core engine concepts related to timing and synchronization.
### The origins, twinkle hardware
* It appears that the game has been on the same codebase since it's inception.
* This can be reasoned by the following observations
* 9th style as the first PC-based game very buggy on initial release
* 9th style threading model very clunky with various thread settings showing they tried to
prioritize different processing on a single core CPU
* Coming from twinkle hardware that is a realtime system vs. a Windows XP system
* Fixed playstation 1 based hardware with a refresh rate of
[59.8260978565 hz](https://github.com/mamedev/mame/blob/bf9df04e005697788ae988ef5aea91a1878fd631/src/devices/video/psx.cpp#L435)
* No need to assume getting anything else if the resource budget per frame is not exceeded
* All sub-systems were driven synchronously to that fixed time step
* No need for the engine to synchronize audio during the song. When the song is started
correctly, it stayed sync throughout the song
* Observations and assumptions
* It appears the developers struggled a lot with the significant platform shift to PC as indicated
by various core engine improvements throughout the years still
* Switches of hardware generations further complicated the situation as these forced them to further
drift away from how the game engine was initially designed on the twinkle system
### Frame time/timing and engine step
* The game's engine step and timing is frame based
* The main render loop defines the minimum valid timing window for the game engine to be able to
evaluate
* 60 hz/fps = 16.667 ms (rounded to three decimal places)
* 120 hz/fps = 8.333 ms (rounded to three decimal places), only relevant for lightning cabinets with their 120 hz
screen/mode
* Depending on the GPU hardware and configuration, the GPU might drive the screen not exactly at
perfectly 60 hz/fps = 16.667 ms
* As outlined in the [main render loop](#main-and-rendering-thread), the `Present` call is the
key function call to determine the frame time for the game engine
* Just having v-sync enabled and telling D3D9 to **target** 60 hz, it still depends on how the GPU
driver is implemented and how the GPU driver's implementation of D3D9 executes on the `Present`
call
* This is primarily determined by how the GPU driver is operating and driving connected display
hardware
* The following factors can contribute to that either directly or indirectly
* Different monitor types analog vs. digital (CRT vs. LCD)
* Different monitor connections VGA vs. DVI/HDMI/DP
* Different GPU drivers
* Different GPU hardware and vendors
* Different GPU settings
### Monitor check screen
The monitor check screen was introduced with version 14. This was a solution to the problem of not
guaranteeing a single fixed refresh rate throughout different GPU and monitor combinations. See
a detailed explanation in the previous sub-subsection about
[what influences the frame time](#frame-timetiming-and-engine-step) of the game.
The goal of the monitor check is to measure the frame time of the main render loop and use the
results for [driving the core engine step](#engine-step-and-synchronization).
The monitor check evolved slightly as different GPU and monitor hardware, and GPU drivers yielded
varying refresh rates that determined the frame times of the main game loop.
Actual values are outlined further down in the [engine step time](#engine-step-time) section.
There are two main versions of the monitor check, all of them have always been part of the boot
process:
* 14
* Measures a total of 3000 frames
* If total time this took < 50004 ms -> so average of 16.668 ms per frame = 59.9952 hz
* S-Video mode -> 59.95 hz (also shows S-VIDEO when the monitor check completes)
* Otherwise VGA mode -> 60.05 hz
* If VGA is determined, the game patches the chart event data when loading
* `event_timestamp * 0.99817199 + 0.40000001`
* When S-Video no charts are patched and the timing data in the chart is used as is
* 15 to 18
* Identical to 14 except that chart patching now happens in milliseconds instead of frames
* VGA mode: `16.65279`
* S-Video mode: `16.680567`
* `event_timestamp * (1.0 / frame_time) + 0.40000001)`
* 19
* Identical to previous version
* Monitor check screen shows current FPS on the last revision of that version. However, it doesn't
use the value shown there by any means. Assuming this was added before the introduction of the
new monitor check on 20.
* 20 to 26
* Runs on boot or when switching monitor modes SD vs. HD
* Measures only 1200 frames
* Takes the average refresh rate of 1200 frames
* Applies the measured avg. frame time directly to the charts before song
* 27 to 30
* Frame rate measuring identical to prior versions
* Added additional logic after the frame time measurements for handling of 120 hz displays
* Includes checking the monitor and if the framerate matches as expected
* 30/31 LDJ-010 upgrade
* Added NvDisplayConfigLDJ tool which runs on system start and configures a custom timing in the
NVIDIA GPU driver to ensure a fixed monitor refresh rate
* 31
* Same code as before
* Consider the first 460 frames of the measurement as warm-up frames
* Discard these for the actual measurement to get more stable frame times
* Use a base avg. value of 119.982 for the 120 hz monitors and 59.9 for 60 hz monitors. Further
frames measured are counted towards the average with the given base value
### Engine core game-play with visual and audio synchronization
#### Chart data
* Chart data encodes note timing and timing window information
* Chart data consists of *note events* encoding a timestamp and note information such as type
and key-sound information
* Timing windows are defined per chart
* Most infamous example: GAMBOL (7Key/Another)
* Game engine timestamp evaluation and note event timestamp encoding
* 9 to 14: Refresh rate in hz
* 15 to 31: Milliseconds (equivalent to assuming 1000 fps)
* Fundamentally, that doesn't change game play experience as it's just a different way of
evaluating the timestamps since refresh rate in hz/frame rate in fps can be converted lossless to
frame time in ms
#### Engine step time
The engine uses the following source for frame rate/time to drive internal logic on the following
versions
* 9 to 13: Hardcoded 59.95 hz
* 14: Either 59.95 hz or 60.05 hz determined by which value is determined to be closer to the
measured one during the monitor check screen on startup
* 15 to 19: 59.95 hz or 60.05 hz
* Monitor check on startup measures the frame time and picks the value closest to what's been
measured
* Monitor check result can be overridden with the *Output Type* setting in the operator menu
* *S-Video* to force to 59.95 hz
* *VGA* to force to 60.05 hz
* 20 to 31: Monitor check on boot determines the frame time and uses the result throughout the
entire game session
#### Engine step and synchronization
Per frame engine step advancing and synchronization during game-play
* Game-play needs synchronization of the following aspects
* Drawn content on the screen
* Background audio playback track
* Key sound effects
* The game engine synchronizes these only at the start of a song
* It takes known/determined refresh rate/frame time as the fixed time for every frame cycle
throughout the entire song
* It starts playback of the background audio track together with playback of the chart data
* With every engine step/frame it advances internal calculations by that fixed amount of time.
Thus, the game engine expects this to be constant/stable throughout an entire song
* The chart data is advanced every frame by the engine
* Key sound events are turned into audio playback on command as the chart advances
* No re-synchronization or check-pointing between main rendering thread and audio is happening
throughout the song
* Remark: The above does not consider any kind of offsetting and timing adjustments for the sake
of keeping this simple and focus on the absolute core concepts

View File

@@ -48,6 +48,8 @@ Available implementations that can be swapped out depending on which kind of IO
use:
- `iidxio`: Default implementation supporting keyboard, mouse and USB game controllers
- [iidxio-async](iidxhook/iidxio-async.md): Shim implementation that runs another iidxio implementation in a dedicated
thread
- [iidxio-bio2](iidxhook/iidxio-bio2.md): Support BIO2 hardware
- [iidxio-ezusb](iidxhook/iidxio-ezusb.md): Support C02 ezusb FX hardware
- [iidxio-ezusb2](iidxhook/iidxio-ezusb2.md): Support IO2 ezusb FX2 hardware

View File

@@ -0,0 +1,224 @@
# IIDX "Syncbook": A guide to ensuring sync and performant gameplay
This is a guide applicable to all IIDX versions that are native Windows PC-based. The goal is to
enable proper configuration of those games to ensure the game engine "runs in-sync" with any of its
IO (visual GPU/display output, audio output, user input) resulting in high and stable performance
for smooth game-play.
This document won't go into the implementation details of the game engine. Please refer to the
[IIDX engine details journal](../dev/journal/2025-02-09-iidx-engine.md) for a more in-depth
information.
## Understanding the problems and options to address them
First, let's understand what the key problems are and how they contribute to different issues
that impact game-play.
### Song de-syncing
Symptom: Throughout playing a song, the audio is de-syncing even it was fine when the song started.
Cause: The game engine is fundamentally designed to run on a fixed and consistent frame
rate/time per engine step. A mismatch of expected frame time by the game engine and actually delivered
frame time by the GPU driver. This can come either as a stable frame time that just mismatches in
general or (highly) fluctuating frame times.
* G-sync on modern displays causes known fluctuations because it adjusts dynamically the monitor
refresh rate
* V-sync not correctly configured/enforced or even vsync-off override in driver is causing
inconsistent frame times
* Incorrect display timings causing refresh rate fluctuations resulting in inconsistent frame times
Stable frame times but not having the correct ones that the game engine expects is a different
problem that can be addressed by:
* Knowing the refresh rates expected by the game engine of the different game versions
* Configuring your GPU driver's display timings to match the expected frame times
* Or, patch the game's chart data with your custom display timings so the game engine gets uses
*your* "correct" frame times
* Note: Offline patching the chart data doesn't work for several game versions as the monitor
check does override this data, but not as flexible as required
* Use the chart patch feature of bemanitools instead
### Micro-stuttering and non-smooth note scrolling
This is a trickier problem as it can be caused by a few different things.
* GPU related
* Fluctuating refresh rates result in fluctuating frame times in the main game loop
* GPU power configuration in non-performance mode (e.g. "power saving") causes processing latency
due to sleep states
* Display related
* Display firmware buggy and/or internal scalers that expect to run at very specific refresh rates
and cannot adapt to any custom display timings enforced by the GPU
* A known example is the official
[PENDUAL LCD monitor](https://github.com/shizmob/arcade-docs/blob/6ac99975cdb2bf668362f65fa9fa3ffb2127308b/konami/product/GULDJ-JI.md#notes-and-known-issues) that does not v-sync correctly to any other refresh-rate than 60.000 hz
* CPU related
* CPU power configuration on Windows in non-performance mode (e.g. "power saving") causes
processing latency due to sleep states
* Correct CPU C-states configuration in BIOS/UEFI
* These cannot be configured in Windows and are separate from Windows's power configuration
* Other stuff running in the background of the system causing fluctuations
* (Synchronous) Disk I/O heavy applications stealing CPU time
* Or any other process creating a considerable amount of CPU or GPU load
## Configuration guide for different game versions
### Measuring monitor refresh rate
Let's start with configuring the system to meet the game engine's expectation regarding the
target monitor refresh rate and requiring vsync.
First, use the [d3d9-monitor-check tool](../tools/d3d9-monitor-check.md) to measure the currently
configured refresh rate of your monitor. Note that your monitor might yield different timings on
different resolutions and different game versions run on
[different rendering resolutions](../dev/journal/2025-02-09-iidx-engine.md#rendering-resolutions).
For example, the game version is 31 with the rendering resolution of 1920x1080 in FHD mode that you
want to target:
```bat
d3d9-monitor-check.exe cmdline refresh-rate-test 1920 1080 60
```
The test shows the current monitor refresh rate and the average refresh rate over the course of
the test. Check that the avg. refresh rate is stable during the measuring phase (during warm-up,
it's ok if it fluctuates).
This test allows you to determine/check:
* Refresh rate/frame time fluctuations: if you see (high) fluctuations on the first or second
decimal place
* What's your current target refresh rate the GPU is driving your monitor at
* If vsync isn't overridden by some other driver setting as you want to see a refresh rate around
the 60 hz mark
### Measuring vsync issues
Some displays or the GPU configuration might lead to vsync issues which can be detected with the
`d3d9-monitor-check.exe` tool as well.
```bat
d3d9-monitor-check.exe cmdline vsync-test 1920 1080 60
```
This runs a test with a VSYNC text that alternates red and cyan colors. If the text appears grey
all the time, everything's fine. If you spot brief red or cyan text either occasionally or
periodically, your current configuration has vsync issues resulting in skipped frames or old
frames displaying longer.
### Configuration
The following are recommended configurations for the different game versions. If any of these
don't work as expected, you have to troubleshoot and tweak these potentially. Please refer to the
[guidelines above](#configuration-guide-for-different-game-versions) to understand how to use
the tooling and test your changes.
#### Recommended configuration with NVIDIA GPU and driver
We want to achieve the following configuration on the GPU driver:
* Turn-off g-sync if you have a monitor that supports it
* Disable power saving mode on GPU driver
* V-sync is not forced off
* Run the display on a target refresh rate of `59.950 hz` which has been determined to be
[the most compatible across all PC-based versions](../dev/journal/2025-02-09-iidx-engine.md#engine-step-time).
##### Turn-off g-sync
Create a new GPU profile for IIDX, if it doesn't exist yet:
```bat
nvgpu.exe profile create iidx
```
Add the application names when the profile needs to be applied:
```bat
:: For iidx versions 9 to 17
nvgpu.exe profile application-add iidx bm2dx.exe
:: For iidx versions 18+
nvgpu.exe profile application-add iidx launcher.exe
```
Disable G-SYNC for the profile:
```bat
nvgpu.exe profile gsync-disable iidx
```
##### Disable power saving mode
Set GPU power state to maximum for the profile (assumes you have a
[GPU profile called `iidx` already created](#turn-off-g-sync)):
```bat
nvgpu.exe profile gpu-power-state-max iidx
```
##### Configure and verify target refresh rate of 59.950 hz and vsync
Get display ID of your primary display:
```bat
nvgpu.exe display primary-display-id
```
Copy the hex-value of the display ID and use it in the following commands.
Test the custom display timing first, e.g. for versions that run in 1920x1080
(Replace `<DISPLAY_ID> ` with the primary display ID you got):
```bat
nvgpu.exe display custom-resolution-test <DISPLAY_ID> 1920 1080 59.95 10
```
This will test it for 10 seconds and then revert. If the result looked good, i.e. the screen didn't
go blank or the display output was garbage, apply it:
```bat
nvgpu.exe display custom-resolution-set <DISPLAY_ID> 1920 1080 59.95
```
Test and verify the configuration is applied and works correctly:
```bat
d3d9-monitor-check.exe cmdline refresh-rate-test 1920 1080 60
```
Test if the enforced refresh rate is compatible with your display and vsync is working correctly:
```bat
d3d9-monitor-check.exe cmdline vsync-test 1920 1080 60
```
##### Alternative refresh rate configuration
If for some reason your display doesn't support 59.950 hz properly, i.e. display artifacts or vsync
issues, you can use any other 60 hz compatible refresh rate, e.g. anything between 59.900 hz and
60.100 hz that your display supports properly.
Follow the same steps [as above](#configure-and-verify-target-refresh-rate-of-59950-hz-and-vsync)
but use a different refresh rate, e.g. 60.000 hz.
Verify using the `d3d9-monitor-check.exe` with the outlined steps if you need to play around to find
a refresh rate that works for your setup.
For the game versions 9 to 19, you have to use the chart patch feature of bemanitools to patch
the charts to your custom refresh rate. Otherwise, the game engine will run on your configured
refresh rate, but it will take the non-matching refresh rate from the chart data which causes
song de-syncing.
For example, to configure a refresh rate of 60.000 hz in the iidxhook config file:
```text
gfx.monitor_check=60.000
```
##### ATI/AMD
Currently, there is no tooling provided by bemanitools to configure the AMD GPU driver. The basic
concepts of what needs to be configured still applies as outlined in the NVIDIA sections above
though, e.g. through AMD's GPU control panel.
Further steps and instructions TBD

View File

@@ -146,16 +146,7 @@ This can be related to various issues:
start "" /relatime "gamestart.bat"
```
- Enforce v-sync enabled in your GPU settings.
- Ensure that you have a constant refresh rate around the 60 hz (59.9xx or 60.0xx) that is not
jumping around. Use the timebase feature of one of the newer games to check that or enable
iidxhook's timebase and check the log output for the determined value. Run this a few times and
check if the results differ.
- Use iidxhook's frame rate limiter feature (see further below) to software lock the refresh rate.
This might be necessary on Windows 7 and newer for D3D8 games, e.g. iidx 9 to 12, which seem to
ignore GPU side v-sync.
- Use iidxhook's auto timebase feature (see further below) or set a pre-determined value to cut down
start-up times.
Also refer to the [iidx-syncbook](iidx-syncbook.md).
### The game still stutters (randomly) and drifts off-sync
@@ -173,9 +164,7 @@ This can be caused by:
## My songs are offsync
- Make sure your machine's refresh rate is stable
- If you don't get a close to 59.94hz refresh rate, use the software monitor check/auto timebase
that's built into iidxhook (refer to help/config file)
Refer to the [iidx-syncbook](iidx-syncbook.md).
## The game crashes instantly (10th, RED, HAPPY SKY)
@@ -233,6 +222,8 @@ file) or use a CLVSD.ax codec which has the debugger checks removed.
## I used the auto timebase option and/or limited my refresh rate but the songs are still going offsync
Refer to the [iidx-syncbook](iidx-syncbook.md) if you haven't already.
There aren't many options left. The old games were developed for specific hardware and are not
guaranteed to work well on (especially) newer hardware. Multiple monitor setups can also have a bad
impact on a stable refresh rate. Try a setup with just a single monitor you want to use for gameplay

View File

@@ -115,16 +115,7 @@ This can be related to various issues:
start "" /relatime "gamestart.bat"
```
- Enforce v-sync enabled in your GPU settings.
- Ensure that you have a constant refresh rate around the 60 hz (59.9xx or 60.0xx) that is not
jumping around. Use the timebase feature of one of the newer games to check that or enable
iidxhook's timebase and check the log output for the determined value. Run this a few times and
check if the results differ.
- Use iidxhook's frame rate limiter feature (see further below) to software lock the refresh rate.
This might be necessary on Windows 7 and newer for D3D8 games, e.g. iidx 9 to 12, which seem to
ignore GPU side v-sync.
- Use iidxhook's auto timebase feature (see further below) or set a pre-determined value to cut down
start-up times.
Also refer to the [iidx-syncbook](iidx-syncbook.md).
### The game still stutters (randomly) and drifts off-sync
@@ -142,9 +133,7 @@ This can be caused by:
## My songs are offsync
- Make sure your machine's refresh rate is stable
- If you don't get a close to 59.94hz refresh rate, use the software monitor check/auto timebase
that's built into iidxhook (refer to help/config file)
Refer to the [iidx-syncbook](iidx-syncbook.md).
## The game crashes instantly
@@ -192,6 +181,8 @@ CLVSD.ax codec which has the debugger checks removed.
## I used the auto timebase option and/or limited my refresh rate but the songs are still going offsync
Refer to the [iidx-syncbook](iidx-syncbook.md) if you haven't already.
There aren't many options left. The old games were developed for specific hardware and are not
guaranteed to work well on (especially) newer hardware. Multiple monitor setups can also have a bad
impact on a stable refresh rate. Try a setup with just a single monitor you want to use for gameplay

View File

@@ -132,16 +132,7 @@ This can be related to various issues:
start "" /relatime "gamestart.bat"
```
- Enforce v-sync enabled in your GPU settings.
- Ensure that you have a constant refresh rate around the 60 hz (59.9xx or 60.0xx) that is not
jumping around. Use the timebase feature of one of the newer games to check that or enable
iidxhook's timebase and check the log output for the determined value. Run this a few times and
check if the results differ.
- Use iidxhook's frame rate limiter feature (see further below) to software lock the refresh rate.
This might be necessary on Windows 7 and newer for D3D8 games, e.g. iidx 9 to 12, which seem to
ignore GPU side v-sync.
- Use iidxhook's auto timebase feature (see further below) or set a pre-determined value to cut down
start-up times.
Also refer to the [iidx-syncbook](iidx-syncbook.md).
## "NETWORK WARNING" instead of "NETWORK OK"
@@ -154,15 +145,7 @@ This can be caused by:
## My songs are offsync
The built-in monitor check just determines if the game should sync to either 59.94 hz (S-Video
setting) or 60.04 hz (VGA setting). If you don't have a setup that runs on (as close as possible)
these values:
- Make sure your machine's refresh rate is stable, e.g. 60.00x hz.
- If you don't get a close to 59.94hz (S-Video setting) or 60.04 hz (VGA setting) refresh rate, go
an set the output mode in the operator menu to "VGA" to enforce the game to run chart syncing on
60.04 hz refresh rate (even if your setup does not have that value). Next, use the software
monitor check/auto timebase that's built into iidxhook (refer to cmd help/configfile).
Refer to the [iidx-syncbook](iidx-syncbook.md).
## My game runs too fast
@@ -205,6 +188,8 @@ CLVSD.ax codec which has the debugger checks removed.
## I used the auto timebase option and/or limited my refresh rate but the songs are still going offsync
Refer to the [iidx-syncbook](iidx-syncbook.md) if you haven't already.
There aren't many options left. The old games were developed for specific hardware and are not
guaranteed to work well on (especially) newer hardware. Multiple monitor setups can also have a bad
impact on a stable refresh rate. Try a setup with just a single monitor you want to use for gameplay

View File

@@ -143,16 +143,7 @@ This can be related to various issues:
start "" /relatime "gamestart.bat"
```
- Enforce v-sync enabled in your GPU settings.
- Ensure that you have a constant refresh rate around the 60 hz (59.9xx or 60.0xx) that is not
jumping around. Use the timebase feature of one of the newer games to check that or enable
iidxhook's timebase and check the log output for the determined value. Run this a few times and
check if the results differ.
- Use iidxhook's frame rate limiter feature (see further below) to software lock the refresh rate.
This might be necessary on Windows 7 and newer for D3D8 games, e.g. iidx 9 to 12, which seem to
ignore GPU side v-sync.
- Use iidxhook's auto timebase feature (see further below) or set a pre-determined value to cut down
start-up times.
Also refer to the [iidx-syncbook](iidx-syncbook.md).
## "NETWORK WARNING" instead of "NETWORK OK"
@@ -165,15 +156,7 @@ This can be caused by:
## My songs are offsync
The built-in monitor check just determines if the game should sync to either 59.94 hz (S-Video
setting) or 60.04 hz (VGA setting). If you don't have a setup that runs on (as close as possible)
these values:
- Make sure your machine's refresh rate is stable, e.g. 60.00x hz.
- If you don't get a close to 59.94hz (S-Video setting) or 60.04 hz (VGA setting) refresh rate, go
an set the output mode in the operator menu to "VGA" to enforce the game to run chart syncing on
60.04 hz refresh rate (even if your setup does not have that value). Next, use the software
monitor check/auto timebase that's built into iidxhook (refer to cmd help/configfile).
Refer to the [iidx-syncbook](iidx-syncbook.md).
## My game runs too fast
@@ -211,6 +194,8 @@ CLVSD.ax codec which has the debugger checks removed.
## I used the auto timebase option and/or limited my refresh rate but the songs are still going offsync
Refer to the [iidx-syncbook](iidx-syncbook.md) if you haven't already.
There aren't many options left. The old games were developed for specific hardware and are not
guaranteed to work well on (especially) newer hardware. Multiple monitor setups can also have a bad
impact on a stable refresh rate. Try a setup with just a single monitor you want to use for gameplay

View File

@@ -143,16 +143,7 @@ This can be related to various issues:
start "" /relatime "gamestart.bat"
```
- Enforce v-sync enabled in your GPU settings.
- Ensure that you have a constant refresh rate around the 60 hz (59.9xx or 60.0xx) that is not
jumping around. Use the timebase feature of one of the newer games to check that or enable
iidxhook's timebase and check the log output for the determined value. Run this a few times and
check if the results differ.
- Use iidxhook's frame rate limiter feature (see further below) to software lock the refresh rate.
This might be necessary on Windows 7 and newer for D3D8 games, e.g. iidx 9 to 12, which seem to
ignore GPU side v-sync.
- Use iidxhook's auto timebase feature (see further below) or set a pre-determined value to cut down
start-up times.
Also refer to the [iidx-syncbook](iidx-syncbook.md).
## "NETWORK WARNING" instead of "NETWORK OK"
@@ -165,11 +156,7 @@ This can be caused by:
## My songs are offsync
From this version onwards (if you use the very final data of Lincle), the game comes with a built-in
auto timebase option ("monitor check" on startup) which dynamically, detects the refresh rate of
your current setup. Thus, BT5's timebase option is not included from this hook version onwards,
anymore. Ensure that refresh rate displayed is very stable, e.g. 60.00x hz, and the game should be
able to provide you with a smooth and sync game experience.
Refer to the [iidx-syncbook](iidx-syncbook.md).
## My game runs too fast

View File

@@ -155,11 +155,7 @@ This can be related to various issues:
start "" /relatime "gamestart.bat"
```
- Enforce v-sync enabled in your GPU settings.
- Ensure that you have a constant refresh rate around the 60 hz (59.9xx or 60.0xx) that is not
jumping around. Use the timebase feature of one of the newer games to check that or enable
iidxhook's timebase and check the log output for the determined value. Run this a few times and
check if the results differ.
Also refer to the [iidx-syncbook](iidx-syncbook.md).
## "NETWORK WARNING" instead of "NETWORK OK"
@@ -172,11 +168,7 @@ This can be caused by:
## My songs are offsync
From this version onwards (or Lincle very final revision), the game comes with a built-in auto
timebase option ("monitor check" on startup) which dynamically, detects the refresh rate of your
current setup. Thus, BT5's timebase option is not included from this hook version onwards, anymore.
Ensure that refresh rate displayed is very stable, e.g. 60.00x hz, and the game should be able to
provide you with a smooth and sync game experience.
Refer to the [iidx-syncbook](iidx-syncbook.md).
## My game runs too fast

View File

@@ -159,11 +159,7 @@ This can be related to various issues:
start "" /relatime "gamestart.bat"
```
- Enforce v-sync enabled in your GPU settings.
- Ensure that you have a constant refresh rate around the 60 hz (59.9xx or 60.0xx) that is not
jumping around. Use the timebase feature of one of the newer games to check that or enable
iidxhook's timebase and check the log output for the determined value. Run this a few times and
check if the results differ.
Also refer to the [iidx-syncbook](iidx-syncbook.md).
## "NETWORK WARNING" instead of "NETWORK OK"
@@ -176,11 +172,7 @@ This can be caused by:
## My songs are offsync
From IIDX 20 (or Lincle very final revision) onwards, the game comes with a built-in auto timebase
option ("monitor check" on startup) which dynamically, detects the refresh rate of your current
setup. Thus, BT5's timebase option is not included from this hook version onwards, anymore. Ensure
that refresh rate displayed is very stable, e.g. 60.00x hz, and the game should be able to provide
you with a smooth and sync game experience.
Refer to the [iidx-syncbook](iidx-syncbook.md).
## My game runs too fast

View File

@@ -158,11 +158,7 @@ This can be related to various issues:
start "" /relatime "gamestart.bat"
```
- Enforce v-sync enabled in your GPU settings.
- Ensure that you have a constant refresh rate around the 60 hz (59.9xx or 60.0xx) that is not
jumping around. Use the timebase feature of one of the newer games to check that or enable
iidxhook's timebase and check the log output for the determined value. Run this a few times and
check if the results differ.
Also refer to the [iidx-syncbook](iidx-syncbook.md).
## "NETWORK WARNING" instead of "NETWORK OK"
@@ -175,11 +171,7 @@ This can be caused by:
## My songs are offsync
From IIDX 20 (or Lincle very final revision) onwards, the game comes with a built-in auto timebase
option ("monitor check" on startup) which dynamically, detects the refresh rate of your current
setup. Thus, BT5's timebase option is not included from this hook version onwards, anymore. Ensure
that refresh rate displayed is very stable, e.g. 60.00x hz, and the game should be able to provide
you with a smooth and sync game experience.
Refer to the [iidx-syncbook](iidx-syncbook.md).
## My game runs too fast

View File

@@ -6,6 +6,7 @@ The following games are compatible with this version of iidxhook:
- BISTROVER
- CASTHOUR
- RESIDENT
- EPOLIS
The games must be bootstrapped using [launcher](../launcher.md).
@@ -57,7 +58,7 @@ unpacked data looks like this:
- Unpack the package containing iidxhook9 into the root folder so iidxhook9.dll and all other
files are located in the same folder as *data*, *prop*, *bm2dx.dll*, etc.
- For version 30
- For version 30-31
- Unpack the package containing iidxhook9 into the `modules` folder so iidxhook9.dll and all other
files are located in the same folder as the game's DLLs, e.g. *bm2dx.dll*, etc.
@@ -93,6 +94,12 @@ The syntax for the "key=value" is the same as in the config file. Make sure to h
However, if a parameter is specifed in the configuration file and as a command line argument, the
command line argument overrides the config file's value.
# Note on camhook
The cammera hook (camhook) is used to allow other class compliant cameras to be used. Depending on the variant of the game, you will need to select the correct camera port layout.
For original LDJ, this is always 0, for conversion kit LDJ and original TDJ-JA, this is 1, and for TDJ-JB this will be 2 (this case is rare / you will know if this is needed on your setup).
# Eamuse network setup
If you want to run the games online, you need a valid PCBID and the service URL. Open
@@ -205,11 +212,7 @@ This can be related to various issues:
start "" /relatime "gamestart.bat"
```
- Enforce v-sync enabled in your GPU settings.
- Ensure that you have a constant refresh rate around the 60 hz (59.9xx or 60.0xx) that is not
jumping around. Use the timebase feature of one of the newer games to check that or enable
iidxhook's timebase and check the log output for the determined value. Run this a few times and
check if the results differ.
Also refer to the [iidx-syncbook](iidx-syncbook.md).
## "NETWORK WARNING" instead of "NETWORK OK"
@@ -222,11 +225,7 @@ This can be caused by:
## My songs are offsync
From IIDX 20 (or Lincle very final revision) onwards, the game comes with a built-in auto timebase
option ("monitor check" on startup) which dynamically, detects the refresh rate of your current
setup. Thus, BT5's timebase option is not included from this hook version onwards, anymore. Ensure
that refresh rate displayed is very stable, e.g. 60.00x hz, and the game should be able to provide
you with a smooth and sync game experience.
Refer to the [iidx-syncbook](iidx-syncbook.md).
## My game runs too fast

View File

@@ -0,0 +1,22 @@
# IIDXIO async API implementation
This implementation of the iidxio API is a shim library that takes another iidxio library and
runs the functions `iidx_io_ep1_send`, `iidx_io_ep2_recv` and `iidx_io_ep3_write_16seg` in a
dedicated thread. State synchronization to the getter and setter functions is also handled
transparently.
Usage of this **may** improve performance of certain iidxio implementations or when using them
in certain integrations, e.g. the send and receive functions of a iidxio implementation for some
target IO hardware calls are synchronous and expensive.
This is not a fix/solution to a badly implemented iidxio library with poor performance as it cannot
make it go faster and address potential latency issues, for example.
Use with caution and know why and when you need to use it.
## Setup
* Add `iidxio-async.dll` in the same folder as your `iidxhookX.dll`
* Rename your `iidxio.dll` to `iidxio-async-child.dll`
* Rename `iidxio-async.dll` to `iidxio.dll`
* Run the game

View File

@@ -0,0 +1,28 @@
# D3D9 Monitor Check
A separate application providing various music game relevant tests, e.g. the infamous IIDX “monitor
check” without having to run the actual game. The tool can be used to debug and test your monitor
regarding refresh rate calibration (custom monitor timings), v-sync issues or ghosting issues.
Simply run the tool without any arguments to get a full synopsis with usage instructions.
## "Accuracy" remarks refresh rate test/monitor check
The tool has been tested on an actual cabinet with `nvgpu` setting different custom timings. The
accuracy seems to be even higher than what IIDXs monitor check is actually showing. For example,
with a custom timing of 59.900 hz, this tool yields fairly accurate and stable avg. 59.902 hz.
The monitor check of IIDX 29 showed results of 59.8981 hz to 59.8997 hz on screen. As these are the
only visible values to the user, determining a specific (avg.) value that can be used as input for
other tooling or settings (e.g. patching charts to a different refresh rate on older games with
bemanitools) is difficult. This doesn't mean that the game's monitor checks are actually
inaccurate or wrong. Once the check is finished it uses the
[avg. value it determined](../dev/journal/2025-02-09-iidx-engine.md) to patch the chart data
correctly. The value displayed to the user is just the floating value.
Thus, modern games with a built-in monitor check (starting IIDX 20) are syncing up
fine and don't need any further patching or modifications.
For older games, picking a value that is not as close as possible to an accurate avg. value can
easily lead to issues with sync. So it's recommended to use the d3d9-monitor-check tool to get the
most accurate value.

25
doc/tools/nvgpu.md Normal file
View File

@@ -0,0 +1,25 @@
# nvgpu - Command line tool to configure and tweak the NVIDIA GPU driver
An open source re-implementation of the “NvDisplayConfigLDJ" tool with additional enhancements.
The tool is based on NVIDIA's [nvapi](https://github.com/NVIDIA/nvapi) which is an interface to
various driver settings that can also be tweaked from the NVIDIA Control Panel. The goal of this
tool is to provide a streamlined command line interface to configure various settings that can
improve gameplay experience significantly.
This can be used to tweak your nvidia GPU driver settings to create custom display timings to address
IIDXs 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.
Simply run the tool without any arguments to get a full synopsis of available commands.
## Example usage for IIDX
Refer to the dedicated [iidx-syncbook](../iidxhook/iidx-syncbook.md) documentation for details on
how to use `nvgpu` to configure your system to run IIDX versions with proper display timings, smooth
frame rates and sync game-play.

View File

@@ -1,31 +0,0 @@
#ifndef BEMANITOOLS_API_THREAD_H
#define BEMANITOOLS_API_THREAD_H
#include <stdint.h>
#ifdef __GNUC__
/* Bemanitools is compiled with GCC (MinGW, specifically) as of version 5 */
#define LOG_CHECK_FMT __attribute__((format(printf, 2, 3)))
#else
/* Compile it out for MSVC plebs */
#define LOG_CHECK_FMT
#endif
/* An AVS-style logger function. Comes in four flavors: misc, info, warning,
and fatal, with increasing severity. Fatal loggers do not return, they
abort the running process after writing their message to the log.
"module" is an arbitrary short string identifying the source of the log
message. The name of the calling DLL is a good default choice for this
string, although you might want to identify a module within your DLL here
instead.
"fmt" is a printf-style format string. Depending on the context in which
your DLL is running you might end up calling a logger function exported
from libavs, which has its own printf implementation (including a number of
proprietary extensions), so don't use any overly exotic formats. */
typedef void (*btapi_log_formatter_t)(const char *module, const char *fmt, ...)
LOG_CHECK_FMT;
#endif

View File

@@ -1,20 +0,0 @@
#ifndef BEMANITOOLS_API_THREAD_H
#define BEMANITOOLS_API_THREAD_H
#include <stdint.h>
/* An API for spawning threads. This API is defined by libavs, although
Bemanitools itself may supply compatible implementations of these functions
to your DLL, depending on the context in which it runs.
NOTE: You may only use the logging functions from a thread where Bemanitools
calls you, or a thread that you create using this API. Failure to observe
this restriction will cause the process to crash. This is a limitation of
libavs itself, not Bemanitools. */
typedef int (*btapi_thread_create_t)(
int (*proc)(void *), void *ctx, uint32_t stack_sz, unsigned int priority);
typedef void (*btapi_thread_join_t)(int thread_id, int *result);
typedef void (*btapi_thread_destroy_t)(int thread_id);
#endif

View File

@@ -0,0 +1,947 @@
/*********************************************************************************************************\
|* *|
|* SPDX-FileCopyrightText: Copyright (c) 2019-2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved. *|
|* SPDX-License-Identifier: MIT *|
|* *|
|* Permission is hereby granted, free of charge, to any person obtaining a *|
|* copy of this software and associated documentation files (the "Software"), *|
|* to deal in the Software without restriction, including without limitation *|
|* the rights to use, copy, modify, merge, publish, distribute, sublicense, *|
|* and/or sell copies of the Software, and to permit persons to whom the *|
|* Software is furnished to do so, subject to the following conditions: *|
|* *|
|* The above copyright notice and this permission notice shall be included in *|
|* all copies or substantial portions of the Software. *|
|* *|
|* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *|
|* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *|
|* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL *|
|* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *|
|* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING *|
|* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER *|
|* DEALINGS IN THE SOFTWARE. *|
|* *|
|* *|
\*********************************************************************************************************/
#include "NvApiDriverSettings.h"
EValues_OGL_AA_LINE_GAMMA g_valuesOGL_AA_LINE_GAMMA[OGL_AA_LINE_GAMMA_NUM_VALUES] =
{
OGL_AA_LINE_GAMMA_DISABLED,
OGL_AA_LINE_GAMMA_ENABLED,
OGL_AA_LINE_GAMMA_MIN,
OGL_AA_LINE_GAMMA_MAX,
};
EValues_OGL_CPL_GDI_COMPATIBILITY g_valuesOGL_CPL_GDI_COMPATIBILITY[OGL_CPL_GDI_COMPATIBILITY_NUM_VALUES] =
{
OGL_CPL_GDI_COMPATIBILITY_PREFER_DISABLED,
OGL_CPL_GDI_COMPATIBILITY_PREFER_ENABLED,
OGL_CPL_GDI_COMPATIBILITY_AUTO,
};
EValues_OGL_CPL_PREFER_DXPRESENT g_valuesOGL_CPL_PREFER_DXPRESENT[OGL_CPL_PREFER_DXPRESENT_NUM_VALUES] =
{
OGL_CPL_PREFER_DXPRESENT_PREFER_DISABLED,
OGL_CPL_PREFER_DXPRESENT_PREFER_ENABLED,
OGL_CPL_PREFER_DXPRESENT_AUTO,
};
EValues_OGL_DEEP_COLOR_SCANOUT g_valuesOGL_DEEP_COLOR_SCANOUT[OGL_DEEP_COLOR_SCANOUT_NUM_VALUES] =
{
OGL_DEEP_COLOR_SCANOUT_DISABLE,
OGL_DEEP_COLOR_SCANOUT_ENABLE,
};
EValues_OGL_DEFAULT_SWAP_INTERVAL g_valuesOGL_DEFAULT_SWAP_INTERVAL[OGL_DEFAULT_SWAP_INTERVAL_NUM_VALUES] =
{
OGL_DEFAULT_SWAP_INTERVAL_TEAR,
OGL_DEFAULT_SWAP_INTERVAL_VSYNC_ONE,
OGL_DEFAULT_SWAP_INTERVAL_VSYNC,
OGL_DEFAULT_SWAP_INTERVAL_VALUE_MASK,
OGL_DEFAULT_SWAP_INTERVAL_FORCE_MASK,
OGL_DEFAULT_SWAP_INTERVAL_FORCE_OFF,
OGL_DEFAULT_SWAP_INTERVAL_FORCE_ON,
OGL_DEFAULT_SWAP_INTERVAL_APP_CONTROLLED,
OGL_DEFAULT_SWAP_INTERVAL_DISABLE,
};
EValues_OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL g_valuesOGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL[OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_NUM_VALUES] =
{
OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ZERO_SCANLINES,
OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ONE_FULL_FRAME_OF_SCANLINES,
};
EValues_OGL_DEFAULT_SWAP_INTERVAL_SIGN g_valuesOGL_DEFAULT_SWAP_INTERVAL_SIGN[OGL_DEFAULT_SWAP_INTERVAL_SIGN_NUM_VALUES] =
{
OGL_DEFAULT_SWAP_INTERVAL_SIGN_POSITIVE,
OGL_DEFAULT_SWAP_INTERVAL_SIGN_NEGATIVE,
};
EValues_OGL_EVENT_LOG_SEVERITY_THRESHOLD g_valuesOGL_EVENT_LOG_SEVERITY_THRESHOLD[OGL_EVENT_LOG_SEVERITY_THRESHOLD_NUM_VALUES] =
{
OGL_EVENT_LOG_SEVERITY_THRESHOLD_DISABLE,
OGL_EVENT_LOG_SEVERITY_THRESHOLD_CRITICAL,
OGL_EVENT_LOG_SEVERITY_THRESHOLD_WARNING,
OGL_EVENT_LOG_SEVERITY_THRESHOLD_INFORMATION,
OGL_EVENT_LOG_SEVERITY_THRESHOLD_ALL,
};
EValues_OGL_FORCE_BLIT g_valuesOGL_FORCE_BLIT[OGL_FORCE_BLIT_NUM_VALUES] =
{
OGL_FORCE_BLIT_ON,
OGL_FORCE_BLIT_OFF,
};
EValues_OGL_FORCE_STEREO g_valuesOGL_FORCE_STEREO[OGL_FORCE_STEREO_NUM_VALUES] =
{
OGL_FORCE_STEREO_OFF,
OGL_FORCE_STEREO_ON,
};
const wchar_t * g_valuesOGL_IMPLICIT_GPU_AFFINITY[OGL_IMPLICIT_GPU_AFFINITY_NUM_VALUES] =
{
OGL_IMPLICIT_GPU_AFFINITY_AUTOSELECT
};
EValues_OGL_OVERLAY_PIXEL_TYPE g_valuesOGL_OVERLAY_PIXEL_TYPE[OGL_OVERLAY_PIXEL_TYPE_NUM_VALUES] =
{
OGL_OVERLAY_PIXEL_TYPE_NONE,
OGL_OVERLAY_PIXEL_TYPE_CI,
OGL_OVERLAY_PIXEL_TYPE_RGBA,
OGL_OVERLAY_PIXEL_TYPE_CI_AND_RGBA,
};
EValues_OGL_OVERLAY_SUPPORT g_valuesOGL_OVERLAY_SUPPORT[OGL_OVERLAY_SUPPORT_NUM_VALUES] =
{
OGL_OVERLAY_SUPPORT_OFF,
OGL_OVERLAY_SUPPORT_ON,
OGL_OVERLAY_SUPPORT_FORCE_SW,
};
EValues_OGL_QUALITY_ENHANCEMENTS g_valuesOGL_QUALITY_ENHANCEMENTS[OGL_QUALITY_ENHANCEMENTS_NUM_VALUES] =
{
OGL_QUALITY_ENHANCEMENTS_HQUAL,
OGL_QUALITY_ENHANCEMENTS_QUAL,
OGL_QUALITY_ENHANCEMENTS_PERF,
OGL_QUALITY_ENHANCEMENTS_HPERF,
};
EValues_OGL_SINGLE_BACKDEPTH_BUFFER g_valuesOGL_SINGLE_BACKDEPTH_BUFFER[OGL_SINGLE_BACKDEPTH_BUFFER_NUM_VALUES] =
{
OGL_SINGLE_BACKDEPTH_BUFFER_DISABLE,
OGL_SINGLE_BACKDEPTH_BUFFER_ENABLE,
OGL_SINGLE_BACKDEPTH_BUFFER_USE_HW_DEFAULT,
};
EValues_OGL_SLI_MULTICAST g_valuesOGL_SLI_MULTICAST[OGL_SLI_MULTICAST_NUM_VALUES] =
{
OGL_SLI_MULTICAST_DISABLE,
OGL_SLI_MULTICAST_ENABLE,
OGL_SLI_MULTICAST_FORCE_DISABLE,
OGL_SLI_MULTICAST_ALLOW_MOSAIC,
};
EValues_OGL_THREAD_CONTROL g_valuesOGL_THREAD_CONTROL[OGL_THREAD_CONTROL_NUM_VALUES] =
{
OGL_THREAD_CONTROL_ENABLE,
OGL_THREAD_CONTROL_DISABLE,
};
EValues_OGL_TMON_LEVEL g_valuesOGL_TMON_LEVEL[OGL_TMON_LEVEL_NUM_VALUES] =
{
OGL_TMON_LEVEL_DISABLE,
OGL_TMON_LEVEL_CRITICAL,
OGL_TMON_LEVEL_WARNING,
OGL_TMON_LEVEL_INFORMATION,
OGL_TMON_LEVEL_MOST,
OGL_TMON_LEVEL_VERBOSE,
};
EValues_OGL_TRIPLE_BUFFER g_valuesOGL_TRIPLE_BUFFER[OGL_TRIPLE_BUFFER_NUM_VALUES] =
{
OGL_TRIPLE_BUFFER_DISABLED,
OGL_TRIPLE_BUFFER_ENABLED,
};
EValues_AA_BEHAVIOR_FLAGS g_valuesAA_BEHAVIOR_FLAGS[AA_BEHAVIOR_FLAGS_NUM_VALUES] =
{
AA_BEHAVIOR_FLAGS_NONE,
AA_BEHAVIOR_FLAGS_TREAT_OVERRIDE_AS_APP_CONTROLLED,
AA_BEHAVIOR_FLAGS_TREAT_OVERRIDE_AS_ENHANCE,
AA_BEHAVIOR_FLAGS_DISABLE_OVERRIDE,
AA_BEHAVIOR_FLAGS_TREAT_ENHANCE_AS_APP_CONTROLLED,
AA_BEHAVIOR_FLAGS_TREAT_ENHANCE_AS_OVERRIDE,
AA_BEHAVIOR_FLAGS_DISABLE_ENHANCE,
AA_BEHAVIOR_FLAGS_MAP_VCAA_TO_MULTISAMPLING,
AA_BEHAVIOR_FLAGS_SLI_DISABLE_TRANSPARENCY_SUPERSAMPLING,
AA_BEHAVIOR_FLAGS_DISABLE_CPLAA,
AA_BEHAVIOR_FLAGS_SKIP_RT_DIM_CHECK_FOR_ENHANCE,
AA_BEHAVIOR_FLAGS_DISABLE_SLIAA,
AA_BEHAVIOR_FLAGS_DEFAULT,
AA_BEHAVIOR_FLAGS_AA_RT_BPP_DIV_4,
AA_BEHAVIOR_FLAGS_AA_RT_BPP_DIV_4_SHIFT,
AA_BEHAVIOR_FLAGS_NON_AA_RT_BPP_DIV_4,
AA_BEHAVIOR_FLAGS_NON_AA_RT_BPP_DIV_4_SHIFT,
AA_BEHAVIOR_FLAGS_MASK,
};
EValues_AA_MODE_ALPHATOCOVERAGE g_valuesAA_MODE_ALPHATOCOVERAGE[AA_MODE_ALPHATOCOVERAGE_NUM_VALUES] =
{
AA_MODE_ALPHATOCOVERAGE_MODE_MASK,
AA_MODE_ALPHATOCOVERAGE_MODE_OFF,
AA_MODE_ALPHATOCOVERAGE_MODE_ON,
AA_MODE_ALPHATOCOVERAGE_MODE_MAX,
};
EValues_AA_MODE_GAMMACORRECTION g_valuesAA_MODE_GAMMACORRECTION[AA_MODE_GAMMACORRECTION_NUM_VALUES] =
{
AA_MODE_GAMMACORRECTION_MASK,
AA_MODE_GAMMACORRECTION_OFF,
AA_MODE_GAMMACORRECTION_ON_IF_FOS,
AA_MODE_GAMMACORRECTION_ON_ALWAYS,
AA_MODE_GAMMACORRECTION_MAX,
AA_MODE_GAMMACORRECTION_DEFAULT,
AA_MODE_GAMMACORRECTION_DEFAULT_TESLA,
AA_MODE_GAMMACORRECTION_DEFAULT_FERMI,
};
EValues_AA_MODE_METHOD g_valuesAA_MODE_METHOD[AA_MODE_METHOD_NUM_VALUES] =
{
AA_MODE_METHOD_NONE,
AA_MODE_METHOD_SUPERSAMPLE_2X_H,
AA_MODE_METHOD_SUPERSAMPLE_2X_V,
AA_MODE_METHOD_SUPERSAMPLE_1_5X1_5,
AA_MODE_METHOD_FREE_0x03,
AA_MODE_METHOD_FREE_0x04,
AA_MODE_METHOD_SUPERSAMPLE_4X,
AA_MODE_METHOD_SUPERSAMPLE_4X_BIAS,
AA_MODE_METHOD_SUPERSAMPLE_4X_GAUSSIAN,
AA_MODE_METHOD_FREE_0x08,
AA_MODE_METHOD_FREE_0x09,
AA_MODE_METHOD_SUPERSAMPLE_9X,
AA_MODE_METHOD_SUPERSAMPLE_9X_BIAS,
AA_MODE_METHOD_SUPERSAMPLE_16X,
AA_MODE_METHOD_SUPERSAMPLE_16X_BIAS,
AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL,
AA_MODE_METHOD_MULTISAMPLE_2X_QUINCUNX,
AA_MODE_METHOD_MULTISAMPLE_4X,
AA_MODE_METHOD_FREE_0x11,
AA_MODE_METHOD_MULTISAMPLE_4X_GAUSSIAN,
AA_MODE_METHOD_MIXEDSAMPLE_4X_SKEWED_4TAP,
AA_MODE_METHOD_FREE_0x14,
AA_MODE_METHOD_FREE_0x15,
AA_MODE_METHOD_MIXEDSAMPLE_6X,
AA_MODE_METHOD_MIXEDSAMPLE_6X_SKEWED_6TAP,
AA_MODE_METHOD_MIXEDSAMPLE_8X,
AA_MODE_METHOD_MIXEDSAMPLE_8X_SKEWED_8TAP,
AA_MODE_METHOD_MIXEDSAMPLE_16X,
AA_MODE_METHOD_MULTISAMPLE_4X_GAMMA,
AA_MODE_METHOD_MULTISAMPLE_16X,
AA_MODE_METHOD_VCAA_32X_8v24,
AA_MODE_METHOD_CORRUPTION_CHECK,
AA_MODE_METHOD_6X_CT,
AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL_GAMMA,
AA_MODE_METHOD_SUPERSAMPLE_4X_GAMMA,
AA_MODE_METHOD_MULTISAMPLE_4X_FOSGAMMA,
AA_MODE_METHOD_MULTISAMPLE_2X_DIAGONAL_FOSGAMMA,
AA_MODE_METHOD_SUPERSAMPLE_4X_FOSGAMMA,
AA_MODE_METHOD_MULTISAMPLE_8X,
AA_MODE_METHOD_VCAA_8X_4v4,
AA_MODE_METHOD_VCAA_16X_4v12,
AA_MODE_METHOD_VCAA_16X_8v8,
AA_MODE_METHOD_MIXEDSAMPLE_32X,
AA_MODE_METHOD_SUPERVCAA_64X_4v12,
AA_MODE_METHOD_SUPERVCAA_64X_8v8,
AA_MODE_METHOD_MIXEDSAMPLE_64X,
AA_MODE_METHOD_MIXEDSAMPLE_128X,
AA_MODE_METHOD_COUNT,
AA_MODE_METHOD_METHOD_MASK,
AA_MODE_METHOD_METHOD_MAX,
};
EValues_AA_MODE_REPLAY g_valuesAA_MODE_REPLAY[AA_MODE_REPLAY_NUM_VALUES] =
{
AA_MODE_REPLAY_SAMPLES_MASK,
AA_MODE_REPLAY_SAMPLES_ONE,
AA_MODE_REPLAY_SAMPLES_TWO,
AA_MODE_REPLAY_SAMPLES_FOUR,
AA_MODE_REPLAY_SAMPLES_EIGHT,
AA_MODE_REPLAY_SAMPLES_MAX,
AA_MODE_REPLAY_MODE_MASK,
AA_MODE_REPLAY_MODE_OFF,
AA_MODE_REPLAY_MODE_ALPHA_TEST,
AA_MODE_REPLAY_MODE_PIXEL_KILL,
AA_MODE_REPLAY_MODE_DYN_BRANCH,
AA_MODE_REPLAY_MODE_OPTIMAL,
AA_MODE_REPLAY_MODE_ALL,
AA_MODE_REPLAY_MODE_MAX,
AA_MODE_REPLAY_TRANSPARENCY,
AA_MODE_REPLAY_DISALLOW_TRAA,
AA_MODE_REPLAY_TRANSPARENCY_DEFAULT,
AA_MODE_REPLAY_TRANSPARENCY_DEFAULT_TESLA,
AA_MODE_REPLAY_TRANSPARENCY_DEFAULT_FERMI,
AA_MODE_REPLAY_MASK,
};
EValues_AA_MODE_SELECTOR g_valuesAA_MODE_SELECTOR[AA_MODE_SELECTOR_NUM_VALUES] =
{
AA_MODE_SELECTOR_MASK,
AA_MODE_SELECTOR_APP_CONTROL,
AA_MODE_SELECTOR_OVERRIDE,
AA_MODE_SELECTOR_ENHANCE,
AA_MODE_SELECTOR_MAX,
};
EValues_AA_MODE_SELECTOR_SLIAA g_valuesAA_MODE_SELECTOR_SLIAA[AA_MODE_SELECTOR_SLIAA_NUM_VALUES] =
{
AA_MODE_SELECTOR_SLIAA_DISABLED,
AA_MODE_SELECTOR_SLIAA_ENABLED,
};
EValues_ANISO_MODE_LEVEL g_valuesANISO_MODE_LEVEL[ANISO_MODE_LEVEL_NUM_VALUES] =
{
ANISO_MODE_LEVEL_MASK,
ANISO_MODE_LEVEL_NONE_POINT,
ANISO_MODE_LEVEL_NONE_LINEAR,
ANISO_MODE_LEVEL_MAX,
ANISO_MODE_LEVEL_DEFAULT,
};
EValues_ANISO_MODE_SELECTOR g_valuesANISO_MODE_SELECTOR[ANISO_MODE_SELECTOR_NUM_VALUES] =
{
ANISO_MODE_SELECTOR_MASK,
ANISO_MODE_SELECTOR_APP,
ANISO_MODE_SELECTOR_USER,
ANISO_MODE_SELECTOR_COND,
ANISO_MODE_SELECTOR_MAX,
ANISO_MODE_SELECTOR_DEFAULT,
};
EValues_ANSEL_ALLOW g_valuesANSEL_ALLOW[ANSEL_ALLOW_NUM_VALUES] =
{
ANSEL_ALLOW_DISALLOWED,
ANSEL_ALLOW_ALLOWED,
};
EValues_ANSEL_ALLOWLISTED g_valuesANSEL_ALLOWLISTED[ANSEL_ALLOWLISTED_NUM_VALUES] =
{
ANSEL_ALLOWLISTED_DISALLOWED,
ANSEL_ALLOWLISTED_ALLOWED,
};
EValues_ANSEL_ENABLE g_valuesANSEL_ENABLE[ANSEL_ENABLE_NUM_VALUES] =
{
ANSEL_ENABLE_OFF,
ANSEL_ENABLE_ON,
};
EValues_APPLICATION_PROFILE_NOTIFICATION_TIMEOUT g_valuesAPPLICATION_PROFILE_NOTIFICATION_TIMEOUT[APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_NUM_VALUES] =
{
APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_DISABLED,
APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_NINE_SECONDS,
APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_FIFTEEN_SECONDS,
APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_THIRTY_SECONDS,
APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_ONE_MINUTE,
APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_TWO_MINUTES,
};
EValues_BATTERY_BOOST_APP_FPS g_valuesBATTERY_BOOST_APP_FPS[BATTERY_BOOST_APP_FPS_NUM_VALUES] =
{
BATTERY_BOOST_APP_FPS_MIN,
BATTERY_BOOST_APP_FPS_MAX,
BATTERY_BOOST_APP_FPS_NO_OVERRIDE,
};
EValues_CPL_HIDDEN_PROFILE g_valuesCPL_HIDDEN_PROFILE[CPL_HIDDEN_PROFILE_NUM_VALUES] =
{
CPL_HIDDEN_PROFILE_DISABLED,
CPL_HIDDEN_PROFILE_ENABLED,
};
const wchar_t * g_valuesCUDA_EXCLUDED_GPUS[CUDA_EXCLUDED_GPUS_NUM_VALUES] =
{
CUDA_EXCLUDED_GPUS_NONE
};
const wchar_t * g_valuesD3DOGL_GPU_MAX_POWER[D3DOGL_GPU_MAX_POWER_NUM_VALUES] =
{
D3DOGL_GPU_MAX_POWER_DEFAULTPOWER
};
EValues_EXPORT_PERF_COUNTERS g_valuesEXPORT_PERF_COUNTERS[EXPORT_PERF_COUNTERS_NUM_VALUES] =
{
EXPORT_PERF_COUNTERS_OFF,
EXPORT_PERF_COUNTERS_ON,
};
EValues_EXTERNAL_QUIET_MODE g_valuesEXTERNAL_QUIET_MODE[EXTERNAL_QUIET_MODE_NUM_VALUES] =
{
EXTERNAL_QUIET_MODE_ON,
EXTERNAL_QUIET_MODE_OFF,
};
EValues_FRL_FPS g_valuesFRL_FPS[FRL_FPS_NUM_VALUES] =
{
FRL_FPS_DISABLED,
FRL_FPS_MIN,
FRL_FPS_MAX,
};
EValues_FXAA_ALLOW g_valuesFXAA_ALLOW[FXAA_ALLOW_NUM_VALUES] =
{
FXAA_ALLOW_DISALLOWED,
FXAA_ALLOW_ALLOWED,
};
EValues_FXAA_ENABLE g_valuesFXAA_ENABLE[FXAA_ENABLE_NUM_VALUES] =
{
FXAA_ENABLE_OFF,
FXAA_ENABLE_ON,
};
EValues_FXAA_INDICATOR_ENABLE g_valuesFXAA_INDICATOR_ENABLE[FXAA_INDICATOR_ENABLE_NUM_VALUES] =
{
FXAA_INDICATOR_ENABLE_OFF,
FXAA_INDICATOR_ENABLE_ON,
};
EValues_LATENCY_INDICATOR_AUTOALIGN g_valuesLATENCY_INDICATOR_AUTOALIGN[LATENCY_INDICATOR_AUTOALIGN_NUM_VALUES] =
{
LATENCY_INDICATOR_AUTOALIGN_DISABLED,
LATENCY_INDICATOR_AUTOALIGN_ENABLED,
};
EValues_MCSFRSHOWSPLIT g_valuesMCSFRSHOWSPLIT[MCSFRSHOWSPLIT_NUM_VALUES] =
{
MCSFRSHOWSPLIT_DISABLED,
MCSFRSHOWSPLIT_ENABLED,
};
EValues_NV_QUALITY_UPSCALING g_valuesNV_QUALITY_UPSCALING[NV_QUALITY_UPSCALING_NUM_VALUES] =
{
NV_QUALITY_UPSCALING_OFF,
NV_QUALITY_UPSCALING_ON,
};
EValues_OPTIMUS_MAXAA g_valuesOPTIMUS_MAXAA[OPTIMUS_MAXAA_NUM_VALUES] =
{
OPTIMUS_MAXAA_MIN,
OPTIMUS_MAXAA_MAX,
};
EValues_PHYSXINDICATOR g_valuesPHYSXINDICATOR[PHYSXINDICATOR_NUM_VALUES] =
{
PHYSXINDICATOR_DISABLED,
PHYSXINDICATOR_ENABLED,
};
EValues_PREFERRED_PSTATE g_valuesPREFERRED_PSTATE[PREFERRED_PSTATE_NUM_VALUES] =
{
PREFERRED_PSTATE_ADAPTIVE,
PREFERRED_PSTATE_PREFER_MAX,
PREFERRED_PSTATE_DRIVER_CONTROLLED,
PREFERRED_PSTATE_PREFER_CONSISTENT_PERFORMANCE,
PREFERRED_PSTATE_PREFER_MIN,
PREFERRED_PSTATE_OPTIMAL_POWER,
PREFERRED_PSTATE_MIN,
PREFERRED_PSTATE_MAX,
};
EValues_PREVENT_UI_AF_OVERRIDE g_valuesPREVENT_UI_AF_OVERRIDE[PREVENT_UI_AF_OVERRIDE_NUM_VALUES] =
{
PREVENT_UI_AF_OVERRIDE_OFF,
PREVENT_UI_AF_OVERRIDE_ON,
};
EValues_SHIM_MCCOMPAT g_valuesSHIM_MCCOMPAT[SHIM_MCCOMPAT_NUM_VALUES] =
{
SHIM_MCCOMPAT_INTEGRATED,
SHIM_MCCOMPAT_ENABLE,
SHIM_MCCOMPAT_USER_EDITABLE,
SHIM_MCCOMPAT_MASK,
SHIM_MCCOMPAT_VIDEO_MASK,
SHIM_MCCOMPAT_VARYING_BIT,
SHIM_MCCOMPAT_AUTO_SELECT,
SHIM_MCCOMPAT_OVERRIDE_BIT,
};
EValues_SHIM_RENDERING_MODE g_valuesSHIM_RENDERING_MODE[SHIM_RENDERING_MODE_NUM_VALUES] =
{
SHIM_RENDERING_MODE_INTEGRATED,
SHIM_RENDERING_MODE_ENABLE,
SHIM_RENDERING_MODE_USER_EDITABLE,
SHIM_RENDERING_MODE_MASK,
SHIM_RENDERING_MODE_VIDEO_MASK,
SHIM_RENDERING_MODE_VARYING_BIT,
SHIM_RENDERING_MODE_AUTO_SELECT,
SHIM_RENDERING_MODE_OVERRIDE_BIT,
};
EValues_SHIM_RENDERING_OPTIONS g_valuesSHIM_RENDERING_OPTIONS[SHIM_RENDERING_OPTIONS_NUM_VALUES] =
{
SHIM_RENDERING_OPTIONS_DEFAULT_RENDERING_MODE,
SHIM_RENDERING_OPTIONS_DISABLE_ASYNC_PRESENT,
SHIM_RENDERING_OPTIONS_EHSHELL_DETECT,
SHIM_RENDERING_OPTIONS_FLASHPLAYER_HOST_DETECT,
SHIM_RENDERING_OPTIONS_VIDEO_DRM_APP_DETECT,
SHIM_RENDERING_OPTIONS_IGNORE_OVERRIDES,
SHIM_RENDERING_OPTIONS_RESERVED1,
SHIM_RENDERING_OPTIONS_ENABLE_DWM_ASYNC_PRESENT,
SHIM_RENDERING_OPTIONS_RESERVED2,
SHIM_RENDERING_OPTIONS_ALLOW_INHERITANCE,
SHIM_RENDERING_OPTIONS_DISABLE_WRAPPERS,
SHIM_RENDERING_OPTIONS_DISABLE_DXGI_WRAPPERS,
SHIM_RENDERING_OPTIONS_PRUNE_UNSUPPORTED_FORMATS,
SHIM_RENDERING_OPTIONS_ENABLE_ALPHA_FORMAT,
SHIM_RENDERING_OPTIONS_IGPU_TRANSCODING,
SHIM_RENDERING_OPTIONS_DISABLE_CUDA,
SHIM_RENDERING_OPTIONS_ALLOW_CP_CAPS_FOR_VIDEO,
SHIM_RENDERING_OPTIONS_IGPU_TRANSCODING_FWD_OPTIMUS,
SHIM_RENDERING_OPTIONS_DISABLE_DURING_SECURE_BOOT,
SHIM_RENDERING_OPTIONS_INVERT_FOR_QUADRO,
SHIM_RENDERING_OPTIONS_INVERT_FOR_MSHYBRID,
SHIM_RENDERING_OPTIONS_REGISTER_PROCESS_ENABLE_GOLD,
SHIM_RENDERING_OPTIONS_HANDLE_WINDOWED_MODE_PERF_OPT,
SHIM_RENDERING_OPTIONS_HANDLE_WIN7_ASYNC_RUNTIME_BUG,
SHIM_RENDERING_OPTIONS_EXPLICIT_ADAPTER_OPTED_BY_APP,
SHIM_RENDERING_OPTIONS_ALLOW_DYNAMIC_DISPLAY_MUX_SWITCH,
SHIM_RENDERING_OPTIONS_DISALLOW_DYNAMIC_DISPLAY_MUX_SWITCH,
SHIM_RENDERING_OPTIONS_DISABLE_TURING_POWER_POLICY,
SHIM_RENDERING_OPTIONS_ALLOW_DYNAMIC_DISPLAY_MUX_SWITCH_MDM,
SHIM_RENDERING_OPTIONS_DISALLOW_DYNAMIC_DISPLAY_MUX_SWITCH_MDM,
};
EValues_SLI_GPU_COUNT g_valuesSLI_GPU_COUNT[SLI_GPU_COUNT_NUM_VALUES] =
{
SLI_GPU_COUNT_AUTOSELECT,
SLI_GPU_COUNT_ONE,
SLI_GPU_COUNT_TWO,
SLI_GPU_COUNT_THREE,
SLI_GPU_COUNT_FOUR,
};
EValues_SLI_PREDEFINED_GPU_COUNT g_valuesSLI_PREDEFINED_GPU_COUNT[SLI_PREDEFINED_GPU_COUNT_NUM_VALUES] =
{
SLI_PREDEFINED_GPU_COUNT_AUTOSELECT,
SLI_PREDEFINED_GPU_COUNT_ONE,
SLI_PREDEFINED_GPU_COUNT_TWO,
SLI_PREDEFINED_GPU_COUNT_THREE,
SLI_PREDEFINED_GPU_COUNT_FOUR,
};
EValues_SLI_PREDEFINED_GPU_COUNT_DX10 g_valuesSLI_PREDEFINED_GPU_COUNT_DX10[SLI_PREDEFINED_GPU_COUNT_DX10_NUM_VALUES] =
{
SLI_PREDEFINED_GPU_COUNT_DX10_AUTOSELECT,
SLI_PREDEFINED_GPU_COUNT_DX10_ONE,
SLI_PREDEFINED_GPU_COUNT_DX10_TWO,
SLI_PREDEFINED_GPU_COUNT_DX10_THREE,
SLI_PREDEFINED_GPU_COUNT_DX10_FOUR,
};
EValues_SLI_PREDEFINED_MODE g_valuesSLI_PREDEFINED_MODE[SLI_PREDEFINED_MODE_NUM_VALUES] =
{
SLI_PREDEFINED_MODE_AUTOSELECT,
SLI_PREDEFINED_MODE_FORCE_SINGLE,
SLI_PREDEFINED_MODE_FORCE_AFR,
SLI_PREDEFINED_MODE_FORCE_AFR2,
SLI_PREDEFINED_MODE_FORCE_SFR,
SLI_PREDEFINED_MODE_FORCE_AFR_OF_SFR__FALLBACK_3AFR,
};
EValues_SLI_PREDEFINED_MODE_DX10 g_valuesSLI_PREDEFINED_MODE_DX10[SLI_PREDEFINED_MODE_DX10_NUM_VALUES] =
{
SLI_PREDEFINED_MODE_DX10_AUTOSELECT,
SLI_PREDEFINED_MODE_DX10_FORCE_SINGLE,
SLI_PREDEFINED_MODE_DX10_FORCE_AFR,
SLI_PREDEFINED_MODE_DX10_FORCE_AFR2,
SLI_PREDEFINED_MODE_DX10_FORCE_SFR,
SLI_PREDEFINED_MODE_DX10_FORCE_AFR_OF_SFR__FALLBACK_3AFR,
};
EValues_SLI_RENDERING_MODE g_valuesSLI_RENDERING_MODE[SLI_RENDERING_MODE_NUM_VALUES] =
{
SLI_RENDERING_MODE_AUTOSELECT,
SLI_RENDERING_MODE_FORCE_SINGLE,
SLI_RENDERING_MODE_FORCE_AFR,
SLI_RENDERING_MODE_FORCE_AFR2,
SLI_RENDERING_MODE_FORCE_SFR,
SLI_RENDERING_MODE_FORCE_AFR_OF_SFR__FALLBACK_3AFR,
};
EValues_VRPRERENDERLIMIT g_valuesVRPRERENDERLIMIT[VRPRERENDERLIMIT_NUM_VALUES] =
{
VRPRERENDERLIMIT_MIN,
VRPRERENDERLIMIT_MAX,
VRPRERENDERLIMIT_APP_CONTROLLED,
VRPRERENDERLIMIT_DEFAULT,
};
EValues_VRRFEATUREINDICATOR g_valuesVRRFEATUREINDICATOR[VRRFEATUREINDICATOR_NUM_VALUES] =
{
VRRFEATUREINDICATOR_DISABLED,
VRRFEATUREINDICATOR_ENABLED,
};
EValues_VRROVERLAYINDICATOR g_valuesVRROVERLAYINDICATOR[VRROVERLAYINDICATOR_NUM_VALUES] =
{
VRROVERLAYINDICATOR_DISABLED,
VRROVERLAYINDICATOR_ENABLED,
};
EValues_VRRREQUESTSTATE g_valuesVRRREQUESTSTATE[VRRREQUESTSTATE_NUM_VALUES] =
{
VRRREQUESTSTATE_DISABLED,
VRRREQUESTSTATE_FULLSCREEN_ONLY,
VRRREQUESTSTATE_FULLSCREEN_AND_WINDOWED,
};
EValues_VRR_APP_OVERRIDE g_valuesVRR_APP_OVERRIDE[VRR_APP_OVERRIDE_NUM_VALUES] =
{
VRR_APP_OVERRIDE_ALLOW,
VRR_APP_OVERRIDE_FORCE_OFF,
VRR_APP_OVERRIDE_DISALLOW,
VRR_APP_OVERRIDE_ULMB,
VRR_APP_OVERRIDE_FIXED_REFRESH,
};
EValues_VRR_APP_OVERRIDE_REQUEST_STATE g_valuesVRR_APP_OVERRIDE_REQUEST_STATE[VRR_APP_OVERRIDE_REQUEST_STATE_NUM_VALUES] =
{
VRR_APP_OVERRIDE_REQUEST_STATE_ALLOW,
VRR_APP_OVERRIDE_REQUEST_STATE_FORCE_OFF,
VRR_APP_OVERRIDE_REQUEST_STATE_DISALLOW,
VRR_APP_OVERRIDE_REQUEST_STATE_ULMB,
VRR_APP_OVERRIDE_REQUEST_STATE_FIXED_REFRESH,
};
EValues_VRR_MODE g_valuesVRR_MODE[VRR_MODE_NUM_VALUES] =
{
VRR_MODE_DISABLED,
VRR_MODE_FULLSCREEN_ONLY,
VRR_MODE_FULLSCREEN_AND_WINDOWED,
};
EValues_VSYNCSMOOTHAFR g_valuesVSYNCSMOOTHAFR[VSYNCSMOOTHAFR_NUM_VALUES] =
{
VSYNCSMOOTHAFR_OFF,
VSYNCSMOOTHAFR_ON,
};
EValues_VSYNCVRRCONTROL g_valuesVSYNCVRRCONTROL[VSYNCVRRCONTROL_NUM_VALUES] =
{
VSYNCVRRCONTROL_DISABLE,
VSYNCVRRCONTROL_ENABLE,
VSYNCVRRCONTROL_NOTSUPPORTED,
};
EValues_VSYNC_BEHAVIOR_FLAGS g_valuesVSYNC_BEHAVIOR_FLAGS[VSYNC_BEHAVIOR_FLAGS_NUM_VALUES] =
{
VSYNC_BEHAVIOR_FLAGS_NONE,
VSYNC_BEHAVIOR_FLAGS_DEFAULT,
VSYNC_BEHAVIOR_FLAGS_IGNORE_FLIPINTERVAL_MULTIPLE,
};
EValues_WKS_API_STEREO_EYES_EXCHANGE g_valuesWKS_API_STEREO_EYES_EXCHANGE[WKS_API_STEREO_EYES_EXCHANGE_NUM_VALUES] =
{
WKS_API_STEREO_EYES_EXCHANGE_OFF,
WKS_API_STEREO_EYES_EXCHANGE_ON,
};
EValues_WKS_API_STEREO_MODE g_valuesWKS_API_STEREO_MODE[WKS_API_STEREO_MODE_NUM_VALUES] =
{
WKS_API_STEREO_MODE_SHUTTER_GLASSES,
WKS_API_STEREO_MODE_VERTICAL_INTERLACED,
WKS_API_STEREO_MODE_TWINVIEW,
WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_AUTO,
WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_DAC0,
WKS_API_STEREO_MODE_NV17_SHUTTER_GLASSES_DAC1,
WKS_API_STEREO_MODE_COLOR_LINE,
WKS_API_STEREO_MODE_COLOR_INTERLEAVED,
WKS_API_STEREO_MODE_ANAGLYPH,
WKS_API_STEREO_MODE_HORIZONTAL_INTERLACED,
WKS_API_STEREO_MODE_SIDE_FIELD,
WKS_API_STEREO_MODE_SUB_FIELD,
WKS_API_STEREO_MODE_CHECKERBOARD,
WKS_API_STEREO_MODE_INVERSE_CHECKERBOARD,
WKS_API_STEREO_MODE_TRIDELITY_SL,
WKS_API_STEREO_MODE_TRIDELITY_MV,
WKS_API_STEREO_MODE_SEEFRONT,
WKS_API_STEREO_MODE_STEREO_MIRROR,
WKS_API_STEREO_MODE_FRAME_SEQUENTIAL,
WKS_API_STEREO_MODE_AUTODETECT_PASSIVE_MODE,
WKS_API_STEREO_MODE_AEGIS_DT_FRAME_SEQUENTIAL,
WKS_API_STEREO_MODE_OEM_EMITTER_FRAME_SEQUENTIAL,
WKS_API_STEREO_MODE_DP_INBAND,
WKS_API_STEREO_MODE_USE_HW_DEFAULT,
WKS_API_STEREO_MODE_DEFAULT_GL,
};
EValues_WKS_STEREO_DONGLE_SUPPORT g_valuesWKS_STEREO_DONGLE_SUPPORT[WKS_STEREO_DONGLE_SUPPORT_NUM_VALUES] =
{
WKS_STEREO_DONGLE_SUPPORT_OFF,
WKS_STEREO_DONGLE_SUPPORT_DAC,
WKS_STEREO_DONGLE_SUPPORT_DLP,
};
EValues_WKS_STEREO_SUPPORT g_valuesWKS_STEREO_SUPPORT[WKS_STEREO_SUPPORT_NUM_VALUES] =
{
WKS_STEREO_SUPPORT_OFF,
WKS_STEREO_SUPPORT_ON,
};
EValues_WKS_STEREO_SWAP_MODE g_valuesWKS_STEREO_SWAP_MODE[WKS_STEREO_SWAP_MODE_NUM_VALUES] =
{
WKS_STEREO_SWAP_MODE_APPLICATION_CONTROL,
WKS_STEREO_SWAP_MODE_PER_EYE,
WKS_STEREO_SWAP_MODE_PER_EYE_PAIR,
WKS_STEREO_SWAP_MODE_LEGACY_BEHAVIOR,
WKS_STEREO_SWAP_MODE_PER_EYE_FOR_SWAP_GROUP,
};
EValues_AO_MODE g_valuesAO_MODE[AO_MODE_NUM_VALUES] =
{
AO_MODE_OFF,
AO_MODE_LOW,
AO_MODE_MEDIUM,
AO_MODE_HIGH,
};
EValues_AO_MODE_ACTIVE g_valuesAO_MODE_ACTIVE[AO_MODE_ACTIVE_NUM_VALUES] =
{
AO_MODE_ACTIVE_DISABLED,
AO_MODE_ACTIVE_ENABLED,
};
EValues_AUTO_LODBIASADJUST g_valuesAUTO_LODBIASADJUST[AUTO_LODBIASADJUST_NUM_VALUES] =
{
AUTO_LODBIASADJUST_OFF,
AUTO_LODBIASADJUST_ON,
};
EValues_EXPORT_PERF_COUNTERS_DX9_ONLY g_valuesEXPORT_PERF_COUNTERS_DX9_ONLY[EXPORT_PERF_COUNTERS_DX9_ONLY_NUM_VALUES] =
{
EXPORT_PERF_COUNTERS_DX9_ONLY_OFF,
EXPORT_PERF_COUNTERS_DX9_ONLY_ON,
};
EValues_LODBIASADJUST g_valuesLODBIASADJUST[LODBIASADJUST_NUM_VALUES] =
{
LODBIASADJUST_MIN,
LODBIASADJUST_MAX,
};
EValues_MAXWELL_B_SAMPLE_INTERLEAVE g_valuesMAXWELL_B_SAMPLE_INTERLEAVE[MAXWELL_B_SAMPLE_INTERLEAVE_NUM_VALUES] =
{
MAXWELL_B_SAMPLE_INTERLEAVE_OFF,
MAXWELL_B_SAMPLE_INTERLEAVE_ON,
};
EValues_PRERENDERLIMIT g_valuesPRERENDERLIMIT[PRERENDERLIMIT_NUM_VALUES] =
{
PRERENDERLIMIT_MIN,
PRERENDERLIMIT_MAX,
PRERENDERLIMIT_APP_CONTROLLED,
};
EValues_PS_SHADERDISKCACHE g_valuesPS_SHADERDISKCACHE[PS_SHADERDISKCACHE_NUM_VALUES] =
{
PS_SHADERDISKCACHE_OFF,
PS_SHADERDISKCACHE_ON,
};
EValues_PS_SHADERDISKCACHE_MAX_SIZE g_valuesPS_SHADERDISKCACHE_MAX_SIZE[PS_SHADERDISKCACHE_MAX_SIZE_NUM_VALUES] =
{
PS_SHADERDISKCACHE_MAX_SIZE_MIN,
PS_SHADERDISKCACHE_MAX_SIZE_MAX,
};
EValues_PS_TEXFILTER_ANISO_OPTS2 g_valuesPS_TEXFILTER_ANISO_OPTS2[PS_TEXFILTER_ANISO_OPTS2_NUM_VALUES] =
{
PS_TEXFILTER_ANISO_OPTS2_OFF,
PS_TEXFILTER_ANISO_OPTS2_ON,
};
EValues_PS_TEXFILTER_BILINEAR_IN_ANISO g_valuesPS_TEXFILTER_BILINEAR_IN_ANISO[PS_TEXFILTER_BILINEAR_IN_ANISO_NUM_VALUES] =
{
PS_TEXFILTER_BILINEAR_IN_ANISO_OFF,
PS_TEXFILTER_BILINEAR_IN_ANISO_ON,
};
EValues_PS_TEXFILTER_DISABLE_TRILIN_SLOPE g_valuesPS_TEXFILTER_DISABLE_TRILIN_SLOPE[PS_TEXFILTER_DISABLE_TRILIN_SLOPE_NUM_VALUES] =
{
PS_TEXFILTER_DISABLE_TRILIN_SLOPE_OFF,
PS_TEXFILTER_DISABLE_TRILIN_SLOPE_ON,
};
EValues_PS_TEXFILTER_NO_NEG_LODBIAS g_valuesPS_TEXFILTER_NO_NEG_LODBIAS[PS_TEXFILTER_NO_NEG_LODBIAS_NUM_VALUES] =
{
PS_TEXFILTER_NO_NEG_LODBIAS_OFF,
PS_TEXFILTER_NO_NEG_LODBIAS_ON,
};
EValues_QUALITY_ENHANCEMENTS g_valuesQUALITY_ENHANCEMENTS[QUALITY_ENHANCEMENTS_NUM_VALUES] =
{
QUALITY_ENHANCEMENTS_HIGHQUALITY,
QUALITY_ENHANCEMENTS_QUALITY,
QUALITY_ENHANCEMENTS_PERFORMANCE,
QUALITY_ENHANCEMENTS_HIGHPERFORMANCE,
};
EValues_QUALITY_ENHANCEMENT_SUBSTITUTION g_valuesQUALITY_ENHANCEMENT_SUBSTITUTION[QUALITY_ENHANCEMENT_SUBSTITUTION_NUM_VALUES] =
{
QUALITY_ENHANCEMENT_SUBSTITUTION_NO_SUBSTITUTION,
QUALITY_ENHANCEMENT_SUBSTITUTION_HIGHQUALITY_BECOMES_QUALITY,
};
EValues_REFRESH_RATE_OVERRIDE g_valuesREFRESH_RATE_OVERRIDE[REFRESH_RATE_OVERRIDE_NUM_VALUES] =
{
REFRESH_RATE_OVERRIDE_APPLICATION_CONTROLLED,
REFRESH_RATE_OVERRIDE_HIGHEST_AVAILABLE,
REFRESH_RATE_OVERRIDE_LOW_LATENCY_RR_MASK,
};
EValues_SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE g_valuesSET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE[SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_NUM_VALUES] =
{
SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_OFF,
SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_ON,
};
EValues_SET_VAB_DATA g_valuesSET_VAB_DATA[SET_VAB_DATA_NUM_VALUES] =
{
SET_VAB_DATA_ZERO,
SET_VAB_DATA_UINT_ONE,
SET_VAB_DATA_FLOAT_ONE,
SET_VAB_DATA_FLOAT_POS_INF,
SET_VAB_DATA_FLOAT_NAN,
SET_VAB_DATA_USE_API_DEFAULTS,
};
EValues_VSYNCMODE g_valuesVSYNCMODE[VSYNCMODE_NUM_VALUES] =
{
VSYNCMODE_PASSIVE,
VSYNCMODE_FORCEOFF,
VSYNCMODE_FORCEON,
VSYNCMODE_FLIPINTERVAL2,
VSYNCMODE_FLIPINTERVAL3,
VSYNCMODE_FLIPINTERVAL4,
VSYNCMODE_VIRTUAL,
};
EValues_VSYNCTEARCONTROL g_valuesVSYNCTEARCONTROL[VSYNCTEARCONTROL_NUM_VALUES] =
{
VSYNCTEARCONTROL_DISABLE,
VSYNCTEARCONTROL_ENABLE,
};
SettingDWORDNameString mapSettingDWORD[TOTAL_DWORD_SETTING_NUM] =
{
{OGL_AA_LINE_GAMMA_ID, OGL_AA_LINE_GAMMA_STRING, 4, (NvU32 *)g_valuesOGL_AA_LINE_GAMMA, OGL_AA_LINE_GAMMA_DISABLED},
{OGL_CPL_GDI_COMPATIBILITY_ID, OGL_CPL_GDI_COMPATIBILITY_STRING, 3, (NvU32 *)g_valuesOGL_CPL_GDI_COMPATIBILITY, OGL_CPL_GDI_COMPATIBILITY_AUTO},
{OGL_CPL_PREFER_DXPRESENT_ID, OGL_CPL_PREFER_DXPRESENT_STRING, 3, (NvU32 *)g_valuesOGL_CPL_PREFER_DXPRESENT, OGL_CPL_PREFER_DXPRESENT_AUTO},
{OGL_DEEP_COLOR_SCANOUT_ID, OGL_DEEP_COLOR_SCANOUT_STRING, 2, (NvU32 *)g_valuesOGL_DEEP_COLOR_SCANOUT, OGL_DEEP_COLOR_SCANOUT_ENABLE},
{OGL_DEFAULT_SWAP_INTERVAL_ID, OGL_DEFAULT_SWAP_INTERVAL_STRING, 9, (NvU32 *)g_valuesOGL_DEFAULT_SWAP_INTERVAL, OGL_DEFAULT_SWAP_INTERVAL_VSYNC_ONE},
{OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ID, OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_STRING, 2, (NvU32 *)g_valuesOGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL, 0x00000000},
{OGL_DEFAULT_SWAP_INTERVAL_SIGN_ID, OGL_DEFAULT_SWAP_INTERVAL_SIGN_STRING, 2, (NvU32 *)g_valuesOGL_DEFAULT_SWAP_INTERVAL_SIGN, OGL_DEFAULT_SWAP_INTERVAL_SIGN_POSITIVE},
{OGL_EVENT_LOG_SEVERITY_THRESHOLD_ID, OGL_EVENT_LOG_SEVERITY_THRESHOLD_STRING, 5, (NvU32 *)g_valuesOGL_EVENT_LOG_SEVERITY_THRESHOLD, OGL_EVENT_LOG_SEVERITY_THRESHOLD_ALL},
{OGL_EXTENSION_STRING_VERSION_ID, OGL_EXTENSION_STRING_VERSION_STRING, 0, NULL, 0x00000000},
{OGL_FORCE_BLIT_ID, OGL_FORCE_BLIT_STRING, 2, (NvU32 *)g_valuesOGL_FORCE_BLIT, OGL_FORCE_BLIT_OFF},
{OGL_FORCE_STEREO_ID, OGL_FORCE_STEREO_STRING, 2, (NvU32 *)g_valuesOGL_FORCE_STEREO, OGL_FORCE_STEREO_OFF},
{OGL_MAX_FRAMES_ALLOWED_ID, OGL_MAX_FRAMES_ALLOWED_STRING, 0, NULL, 0x00000002},
{OGL_OVERLAY_PIXEL_TYPE_ID, OGL_OVERLAY_PIXEL_TYPE_STRING, 4, (NvU32 *)g_valuesOGL_OVERLAY_PIXEL_TYPE, OGL_OVERLAY_PIXEL_TYPE_CI},
{OGL_OVERLAY_SUPPORT_ID, OGL_OVERLAY_SUPPORT_STRING, 3, (NvU32 *)g_valuesOGL_OVERLAY_SUPPORT, OGL_OVERLAY_SUPPORT_OFF},
{OGL_QUALITY_ENHANCEMENTS_ID, OGL_QUALITY_ENHANCEMENTS_STRING, 4, (NvU32 *)g_valuesOGL_QUALITY_ENHANCEMENTS, OGL_QUALITY_ENHANCEMENTS_QUAL},
{OGL_SINGLE_BACKDEPTH_BUFFER_ID, OGL_SINGLE_BACKDEPTH_BUFFER_STRING, 3, (NvU32 *)g_valuesOGL_SINGLE_BACKDEPTH_BUFFER, OGL_SINGLE_BACKDEPTH_BUFFER_DISABLE},
{OGL_SLI_MULTICAST_ID, OGL_SLI_MULTICAST_STRING, 4, (NvU32 *)g_valuesOGL_SLI_MULTICAST, OGL_SLI_MULTICAST_DISABLE},
{OGL_THREAD_CONTROL_ID, OGL_THREAD_CONTROL_STRING, 2, (NvU32 *)g_valuesOGL_THREAD_CONTROL, 0x00000000},
{OGL_TMON_LEVEL_ID, OGL_TMON_LEVEL_STRING, 6, (NvU32 *)g_valuesOGL_TMON_LEVEL, OGL_TMON_LEVEL_MOST},
{OGL_TRIPLE_BUFFER_ID, OGL_TRIPLE_BUFFER_STRING, 2, (NvU32 *)g_valuesOGL_TRIPLE_BUFFER, OGL_TRIPLE_BUFFER_DISABLED},
{AA_BEHAVIOR_FLAGS_ID, AA_BEHAVIOR_FLAGS_STRING, 18, (NvU32 *)g_valuesAA_BEHAVIOR_FLAGS, AA_BEHAVIOR_FLAGS_DEFAULT},
{AA_MODE_ALPHATOCOVERAGE_ID, AA_MODE_ALPHATOCOVERAGE_STRING, 4, (NvU32 *)g_valuesAA_MODE_ALPHATOCOVERAGE, 0x00000000},
{AA_MODE_GAMMACORRECTION_ID, AA_MODE_GAMMACORRECTION_STRING, 8, (NvU32 *)g_valuesAA_MODE_GAMMACORRECTION, 0x00000000},
{AA_MODE_METHOD_ID, AA_MODE_METHOD_STRING, 50, (NvU32 *)g_valuesAA_MODE_METHOD, AA_MODE_METHOD_NONE},
{AA_MODE_REPLAY_ID, AA_MODE_REPLAY_STRING, 20, (NvU32 *)g_valuesAA_MODE_REPLAY, 0x00000000},
{AA_MODE_SELECTOR_ID, AA_MODE_SELECTOR_STRING, 5, (NvU32 *)g_valuesAA_MODE_SELECTOR, AA_MODE_SELECTOR_APP_CONTROL},
{AA_MODE_SELECTOR_SLIAA_ID, AA_MODE_SELECTOR_SLIAA_STRING, 2, (NvU32 *)g_valuesAA_MODE_SELECTOR_SLIAA, AA_MODE_SELECTOR_SLIAA_DISABLED},
{ANISO_MODE_LEVEL_ID, ANISO_MODE_LEVEL_STRING, 5, (NvU32 *)g_valuesANISO_MODE_LEVEL, ANISO_MODE_LEVEL_DEFAULT},
{ANISO_MODE_SELECTOR_ID, ANISO_MODE_SELECTOR_STRING, 6, (NvU32 *)g_valuesANISO_MODE_SELECTOR, ANISO_MODE_SELECTOR_DEFAULT},
{ANSEL_ALLOW_ID, ANSEL_ALLOW_STRING, 2, (NvU32 *)g_valuesANSEL_ALLOW, ANSEL_ALLOW_ALLOWED},
{ANSEL_ALLOWLISTED_ID, ANSEL_ALLOWLISTED_STRING, 2, (NvU32 *)g_valuesANSEL_ALLOWLISTED, ANSEL_ALLOWLISTED_DISALLOWED},
{ANSEL_ENABLE_ID, ANSEL_ENABLE_STRING, 2, (NvU32 *)g_valuesANSEL_ENABLE, ANSEL_ENABLE_ON},
{APPIDLE_DYNAMIC_FRL_FPS_ID, APPIDLE_DYNAMIC_FRL_FPS_STRING, 0, NULL, 0x00000000},
{APPIDLE_DYNAMIC_FRL_THRESHOLD_TIME_ID, APPIDLE_DYNAMIC_FRL_THRESHOLD_TIME_STRING, 0, NULL, 0x00000000},
{APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_ID, APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_STRING, 6, (NvU32 *)g_valuesAPPLICATION_PROFILE_NOTIFICATION_TIMEOUT, APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_DISABLED},
{APPLICATION_STEAM_ID_ID, APPLICATION_STEAM_ID_STRING, 0, NULL, 0x00000000},
{BATTERY_BOOST_APP_FPS_ID, BATTERY_BOOST_APP_FPS_STRING, 3, (NvU32 *)g_valuesBATTERY_BOOST_APP_FPS, BATTERY_BOOST_APP_FPS_NO_OVERRIDE},
{CPL_HIDDEN_PROFILE_ID, CPL_HIDDEN_PROFILE_STRING, 2, (NvU32 *)g_valuesCPL_HIDDEN_PROFILE, CPL_HIDDEN_PROFILE_DISABLED},
{EXPORT_PERF_COUNTERS_ID, EXPORT_PERF_COUNTERS_STRING, 2, (NvU32 *)g_valuesEXPORT_PERF_COUNTERS, EXPORT_PERF_COUNTERS_OFF},
{EXTERNAL_QUIET_MODE_ID, EXTERNAL_QUIET_MODE_STRING, 2, (NvU32 *)g_valuesEXTERNAL_QUIET_MODE, EXTERNAL_QUIET_MODE_OFF},
{FRL_FPS_ID, FRL_FPS_STRING, 3, (NvU32 *)g_valuesFRL_FPS, FRL_FPS_DISABLED},
{FXAA_ALLOW_ID, FXAA_ALLOW_STRING, 2, (NvU32 *)g_valuesFXAA_ALLOW, FXAA_ALLOW_ALLOWED},
{FXAA_ENABLE_ID, FXAA_ENABLE_STRING, 2, (NvU32 *)g_valuesFXAA_ENABLE, FXAA_ENABLE_OFF},
{FXAA_INDICATOR_ENABLE_ID, FXAA_INDICATOR_ENABLE_STRING, 2, (NvU32 *)g_valuesFXAA_INDICATOR_ENABLE, FXAA_INDICATOR_ENABLE_OFF},
{LATENCY_INDICATOR_AUTOALIGN_ID, LATENCY_INDICATOR_AUTOALIGN_STRING, 2, (NvU32 *)g_valuesLATENCY_INDICATOR_AUTOALIGN, LATENCY_INDICATOR_AUTOALIGN_ENABLED},
{MCSFRSHOWSPLIT_ID, MCSFRSHOWSPLIT_STRING, 2, (NvU32 *)g_valuesMCSFRSHOWSPLIT, MCSFRSHOWSPLIT_DISABLED},
{NV_QUALITY_UPSCALING_ID, NV_QUALITY_UPSCALING_STRING, 2, (NvU32 *)g_valuesNV_QUALITY_UPSCALING, NV_QUALITY_UPSCALING_OFF},
{OPTIMUS_MAXAA_ID, OPTIMUS_MAXAA_STRING, 2, (NvU32 *)g_valuesOPTIMUS_MAXAA, 0x00000000},
{PHYSXINDICATOR_ID, PHYSXINDICATOR_STRING, 2, (NvU32 *)g_valuesPHYSXINDICATOR, PHYSXINDICATOR_DISABLED},
{PREFERRED_PSTATE_ID, PREFERRED_PSTATE_STRING, 8, (NvU32 *)g_valuesPREFERRED_PSTATE, PREFERRED_PSTATE_OPTIMAL_POWER},
{PREVENT_UI_AF_OVERRIDE_ID, PREVENT_UI_AF_OVERRIDE_STRING, 2, (NvU32 *)g_valuesPREVENT_UI_AF_OVERRIDE, PREVENT_UI_AF_OVERRIDE_OFF},
{SHIM_MAXRES_ID, SHIM_MAXRES_STRING, 0, NULL, 0x00000000},
{SHIM_MCCOMPAT_ID, SHIM_MCCOMPAT_STRING, 8, (NvU32 *)g_valuesSHIM_MCCOMPAT, SHIM_MCCOMPAT_AUTO_SELECT},
{SHIM_RENDERING_MODE_ID, SHIM_RENDERING_MODE_STRING, 8, (NvU32 *)g_valuesSHIM_RENDERING_MODE, SHIM_RENDERING_MODE_AUTO_SELECT},
{SHIM_RENDERING_OPTIONS_ID, SHIM_RENDERING_OPTIONS_STRING, 30, (NvU32 *)g_valuesSHIM_RENDERING_OPTIONS, 0x00000000},
{SLI_GPU_COUNT_ID, SLI_GPU_COUNT_STRING, 5, (NvU32 *)g_valuesSLI_GPU_COUNT, SLI_GPU_COUNT_AUTOSELECT},
{SLI_PREDEFINED_GPU_COUNT_ID, SLI_PREDEFINED_GPU_COUNT_STRING, 5, (NvU32 *)g_valuesSLI_PREDEFINED_GPU_COUNT, SLI_PREDEFINED_GPU_COUNT_AUTOSELECT},
{SLI_PREDEFINED_GPU_COUNT_DX10_ID, SLI_PREDEFINED_GPU_COUNT_DX10_STRING, 5, (NvU32 *)g_valuesSLI_PREDEFINED_GPU_COUNT_DX10, SLI_PREDEFINED_GPU_COUNT_DX10_AUTOSELECT},
{SLI_PREDEFINED_MODE_ID, SLI_PREDEFINED_MODE_STRING, 6, (NvU32 *)g_valuesSLI_PREDEFINED_MODE, SLI_PREDEFINED_MODE_AUTOSELECT},
{SLI_PREDEFINED_MODE_DX10_ID, SLI_PREDEFINED_MODE_DX10_STRING, 6, (NvU32 *)g_valuesSLI_PREDEFINED_MODE_DX10, SLI_PREDEFINED_MODE_DX10_AUTOSELECT},
{SLI_RENDERING_MODE_ID, SLI_RENDERING_MODE_STRING, 6, (NvU32 *)g_valuesSLI_RENDERING_MODE, SLI_RENDERING_MODE_AUTOSELECT},
{VRPRERENDERLIMIT_ID, VRPRERENDERLIMIT_STRING, 4, (NvU32 *)g_valuesVRPRERENDERLIMIT, VRPRERENDERLIMIT_DEFAULT},
{VRRFEATUREINDICATOR_ID, VRRFEATUREINDICATOR_STRING, 2, (NvU32 *)g_valuesVRRFEATUREINDICATOR, VRRFEATUREINDICATOR_ENABLED},
{VRROVERLAYINDICATOR_ID, VRROVERLAYINDICATOR_STRING, 2, (NvU32 *)g_valuesVRROVERLAYINDICATOR, VRROVERLAYINDICATOR_ENABLED},
{VRRREQUESTSTATE_ID, VRRREQUESTSTATE_STRING, 3, (NvU32 *)g_valuesVRRREQUESTSTATE, VRRREQUESTSTATE_FULLSCREEN_ONLY},
{VRR_APP_OVERRIDE_ID, VRR_APP_OVERRIDE_STRING, 5, (NvU32 *)g_valuesVRR_APP_OVERRIDE, VRR_APP_OVERRIDE_ALLOW},
{VRR_APP_OVERRIDE_REQUEST_STATE_ID, VRR_APP_OVERRIDE_REQUEST_STATE_STRING, 5, (NvU32 *)g_valuesVRR_APP_OVERRIDE_REQUEST_STATE, VRR_APP_OVERRIDE_REQUEST_STATE_ALLOW},
{VRR_MODE_ID, VRR_MODE_STRING, 3, (NvU32 *)g_valuesVRR_MODE, VRR_MODE_FULLSCREEN_ONLY},
{VSYNCSMOOTHAFR_ID, VSYNCSMOOTHAFR_STRING, 2, (NvU32 *)g_valuesVSYNCSMOOTHAFR, VSYNCSMOOTHAFR_OFF},
{VSYNCVRRCONTROL_ID, VSYNCVRRCONTROL_STRING, 3, (NvU32 *)g_valuesVSYNCVRRCONTROL, VSYNCVRRCONTROL_ENABLE},
{VSYNC_BEHAVIOR_FLAGS_ID, VSYNC_BEHAVIOR_FLAGS_STRING, 3, (NvU32 *)g_valuesVSYNC_BEHAVIOR_FLAGS, VSYNC_BEHAVIOR_FLAGS_DEFAULT},
{WKS_API_STEREO_EYES_EXCHANGE_ID, WKS_API_STEREO_EYES_EXCHANGE_STRING, 2, (NvU32 *)g_valuesWKS_API_STEREO_EYES_EXCHANGE, WKS_API_STEREO_EYES_EXCHANGE_OFF},
{WKS_API_STEREO_MODE_ID, WKS_API_STEREO_MODE_STRING, 25, (NvU32 *)g_valuesWKS_API_STEREO_MODE, WKS_API_STEREO_MODE_SHUTTER_GLASSES},
{WKS_STEREO_DONGLE_SUPPORT_ID, WKS_STEREO_DONGLE_SUPPORT_STRING, 3, (NvU32 *)g_valuesWKS_STEREO_DONGLE_SUPPORT, WKS_STEREO_DONGLE_SUPPORT_DAC},
{WKS_STEREO_SUPPORT_ID, WKS_STEREO_SUPPORT_STRING, 2, (NvU32 *)g_valuesWKS_STEREO_SUPPORT, WKS_STEREO_SUPPORT_OFF},
{WKS_STEREO_SWAP_MODE_ID, WKS_STEREO_SWAP_MODE_STRING, 5, (NvU32 *)g_valuesWKS_STEREO_SWAP_MODE, WKS_STEREO_SWAP_MODE_APPLICATION_CONTROL},
{AO_MODE_ID, AO_MODE_STRING, 4, (NvU32 *)g_valuesAO_MODE, AO_MODE_OFF},
{AO_MODE_ACTIVE_ID, AO_MODE_ACTIVE_STRING, 2, (NvU32 *)g_valuesAO_MODE_ACTIVE, AO_MODE_ACTIVE_DISABLED},
{AUTO_LODBIASADJUST_ID, AUTO_LODBIASADJUST_STRING, 2, (NvU32 *)g_valuesAUTO_LODBIASADJUST, AUTO_LODBIASADJUST_ON},
{EXPORT_PERF_COUNTERS_DX9_ONLY_ID, EXPORT_PERF_COUNTERS_DX9_ONLY_STRING, 2, (NvU32 *)g_valuesEXPORT_PERF_COUNTERS_DX9_ONLY, EXPORT_PERF_COUNTERS_DX9_ONLY_OFF},
{LODBIASADJUST_ID, LODBIASADJUST_STRING, 2, (NvU32 *)g_valuesLODBIASADJUST, 0x00000000},
{MAXWELL_B_SAMPLE_INTERLEAVE_ID, MAXWELL_B_SAMPLE_INTERLEAVE_STRING, 2, (NvU32 *)g_valuesMAXWELL_B_SAMPLE_INTERLEAVE, MAXWELL_B_SAMPLE_INTERLEAVE_OFF},
{PRERENDERLIMIT_ID, PRERENDERLIMIT_STRING, 3, (NvU32 *)g_valuesPRERENDERLIMIT, PRERENDERLIMIT_APP_CONTROLLED},
{PS_SHADERDISKCACHE_ID, PS_SHADERDISKCACHE_STRING, 2, (NvU32 *)g_valuesPS_SHADERDISKCACHE, PS_SHADERDISKCACHE_ON},
{PS_SHADERDISKCACHE_MAX_SIZE_ID, PS_SHADERDISKCACHE_MAX_SIZE_STRING, 2, (NvU32 *)g_valuesPS_SHADERDISKCACHE_MAX_SIZE, 0x00000000},
{PS_TEXFILTER_ANISO_OPTS2_ID, PS_TEXFILTER_ANISO_OPTS2_STRING, 2, (NvU32 *)g_valuesPS_TEXFILTER_ANISO_OPTS2, PS_TEXFILTER_ANISO_OPTS2_OFF},
{PS_TEXFILTER_BILINEAR_IN_ANISO_ID, PS_TEXFILTER_BILINEAR_IN_ANISO_STRING, 2, (NvU32 *)g_valuesPS_TEXFILTER_BILINEAR_IN_ANISO, PS_TEXFILTER_BILINEAR_IN_ANISO_OFF},
{PS_TEXFILTER_DISABLE_TRILIN_SLOPE_ID, PS_TEXFILTER_DISABLE_TRILIN_SLOPE_STRING, 2, (NvU32 *)g_valuesPS_TEXFILTER_DISABLE_TRILIN_SLOPE, PS_TEXFILTER_DISABLE_TRILIN_SLOPE_OFF},
{PS_TEXFILTER_NO_NEG_LODBIAS_ID, PS_TEXFILTER_NO_NEG_LODBIAS_STRING, 2, (NvU32 *)g_valuesPS_TEXFILTER_NO_NEG_LODBIAS, PS_TEXFILTER_NO_NEG_LODBIAS_OFF},
{QUALITY_ENHANCEMENTS_ID, QUALITY_ENHANCEMENTS_STRING, 4, (NvU32 *)g_valuesQUALITY_ENHANCEMENTS, QUALITY_ENHANCEMENTS_QUALITY},
{QUALITY_ENHANCEMENT_SUBSTITUTION_ID, QUALITY_ENHANCEMENT_SUBSTITUTION_STRING, 2, (NvU32 *)g_valuesQUALITY_ENHANCEMENT_SUBSTITUTION, QUALITY_ENHANCEMENT_SUBSTITUTION_NO_SUBSTITUTION},
{REFRESH_RATE_OVERRIDE_ID, REFRESH_RATE_OVERRIDE_STRING, 3, (NvU32 *)g_valuesREFRESH_RATE_OVERRIDE, REFRESH_RATE_OVERRIDE_APPLICATION_CONTROLLED},
{SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_ID, SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_STRING, 2, (NvU32 *)g_valuesSET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE, SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_OFF},
{SET_VAB_DATA_ID, SET_VAB_DATA_STRING, 6, (NvU32 *)g_valuesSET_VAB_DATA, SET_VAB_DATA_USE_API_DEFAULTS},
{VSYNCMODE_ID, VSYNCMODE_STRING, 7, (NvU32 *)g_valuesVSYNCMODE, VSYNCMODE_PASSIVE},
{VSYNCTEARCONTROL_ID, VSYNCTEARCONTROL_STRING, 2, (NvU32 *)g_valuesVSYNCTEARCONTROL, VSYNCTEARCONTROL_DISABLE},
};
SettingWSTRINGNameString mapSettingWSTRING[TOTAL_WSTRING_SETTING_NUM] =
{
{OGL_IMPLICIT_GPU_AFFINITY_ID, OGL_IMPLICIT_GPU_AFFINITY_STRING, 1, (const wchar_t **)g_valuesOGL_IMPLICIT_GPU_AFFINITY, L"autoselect"},
{CUDA_EXCLUDED_GPUS_ID, CUDA_EXCLUDED_GPUS_STRING, 1, (const wchar_t **)g_valuesCUDA_EXCLUDED_GPUS, L"none"},
{D3DOGL_GPU_MAX_POWER_ID, D3DOGL_GPU_MAX_POWER_STRING, 1, (const wchar_t **)g_valuesD3DOGL_GPU_MAX_POWER, L"0"},
{ICAFE_LOGO_CONFIG_ID, ICAFE_LOGO_CONFIG_STRING, 0, NULL, L""},
{PS_SHADERDISKCACHE_DLL_PATH_WCHAR_ID, PS_SHADERDISKCACHE_DLL_PATH_WCHAR_STRING, 0, NULL, L""},
};

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