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280 lines
10 KiB
Markdown
280 lines
10 KiB
Markdown
# beatmania IIDX 9th style
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<img src="/img/iidx9/9_logo.png">
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!!! danger "Please make sure you downloaded your data from an appropriate source.<br>This guide is unable to troubleshoot any problems related to bad or poorly managed data."
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---
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### Preparing data
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!!! tip ""
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After downloading and extracting your data, we need to make sure your files aren't set to `Read-only`.
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- Right click the folder containing your data, then click on `Properties`.
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- In the `General` tab go down to `Attributes`, untick `Read-only` and click `Apply`.
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- A popup will appear, select `Apply changes to this folder, subfolder and files` and press `OK`.
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- Finally, click `OK` again to exit out of properties.
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---
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### Installing Bemanitools
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!!! tip ""
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- Download :material-package-down:[Bemanitools](https://github.com/djhackersdev/bemanitools/releases/download/5.48/bemanitools-5.48.zip).
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- Inside :material-zip-box:`bemanitools-5.48.zip` locate :material-zip-box:`iidx-09-to-12.zip`.
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- Extract everything inside the folder that contains the :material-file:`bm2dx.exe` which is located in :material-folder:`\C02\D\C02\JAG`.
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Pictured below is what your folder should look like. We've removed any files not necessary for **9th style**.
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<img src="/img/iidx9/setup/1.png">
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#### Using iidxhook-09.conf
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!!! tip ""
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- Download the :material-package-down:[Bemanitools supplements](https://github.com/djhackersdev/bemanitools-supplement/releases/download/1.6/bemanitools-supplement-1.6.zip)
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- Open :material-zip-box:`bemanitools-supplement-v1.6.zip` and navigate inside :material-zip-box:`misc.zip`
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- Inside :material-folder:`misc\d3d8to9`, extract :material-file-cog-outline:`d3d8.dll` to :material-folder:`\C02\D\C02\JAG`.
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This enables us to use the graphic options inside :material-file-code:`iidxhook-09.conf` which we will take advantage of.
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---
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### Configuring Bemanitools
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!!! info "To configure your keybinds, open your :material-file:`config.bat` file."
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#### Buttons
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!!! tip ""
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Double click on the right on a button that you wish to bind, then press the key you want associated with the action.
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With your controller and/or keyboard plugged in, configure your keys for:
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- **Maintenance**: `Service, Test`
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- **P1 Game buttons**: `1 to 7, Start, EFFECT, VEFX`
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- **P1 Keypad**: `Keypad Insert Card`
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**Only if** you're playing using a keyboard:
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- **Turntable**: `TT+, TT-` **and optionally** `TT+/-` which alternates between `TT+` and `TT-` on each press.
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#### Analogs (controller/cab only)
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!!! tip ""
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With a controller rather than binding buttons to `TT+` and `TT-`, you need to:
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- Head to the `Analogs` tab at the top.
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- In `Device`, pick your controller.
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- In `Control`, pick whichever one corresponds to the turntable.
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- Turn your turntable ensuring that the preview turns along with it.
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- Click `OK`, leaving the rest of the settings alone.
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#### Lights (controller/cab only)
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!!! tip ""
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Your controller might support having its lights controlled by the game through bemanitools.
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If it does, here's how you may link different actions to your lights:
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- In `Device`, pick your controller.
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- In `Game Light`, select the corresponding button that will be used for that light.
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- Repeat for your other lights.
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!!! info "If you'd like to play offline, you can head straight to [Game resolution and locking FPS](#game-resolution-and-locking-fps)"
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#### Configuring Bemanitools for a network
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!!! tip "Head over to the `Network` tab."
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!!! tip ""
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Now we will set up our PIN pad and card.
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- Click on `Keyboard device`
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- You may or may not have more than one option. To figure out which one is your actual keyboard, select a device inside that list and press a button on the numpad.
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- Once you have found your correct device, the `Keyboard status` will change **(the number and location of the number does not matter, it only matters that it changed)**.
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- Grab your card, create a :material-file-document-edit:`.txt` and name it however you like. In this example it's called :material-file-document-edit:`card.txt`
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- Place the file in a location that is easily accessible and you won't forget. In this case it's in a seperate folder.
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!!! info "If you don't have a numpad, make sure to tick `Use top keyboard row for PIN pad input`. This will also change the `Card In` button to `Backspace`."
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<img src="/img/iidx9/setup/2.png">
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---
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### Connecting to a network
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!!! tip ""
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- Locate your :material-file-code:`iidxhook-09.conf`
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- Open it with your desired text editor (we're using [Notepad++](https://notepad-plus-plus.org/))
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- Replace the `eamuse.server=localhost:80` with your desired network URL
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- Replace `eamuse.pcbid=XXXXXXXXXXXXXXXXXXXX` **and** `eamuse.eamid=XXXXXXXXXXXXXXXXXXXX` with your PCBID of your network of choice.
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```
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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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eamuse.server=localhost:80
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# PCBID
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eamuse.pcbid=XXXXXXXXXXXXXXXXXXXX
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# EAMID
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eamuse.eamid=XXXXXXXXXXXXXXXXXXXX
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```
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---
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### Game resolution and locking FPS
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!!! tip ""
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We'd like to mention that there are two options when it comes to how the game renders. You can choose between `Linear` and `Point`.
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Below is an example of how both look like.
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??? info "Linear"
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<img src="/img/iidx9/9th_linear.png">
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??? info "Point"
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<img src="/img/iidx9/9th_point.png">
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It comes down to your own prefrence what you decide on, `Linear` is less sharp but doesn't have pixel perfect edges. `Point` is sharp and is pixel perfect.
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!!! tip ""
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Next up, we'll setup borderless window and configure the proper resolution. We're using a `1920x1080` monitor so we will use that.
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Repeat the previous step and open your :material-file-code:`iidxhook-09.conf`. We want to find these lines:
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```
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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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gfx.frame_rate_limit=0.0
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# Run the game windowed
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gfx.windowed=false
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# Windowed width, 0 for default size
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gfx.window_width=0
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# Windowed height, 0 for default size
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gfx.window_height=0
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# Up-/downscale the back buffer's width. This does not change the game's rendering resolution but scales the final frame. Use this to target the native resolution of your monitor/TV, e.g. to avoid over-/underscan, bad image quality or latency caused by the monitors internal upscaler. 0 to disable this feature. Must be set in combination with the corresponding height parameter.
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gfx.scale_back_buffer_width=0
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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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gfx.scale_back_buffer_height=0
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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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gfx.scale_back_buffer_filter=none
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```
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If you can't seem to find them, press `CTRL` + `F` and search for `gfx.frame_rate_limit=0.0`. This will bring you to the first line we want to edit.
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!!! tip ""
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Listed below are the values we want to change them to.
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```
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gfx.frame_rate_limit=59.95
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gfx.windowed=true
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gfx.window_width=1920
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gfx.window_height=1080
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gfx.scale_back_buffer_width=1920
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gfx.scale_back_buffer_height=1080
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gfx.scale_back_buffer_filter=linear
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```
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Unless you'd like to have the game properly windowed you can safely ignore `gfx.framed=false`.
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Make sure to decide on whether you want `Linear` or `Point` rendering.
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```
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gfx.scale_back_buffer_filter=linear
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gfx.scale_back_buffer_filter=point
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```
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---
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### First launch
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!!! danger "If you have any issues running the game, refer to the [Troubleshooting](troubleshooting.md) page."
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#### CLOCK ERROR
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!!! tip ""
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If you've followed all instructions correctly, you're now finally ready to launch the game!
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**First plug your controller if you have one** and run :material-file:`gamestart.bat`.
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If it's your first time running the game, you'll immediately be greeted with this screen.
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<img src="/img/iidx9/firstlaunch/1.png">
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<img src="/img/iidx9/firstlaunch/2.png">
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!!! tip ""
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The game will automatically bring you into it's service menu.
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<img src="/img/iidx9/firstlaunch/3.png">
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!!! tip ""
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Instructions on how to navigate the menu are shown at the bottom of the screen.
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- Press `1` and `2` to go up and down.
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- Press `6` to select/execute.
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Navigate to `CLOCK SETUP`. You do not need to manually change it. Navigate to `SAVE AND EXIT`.
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<img src="/img/iidx9/firstlaunch/4.png">
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!!! info "If you'd like to play offline, you can head straight to [Final Notes](#final-notes)"
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#### Enabling e-AMUSEMENT for Online Play
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!!! tip ""
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From the service menu, go to `e-AMUSEMENT OPTIONS` then `e-AMUSEMENT SETTINGS`.
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<img src="/img/iidx9/firstlaunch/5.png">
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<img src="/img/iidx9/firstlaunch/6.png">
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!!! tip ""
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It'll bring you to this screen, change it so that `e-AMUSEMENT` switches to `ON` and it will look like this:
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<img src="/img/iidx9/firstlaunch/7.png">
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<img src="/img/iidx9/firstlaunch/8.png">
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!!! tip ""
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We will need to set a `SHOP NAME SETTING` and change our `PREFECTURE` otherwise the game will throw errors at us.
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<img src="/img/iidx9/firstlaunch/9.png">
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!!! tip ""
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- Name your shop to whatever you'd like. Instructions on how to navigate are at the bottom of the screen.
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- Navigate to `EXIT` and select it.
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- Change your prefecture once or how many times you'd like, it doesn't matter as long as it's not the default one.
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<img src="/img/iidx9/firstlaunch/10.png">
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!!! tip ""
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Select `SAVE AND EXIT`. The game will now give you a message, which translated means:
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`e-AMUSEMENT settings have been changed. Please turn the power off and on again.`
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So, close the game and open it again.
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<img src="/img/iidx9/firstlaunch/11.png">
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---
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### Final Notes
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!!! success "You're all done! Make sure to insert two credits by pressing your `SERVICE` key. Have fun!"
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!!! warning "Have any other errors?"
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Check out the [Troubleshooting](troubleshooting.md) section. |