mirror of
https://github.com/djhackersdev/bemanitools.git
synced 2026-05-03 11:26:10 -05:00
105 lines
5.3 KiB
XML
105 lines
5.3 KiB
XML
<?xml version="1.0" encoding="Shift-JIS"?>
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<inject>
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<version __type="u32">1</version>
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<debugger>
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<app>
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<path __type="str">bm2dx.exe</path>
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<args __type="str"></args>
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</app>
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<attach_type __type="str">inject</attach_type>
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</debugger>
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<hooks>
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<hook>
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<enable __type="bool">1</enable>
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<path __type="str">iidxhook2.dll</path>
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<config kind="inline">
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<hook>
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<eamuse>
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<!-- URL (e.g. http://my.eamuse.server:80/whatever) or IPV4 (e.g. 127.0.0.1:80) of the target eamuse server. The port is optional but defaults to 80. -->
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<server __type="str">localhost:80</server>
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<pcbid __type="bin">0101020304050607086F</pcbid>
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<eamid __type="bin">0101020304050607086F</eamid>
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</eamuse>
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<gfx>
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<device>
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<!-- D3D9 device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter -->
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<adapter __type="s8">-1</adapter>
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<!-- Forced refresh rate, -1 to not force any (try 59 or 60 if monitor check fails to lock on high refresh rate monitors) -->
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<forced_refresh_rate __type="s16">-1</forced_refresh_rate>
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<!-- Software limit the frame rate of the rendering loop in hz, e.g. 60 or 59.95 (0.0 = no software limit) -->
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<frame_rate_limit __type="float">0.0</frame_rate_limit>
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</device>
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<window>
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<windowed __type="bool">1</windowed>
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<framed __type="bool">1</framed>
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<!-- Windowed height, 0 for default size -->
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<width __type="u16">0</width>
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<height __type="u16">0</height>
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</window>
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<back_buffer_scale>
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<!-- Up-/downscale the back buffer's height. This does not change the game's rendering resolution but scales the final frame. Use this to target the native resolution of your monitor/TV, e.g. to avoid over-/underscan, bad image quality or latency caused by the monitors internal upscaler. 0 to disable this feature. Must be set in combination with the corresponding width parameter. -->
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<width __type="u16">0</width>
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<height __type="u16">0</height>
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<!-- Filter type to use for up-/downscaling the back buffer. Only used if scaling feature was enabled by setting the scaling width and height parameters. Available types: none, linear, point (refer to D3DTEXTUREFILTERTYPE for explanation). -->
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<filter __type="str">none</filter>
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</back_buffer_scale>
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<game>
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<!-- Enable/disable software monitor check/auto timebase or set a pre-determined refresh value. -1 disables this feature. 0 enables auto detecting the current refresh rate on startup. Setting any positive value > 0 allows you to set a pre-determined refresh rate (e.g. retrieved from the monitor check on newer IIDX games). Either the auto detected value or pre-determined value is used to patch any chart files in-memory to fix song synchronization issues. Requires constant refresh rate!!! -->
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<monitor_check __type="float">-1.000000</monitor_check>
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<!-- Fix stretched BG videos on newer GPUs. Might appear on SIRIUS and older. On 9th and 10th style this issue may only affect older BGAs (from 1st-3rd style) -->
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<bgvideo_uv_fix __type="bool">1</bgvideo_uv_fix>
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<!-- Fix broken 3D background on DistorteD's music select (if appearing completely black) -->
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<distorted_ms_bg_fix __type="bool">0</distorted_ms_bg_fix>
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</game>
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</gfx>
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<ezusb>
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<type __type="str">D01</type>
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<security>
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<boot>
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<version __type="str">GEC02</version>
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<seed __type="str">0:4:4</seed>
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</boot>
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<plug_black_mcode __type="str">GQFDDJAA</plug_black_mcode>
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</security>
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<debug>
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<api_call_monitoring __type="bool">0</api_call_monitoring>
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</debug>
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</ezusb>
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<misc>
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<!-- Path to store the settings, e.g. bookkeeping, operator settings. d:, e: and f: drive configuration/settings data -->
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<settings_path __type="str">.\</settings_path>
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<rteffect_stub __type="bool">1</rteffect_stub>
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<disable_clock_set __type="bool">1</disable_clock_set>
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</misc>
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</hook>
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</config>
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</hook>
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</hooks>
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<logger>
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<enable __type="bool">1</enable>
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<level __type="str">misc</level>
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<msg_buffer_size_bytes __type="u32">8192</msg_buffer_size_bytes>
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<sinks>
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<async>
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<enable __type="bool">0</enable>
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<queue_length __type="u8">64</queue_length>
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<overflow_policy __type="str">discard_new</overflow_policy>
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</async>
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<console>
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<enable __type="bool">1</enable>
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<color __type="bool">1</color>
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</console>
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<file>
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<enable __type="bool">1</enable>
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<path __type="str">inject.log</path>
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<append __type="bool">0</append>
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<rotate __type="bool">0</rotate>
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<max_rotations __type="u8">1</max_rotations>
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</file>
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</sinks>
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</logger>
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<debug>
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<property_configs_log __type="bool">1</property_configs_log>
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<property_api_trace_log __type="bool">0</property_api_trace_log>
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</debug>
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</inject> |