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mirror of https://github.com/djhackersdev/bemanitools.git synced 2024-11-23 22:30:56 +01:00

chore: Apply formatting to all markdown docs

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icex2 2024-01-29 23:18:21 +01:00 committed by icex2
parent 0897a25174
commit 0a29e031ff
75 changed files with 3200 additions and 2786 deletions

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<!-- Try running the game with a default configuration as well. If that also causes issues, please point that out here in the report. This might speed up the debugging process.-->
<!--- Provide a detailed step by step description how to reproduce this issue -->
1.
1.
1.
1.
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4.
## Possible solution
@ -35,11 +36,11 @@ necessary -->
### Bemanitools version(s) affected
* <!--- Add one or multiple versions as a bullet list -->
- <!--- Add one or multiple versions as a bullet list -->
### Game(s) and version(s) affected
* <!--- Add one or multiple game versions as a bullet list -->
- <!--- Add one or multiple game versions as a bullet list -->
### Log output
@ -88,7 +89,7 @@ used if you altered it. -->
### APIs used
* <!--- List all APIs you used as a bullet list, e.g. iidxio-keyboard, eamio-keyboard -->
- <!--- List all APIs you used as a bullet list, e.g. iidxio-keyboard, eamio-keyboard -->
### OS version
@ -96,7 +97,7 @@ used if you altered it. -->
### Hardware specs
* CPU: <!--- Insert, e.g. Core i7 2600k 3.20ghz -->
* RAM: <!--- Insert, e.g. 16 GB -->
* GPU: <!--- Insert, e.g. Nvidia GeForce GTX 970, 4GB -->
* Controllers/IO: <!--- Insert, e.g. DJ Dao RE over USB -->
- CPU: <!--- Insert, e.g. Core i7 2600k 3.20ghz -->
- RAM: <!--- Insert, e.g. 16 GB -->
- GPU: <!--- Insert, e.g. Nvidia GeForce GTX 970, 4GB -->
- Controllers/IO: <!--- Insert, e.g. DJ Dao RE over USB -->

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## Current blockers
<!--- Describe any blockers that need to be resolved before implementing this feature -->
<!--- Describe any blockers that need to be resolved before implementing this feature -->

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

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# Release history
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
### Features
### Fixes
## 5.48
### Features
* feat(config): Add invert analog input option. Remark: The old configuration file format is
upgraded but downgrading is not possible anymore. The new saves are using a new filename
and it doesn't delete the old files, see `C:\Users\<YOUR_USERNAME>\AppData\Roaming\DJHACKERS`
- feat(config): Add invert analog input option. Remark: The old configuration file format is
upgraded but downgrading is not possible anymore. The new saves are using a new filename and it
doesn't delete the old files, see `C:\Users\<YOUR_USERNAME>\AppData\Roaming\DJHACKERS`
### Fixes
## 5.47
### Features
N/A
### Fixes
* fix(ddr/p3ioemu): Handle unknown 2B command to fix DDR X IO errors
* fix(ddr/p3io): Crash on all supported DDR games due to incorrect p3io message size validation
* fix(geninput): Sony DualShock 4 not working
- fix(ddr/p3ioemu): Handle unknown 2B command to fix DDR X IO errors
- fix(ddr/p3io): Crash on all supported DDR games due to incorrect p3io message size validation
- fix(geninput): Sony DualShock 4 not working
## 5.46
### Features
* feat(ddrio): Wrapper/shim library to drive another ddrio in a dedicated IO thread. Improves performance for highly IO
bound ddrio implementations, e.g. ddrio-p3io
* feat(iidxiotest): bi2a-iidx support
- feat(ddrio): Wrapper/shim library to drive another ddrio in a dedicated IO thread. Improves
performance for highly IO bound ddrio implementations, e.g. ddrio-p3io
- feat(iidxiotest): bi2a-iidx support
### Fixes
* fix(jb03/04): Missing XML in gamestart script
* fix(jbhook1): Rotate error message box when screen is rotated
* fix(jbhook1): Improve/fix automatic config/nvram fs initialization
- fix(jb03/04): Missing XML in gamestart script
- fix(jbhook1): Rotate error message box when screen is rotated
- fix(jbhook1): Improve/fix automatic config/nvram fs initialization
## 5.45
### Features
* feat(iidx 30): Added support
* feat(ddr): Add ddrio implementation with P3IO driver backend
* feat(ddr): Add p3io-ddr-tool for testing/debugging real P3IO devices with EXTIO
* feat(ddr): Add testing tool for real EXTIO devices
* feat(ddr): Add extio driver
* feat(ddr): Add p3io driver
* feat(iidx 20-26): New/fixed gfx up-/downscaling feature, old one was broken
* feat(ddr): Vigem driver for ddrio
* feat(iidx 25-30): The user can now set a custom camera device override of "SKIP" to leave that camera unassigned
- feat(iidx 30): Added support
- feat(ddr): Add ddrio implementation with P3IO driver backend
- feat(ddr): Add p3io-ddr-tool for testing/debugging real P3IO devices with EXTIO
- feat(ddr): Add testing tool for real EXTIO devices
- feat(ddr): Add extio driver
- feat(ddr): Add p3io driver
- feat(iidx 20-26): New/fixed gfx up-/downscaling feature, old one was broken
- feat(ddr): Vigem driver for ddrio
- feat(iidx 25-30): The user can now set a custom camera device override of "SKIP" to leave that
camera unassigned
### Fixes
* fix(iidx 09/10): Fix stretched BGAs on 1st and 3rd style videos
- fix(iidx 09/10): Fix stretched BGAs on 1st and 3rd style videos
## 5.44
### Features
* feat(doc): ezusb dev journal entry, 10th style ezusb boot up and security setup
* feat(iidx 09/10): ezusb API call monitoring module and configuration flag
* feat(iidx 19): Add back btools monitor check for iidxhook5
* feat(iidx 9-19): Add configurable settings path hook. Redirect settings paths, i.e. `d/`, `e/` and
- feat(doc): ezusb dev journal entry, 10th style ezusb boot up and security setup
- feat(iidx 09/10): ezusb API call monitoring module and configuration flag
- feat(iidx 19): Add back btools monitor check for iidxhook5
- feat(iidx 9-19): Add configurable settings path hook. Redirect settings paths, i.e. `d/`, `e/` and
`f/` drive "folders" to an arbitrary path on any partition, e.g. writable partition
* feat(iidx 9/10): Improve commandline script for irbeat-patch 09 and 10, add interactive mode
- feat(iidx 9/10): Improve commandline script for irbeat-patch 09 and 10, add interactive mode
### Fixes
* fix(iidx 10): SQ-INIT error caused by incorrect security configuration
* fix(iidx 9-24): Wire up coin input in ezusb1/2 IO emulation layer
* fix(pnm 15-18): Fix IO buffer inconsistency causing random input misfiring
* fix(jb 1-8): Fix IO buffer inconsistency causing random input misfiring
* fix(iidx 9-24): Fix IO buffer inconsistency causing random input misfiring
* fix(iidx 19): imagefs override strategy with local file redir. Required to enable monitor-check
on all chart files
* fix(iidx 9-19): Code synchronization issue causing deadlock resulting in game hang/stuck on boot
* fix(iidx 9-19): Fix broken settings path handling with mixed / and \
* fix(iidx 27): Align disabled cam connection config defaults with 28/29
* fix(inject): Fix missing forwarding of exit code
* fix(inject): Getting stuck when game exits cleanly due to locked up debugger thread.
* fix(iidx 18/19 CN): gamestart.bat creating dev/nvram and dev/raw folders
- fix(iidx 10): SQ-INIT error caused by incorrect security configuration
- fix(iidx 9-24): Wire up coin input in ezusb1/2 IO emulation layer
- fix(pnm 15-18): Fix IO buffer inconsistency causing random input misfiring
- fix(jb 1-8): Fix IO buffer inconsistency causing random input misfiring
- fix(iidx 9-24): Fix IO buffer inconsistency causing random input misfiring
- fix(iidx 19): imagefs override strategy with local file redir. Required to enable monitor-check on
all chart files
- fix(iidx 9-19): Code synchronization issue causing deadlock resulting in game hang/stuck on boot
- fix(iidx 9-19): Fix broken settings path handling with mixed / and \\
- fix(iidx 27): Align disabled cam connection config defaults with 28/29
- fix(inject): Fix missing forwarding of exit code
- fix(inject): Getting stuck when game exits cleanly due to locked up debugger thread.
- fix(iidx 18/19 CN): gamestart.bat creating dev/nvram and dev/raw folders
## 5.43
* iidx29: (Officially) support IIDX CASTHOUR
* Code structure maintenance
* Various documentation improvements
- iidx29: (Officially) support IIDX CASTHOUR
- Code structure maintenance
- Various documentation improvements
## 5.42
* Bugfix: Fix diagonal texture tearing on IIDX 18 and 19 based games
* Feature: Add support for IIDX Resort Anthem CN using iidxhook4-cn
* Feature/bugfix: Enable "nvidia fix" for iidxhook4, 5 and 5-cn. Should fix crashing on some/all
- Bugfix: Fix diagonal texture tearing on IIDX 18 and 19 based games
- Feature: Add support for IIDX Resort Anthem CN using iidxhook4-cn
- Feature/bugfix: Enable "nvidia fix" for iidxhook4, 5 and 5-cn. Should fix crashing on some/all
nvidia cards
* Various minor fixes
- Various minor fixes
## 5.41
* Feature: Support pop'n music 15-18 using popnhook1
* Feature: Support IIDX tricoro CN using iidxhook5-cn
* Various documentation improvements
- Feature: Support pop'n music 15-18 using popnhook1
- Feature: Support IIDX tricoro CN using iidxhook5-cn
- Various documentation improvements
## 5.40
* Feature: Support DDR X and X2 US/EU using ddrhook1 including memory card emulation
* Fix: sdvxhook2 crashing on some OS versions
* Feature: Support sdvx generator lights in sdvxio
- Feature: Support DDR X and X2 US/EU using ddrhook1 including memory card emulation
- Fix: sdvxhook2 crashing on some OS versions
- Feature: Support sdvx generator lights in sdvxio
## 5.39
* jbhook3: Fix window mode, remove window frame option, add show cursor on window option
* Code simplification and cleanup round plug modules
* Code structure improvements p3io jubeat
- jbhook3: Fix window mode, remove window frame option, add show cursor on window option
- Code simplification and cleanup round plug modules
- Code structure improvements p3io jubeat
## 5.38
* sdvxhook2: Support sound voltex exceed gear
- sdvxhook2: Support sound voltex exceed gear
## 5.37
* jbhook1: Support jubeat (1) and ripples
* jbhook2: Support jubeat knit and copious
* jbhook3: Support jubeat saucer, prop, qubell, clan and festo
- jbhook1: Support jubeat (1) and ripples
- jbhook2: Support jubeat knit and copious
- jbhook3: Support jubeat saucer, prop, qubell, clan and festo
## 5.36
* iidxhook9: Support for IIDX28
* Various bugfixes
- iidxhook9: Support for IIDX28
- Various bugfixes
## 5.35
* Jubeat: Add jbio-p4io
* Nostalgia: Add nostio-panb
* Misc: Add wavepass support to aciodrv-icca (and eamio-icca)
* Misc: Refactor aciodrv to support multiple devices using the same port (with aciomgr)
* Misc: Fix d3d9ex windowed hook not behaving correctly (size/framed)
* Misc: Fix docs not being included with release
* Various bugfixes
- Jubeat: Add jbio-p4io
- Nostalgia: Add nostio-panb
- Misc: Add wavepass support to aciodrv-icca (and eamio-icca)
- Misc: Refactor aciodrv to support multiple devices using the same port (with aciomgr)
- Misc: Fix d3d9ex windowed hook not behaving correctly (size/framed)
- Misc: Fix docs not being included with release
- Various bugfixes
## 5.34
* IIDX: Support IO and card reader feature switches to disable emulation in iidxhook4-7
* Jubeat: jbio implementation for magicbox hardware
* Misc: Various documentation improvements
* IIDX: Turntable multiplier (can also be used as inverted) for iidxhook9
* IIDX: iidxhook9, add force screen resolution option to fix sometimes wrong auto res detection by
iidx27 causing inaccurate/wrong refresh rates on monitor check
* IIDX: iidxio BIO2 implementation -> Use BIO2 hardware with any iidxhook or other software
supporting BT5's iidxio interface
* IIDX: BIO2 exit hook, exit the game pressing Start P1 + Start P2, Effect and VEFX
* launcher: Allow overriding service URL from command line
* IIDX: vigem-iidxio, tool to allow using iidxio (ezusb, ezusb2 or bio2) to emulate XBOX controllers
to play other non arcade games that support xinput, e.g. Lunatic Rave (note: Infinitas does not
work with this since it only supports direct input)
- IIDX: Support IO and card reader feature switches to disable emulation in iidxhook4-7
- Jubeat: jbio implementation for magicbox hardware
- Misc: Various documentation improvements
- IIDX: Turntable multiplier (can also be used as inverted) for iidxhook9
- IIDX: iidxhook9, add force screen resolution option to fix sometimes wrong auto res detection by
iidx27 causing inaccurate/wrong refresh rates on monitor check
- IIDX: iidxio BIO2 implementation -> Use BIO2 hardware with any iidxhook or other software
supporting BT5's iidxio interface
- IIDX: BIO2 exit hook, exit the game pressing Start P1 + Start P2, Effect and VEFX
- launcher: Allow overriding service URL from command line
- IIDX: vigem-iidxio, tool to allow using iidxio (ezusb, ezusb2 or bio2) to emulate XBOX controllers
to play other non arcade games that support xinput, e.g. Lunatic Rave (note: Infinitas does not
work with this since it only supports direct input)
## 5.33
* iidxhook9: Support for IIDX27
* sdvxio-bio2: Driver for real sdvx5 cabinet IO hardware
* vigem-sdvxio: Tool to allow using sdvxio (kfca or bio2) to emulate an xbox controller
* Various bugfixes and refactoring for inject and launcher
- iidxhook9: Support for IIDX27
- sdvxio-bio2: Driver for real sdvx5 cabinet IO hardware
- vigem-sdvxio: Tool to allow using sdvxio (kfca or bio2) to emulate an xbox controller
- Various bugfixes and refactoring for inject and launcher
## 5.32
* Various bugfixes
- Various bugfixes
## 5.31
* DDR: Fix p3io and extio lights not working / being swapped when using geninput
* DDR: Add HDXS light support
* DDR: Add 64 bit support
* DDR: Add option to use COM4 as the p3io rs232 port instead of emulating (for use with acrealio etc.)
* Jubeat: Add network adapter hook
* Misc: Fix aciodrv sometimes hanging on boot (eamio-icca and sdvxio-kfca)
- DDR: Fix p3io and extio lights not working / being swapped when using geninput
- DDR: Add HDXS light support
- DDR: Add 64 bit support
- DDR: Add option to use COM4 as the p3io rs232 port instead of emulating (for use with acrealio
etc.)
- Jubeat: Add network adapter hook
- Misc: Fix aciodrv sometimes hanging on boot (eamio-icca and sdvxio-kfca)
## 5.30
* SDVX: sdvxhook2 headphone force and cursor confining config options
* DDR: Add light support for SMX gen 4 pads
- SDVX: sdvxhook2 headphone force and cursor confining config options
- DDR: Add light support for SMX gen 4 pads
## 5.29
* SDVX: Add option for monitor rotation
* SDVX: Add option to allow overriding network adapter IP
* IIDX: Add force display adapter and refresh rate configuration
* SDVX: Allow specifying display adapter to open for d3d9ex hook
* IIDX/SDVX camerahooks bugfix: Camera sometimes not detected on some older machines
- SDVX: Add option for monitor rotation
- SDVX: Add option to allow overriding network adapter IP
- IIDX: Add force display adapter and refresh rate configuration
- SDVX: Allow specifying display adapter to open for d3d9ex hook
- IIDX/SDVX camerahooks bugfix: Camera sometimes not detected on some older machines
## 5.28
* Improve documentation in various places
* Automatic code formatting in build pipeline
* Bugfix: Recursive config.bat script
* Enable automatic building on pushes to master
* Bugfix: Stop SDVX hanging on thankyou for playing
* sdvx2: Support for Vivid Wave using sdvxhook2
* sdvxio-kfca: Driver for real sdvx cabinet IO hardware
- Improve documentation in various places
- Automatic code formatting in build pipeline
- Bugfix: Recursive config.bat script
- Enable automatic building on pushes to master
- Bugfix: Stop SDVX hanging on thankyou for playing
- sdvx2: Support for Vivid Wave using sdvxhook2
- sdvxio-kfca: Driver for real sdvx cabinet IO hardware
## 5.27
* Various documentation updates regarding development and how to contribute
* KFCA emulation accuracy fixes
* Fix passthrough of serial calls when using real hardware (e.g. card reader passthrough IIDX25+/SDVX5+)
* Add sdvxio-kfca driver to talk to real SDVX hardware
* Refactor d3d9 hook module to improve maintainability. Also fixes upscaling not working on IIDX20+.
* Remove d3d8 hook module to improve maintainability. Make old d3d8 based games, e.g. iidxhook1/2, use d3d9 instead.
Requires usage of d3d8to9 wrapper library to use gfx patching features.
* Add dev doc about IIDX rendering loops
* Add an initial draft of an architecture document (will be worked on in iterations)
* Refactor BIO2 emulation to make it re-usable by other games
- Various documentation updates regarding development and how to contribute
- KFCA emulation accuracy fixes
- Fix passthrough of serial calls when using real hardware (e.g. card reader passthrough
IIDX25+/SDVX5+)
- Add sdvxio-kfca driver to talk to real SDVX hardware
- Refactor d3d9 hook module to improve maintainability. Also fixes upscaling not working on IIDX20+.
- Remove d3d8 hook module to improve maintainability. Make old d3d8 based games, e.g. iidxhook1/2,
use d3d9 instead. Requires usage of d3d8to9 wrapper library to use gfx patching features.
- Add dev doc about IIDX rendering loops
- Add an initial draft of an architecture document (will be worked on in iterations)
- Refactor BIO2 emulation to make it re-usable by other games
## 5.26
* iidxio-ezusb: Reduce sleep time to Sleep(1) to avoid framerate issues on some versions of iidx.
* Bugfix: iidx d3d9 games, mainly the newer ones iidx 20-25, freezing. Happened on boot, during song selection or during the song.
* Bugfix: log_server_init deadlock on iidxhook4-7. This caused games like iidx24 to hang before even showing a render window.
* iidxhook: Add feature to allow GPU based up-/downscaling of rendered frame. This gives
you the possibility to upscale the resolution of old SD (640x480) games to your monitor's/TV's
native resolution which can have a few advantages: better image quality if the monitor's upscaler
is not doing a good job, especially on resolutions that are not a multiple of its native resolution;
Reduce display latency if the upscaler is slow, avoid over-/underscan which cannot always be fixed
entirely or at all (depending on your GPU and monitor model). See the iidxhook configuration file
for the new parameters available.
* Major readme cleanup. Add development documentation like style guide, guidelines, development setup.
- iidxio-ezusb: Reduce sleep time to Sleep(1) to avoid framerate issues on some versions of iidx.
- Bugfix: iidx d3d9 games, mainly the newer ones iidx 20-25, freezing. Happened on boot, during song
selection or during the song.
- Bugfix: log_server_init deadlock on iidxhook4-7. This caused games like iidx24 to hang before even
showing a render window.
- iidxhook: Add feature to allow GPU based up-/downscaling of rendered frame. This gives you the
possibility to upscale the resolution of old SD (640x480) games to your monitor's/TV's native
resolution which can have a few advantages: better image quality if the monitor's upscaler is not
doing a good job, especially on resolutions that are not a multiple of its native resolution;
Reduce display latency if the upscaler is slow, avoid over-/underscan which cannot always be fixed
entirely or at all (depending on your GPU and monitor model). See the iidxhook configuration file
for the new parameters available.
- Major readme cleanup. Add development documentation like style guide, guidelines, development
setup.
## 5.25
* Bugfix: iidx14 and 15 crashing on Windows 10
* Bugfix: IO2 driver not using correct package sizes on reads/write -> iidxio-ezusb2.dll now working
* Improve ezusb2-boot.bat script to handle flashing of IO2 firmware
* Remove broken x64 builds of ezusb1/2 tools -> Just use the x86 tool versions instead
(use the x64 versions of iidxio-ezusb.dll and iidxio-ezusb2.dll with iidx25)
* iidxhook1-8: Allow floating point values for frame rate limiting, e.g. 59.95 (hz).
* Improve timing with ezusb (C02) driver
- Bugfix: iidx14 and 15 crashing on Windows 10
- Bugfix: IO2 driver not using correct package sizes on reads/write -> iidxio-ezusb2.dll now working
- Improve ezusb2-boot.bat script to handle flashing of IO2 firmware
- Remove broken x64 builds of ezusb1/2 tools -> Just use the x86 tool versions instead (use the x64
versions of iidxio-ezusb.dll and iidxio-ezusb2.dll with iidx25)
- iidxhook1-8: Allow floating point values for frame rate limiting, e.g. 59.95 (hz).
- Improve timing with ezusb (C02) driver
## v5.24
* Bugfix: iidxhook8 hangs very early on startup (race condition in log-server module)
- Bugfix: iidxhook8 hangs very early on startup (race condition in log-server module)
## v5.23
* Refactored configurion (file) handling for iidxhooks, RE-READ THE DOCUMENTATION.
This gets rid of the "short cmd parameters", e.g. -w for windowed mode, and replaces
them with full name parameters, e.g. -p gfx.windowed=true, which improves handling
of configuration files/values.
* Add a lot of unit tests to the codebase
* Refactored round plug security infrastructure, shared with IIDX and jubeat (1)
* Move shared utility modules between iidxhook modules to a separate utilty module 'iidxhook-util'
* Add experimental jubeat (1) support (buggy IO emulation)
* Various fixes to improve all iidxhooks when running on Windows 10
* Bugfix: iidxio-ezusb getting stuck on newer Windows platforms
* Update iidxhook docs, e.g. how to get old IIDX versions sync on Windows 10
* Various documentation updates
* Various code cleanup
* Various other minor bugfixes
- Refactored configurion (file) handling for iidxhooks, RE-READ THE DOCUMENTATION. This gets rid of
the "short cmd parameters", e.g. -w for windowed mode, and replaces them with full name
parameters, e.g. -p gfx.windowed=true, which improves handling of configuration files/values.
- Add a lot of unit tests to the codebase
- Refactored round plug security infrastructure, shared with IIDX and jubeat (1)
- Move shared utility modules between iidxhook modules to a separate utilty module 'iidxhook-util'
- Add experimental jubeat (1) support (buggy IO emulation)
- Various fixes to improve all iidxhooks when running on Windows 10
- Bugfix: iidxio-ezusb getting stuck on newer Windows platforms
- Update iidxhook docs, e.g. how to get old IIDX versions sync on Windows 10
- Various documentation updates
- Various code cleanup
- Various other minor bugfixes
## v5.22
* Added a lot of documentation and readme stuff (READ IT!!11)
* Re-numbering iidxhook implementations to make room for missing games
* Support for IIDX 18 -> iidxhook4
* Support for IIDX 19 -> iidxhook5
* Support for IIDX 20 -> iidxhook6
* A lot of code refactoring and cleanup
* Refactor p3io emulation
* Remove obsolete BT4 DDR stuff
* iidxhook: Refactored software monitor check and bugfixes. You can use the
auto monitor check to determine your machine's refresh rate or (new) set the
refresh rate yourself in the configuration file, e.g. when you already have
determined it using one of the newer IIDX games and want to skip that monitor
check or if BT5's software monitor check doesn't work properly (e.g. on Win 7).
* iidxhook1-3: Check if eamuse server is reachable and log a warning otherwise.
This should make debugging invalid URLs or connection issues easier.
* iidxhook: Revised ezusb and ezusb2 emulation layer. Translucent support
removed, all IO emulation goes through BT5's iidxio interface.
* iidxio: Add implementations for ezusb (C02 IO) and ezusb2 (IO2) hardware. This
allows you to run _ANY_ IIDX game supported by BT5 either with real C02 or IO2
hardware.
* iidxhook: Remove translucent card reader feature. Again, to create a unified
interface for _ALL_ versions, use the eamio-icca.dll if you want to run on
real ICCA (slotted or wavepass) readers.
* Various other bugfixes
Again, read the various markdown (.md) readme files. We tried to document
everything to the best of our knowledge. If you are missing something, please
contribute by adding that information and submitting a patch to us.
- Added a lot of documentation and readme stuff (READ IT!!11)
- Re-numbering iidxhook implementations to make room for missing games
- Support for IIDX 18 -> iidxhook4
- Support for IIDX 19 -> iidxhook5
- Support for IIDX 20 -> iidxhook6
- A lot of code refactoring and cleanup
- Refactor p3io emulation
- Remove obsolete BT4 DDR stuff
- iidxhook: Refactored software monitor check and bugfixes. You can use the auto monitor check to
determine your machine's refresh rate or (new) set the refresh rate yourself in the configuration
file, e.g. when you already have determined it using one of the newer IIDX games and want to skip
that monitor check or if BT5's software monitor check doesn't work properly (e.g. on Win 7).
- iidxhook1-3: Check if eamuse server is reachable and log a warning otherwise. This should make
debugging invalid URLs or connection issues easier.
- iidxhook: Revised ezusb and ezusb2 emulation layer. Translucent support removed, all IO emulation
goes through BT5's iidxio interface.
- iidxio: Add implementations for ezusb (C02 IO) and ezusb2 (IO2) hardware. This allows you to run
_ANY_ IIDX game supported by BT5 either with real C02 or IO2 hardware.
- iidxhook: Remove translucent card reader feature. Again, to create a unified interface for _ALL_
versions, use the eamio-icca.dll if you want to run on real ICCA (slotted or wavepass) readers.
- Various other bugfixes
Again, read the various markdown (.md) readme files. We tried to document everything to the best of
our knowledge. If you are missing something, please contribute by adding that information and
submitting a patch to us.
## v5.21
* Camera hook for IIDX 25 (use any UVC webcam in-game), by Xyen
* *deep breath* Source code release
- Camera hook for IIDX 25 (use any UVC webcam in-game), by Xyen
- *deep breath* Source code release
## v5.20
* Support for the new IIDX 25 IO board (xyen)
* New IO hook system with better multi-threading behavior
* Add a replaceable "vefxio" backend dll for IIDX (xyen)
* Card reader emulation can now be disabled in iidxhook (xyen)
* Add jbhook (xyen, mon)
* Add ddrhook (ported from Bemanitools 4 by mon)
* Various ICCA emulation improvements (xyen, mon)
* QoL improvements to config.exe (xyen, mon)
* Other bug fixes (various contributors)
- Support for the new IIDX 25 IO board (xyen)
- New IO hook system with better multi-threading behavior
- Add a replaceable "vefxio" backend dll for IIDX (xyen)
- Card reader emulation can now be disabled in iidxhook (xyen)
- Add jbhook (xyen, mon)
- Add ddrhook (ported from Bemanitools 4 by mon)
- Various ICCA emulation improvements (xyen, mon)
- QoL improvements to config.exe (xyen, mon)
- Other bug fixes (various contributors)
## a19
* iidx 17 support
* Bugfix: forums.php?action=viewthread&threadid=51257&postid=1425861#post1425861
* iidx 14-17: Improved monitor check and new monitor check screen which shows
the current frame rate instead of just a white screen
* iidx 09-13: Improved monitor check (but still white screen when in progress.
d3d8 doesn't offer any text render out of the box)
* iidxfx(2)-exit-hook: Switch off lights on shutdown
* Various other bugfixes
- iidx 17 support
- Bugfix: forums.php?action=viewthread&threadid=51257&postid=1425861#post1425861
- iidx 14-17: Improved monitor check and new monitor check screen which shows the current frame rate
instead of just a white screen
- iidx 09-13: Improved monitor check (but still white screen when in progress. d3d8 doesn't offer
any text render out of the box)
- iidxfx(2)-exit-hook: Switch off lights on shutdown
- Various other bugfixes
## a18
* Bugfix: forums.php?action=viewthread&threadid=51063
* Various other bugfixes
- Bugfix: forums.php?action=viewthread&threadid=51063
- Various other bugfixes
## a17
* IIDX 16 support
* Fix broken debug output to file (for iidxhook1-3 and all games using launcher)
* Improve debug output
* Various minor bugfixes
- IIDX 16 support
- Fix broken debug output to file (for iidxhook1-3 and all games using launcher)
- Improve debug output
- Various minor bugfixes
## a16
* Add tools.zip which contains various tools for development: ezusb IO related,
bemanitools API testing, acio related
* Add documentation (.md files) for tools
* Add iidxfx(2)-exit-hook.dll: Hook this using either inject or launcher
(depending on the game version) and exit the game by pressing Start P1 + Start
P2 + VEFX + Effect simultaneously
* Bugfix iidxio API: 16seg not working on IIDX games with FX2 emulation
* Bugfix iidxio API: return value of init call not getting checked in hook
libraries
* SDVX input emulation fixes
* Various other bugfixes
- Add tools.zip which contains various tools for development: ezusb IO related, bemanitools API
testing, acio related
- Add documentation (.md files) for tools
- Add iidxfx(2)-exit-hook.dll: Hook this using either inject or launcher (depending on the game
version) and exit the game by pressing Start P1 + Start P2 + VEFX + Effect simultaneously
- Bugfix iidxio API: 16seg not working on IIDX games with FX2 emulation
- Bugfix iidxio API: return value of init call not getting checked in hook libraries
- SDVX input emulation fixes
- Various other bugfixes
## a15
* Select best network adapter if having multiple
* Add Felica card detection
* Fix SDVX HID lighting
* Fix IIDX FX2 deck lighting
- Select best network adapter if having multiple
- Add Felica card detection
- Fix SDVX HID lighting
- Fix IIDX FX2 deck lighting
## a13
* iidx 15 (DJ Troopers) support
* Fix BG video triangle seam on old games
* New options handling: cmd args and options file
- iidx 15 (DJ Troopers) support
- Fix BG video triangle seam on old games
- New options handling: cmd args and options file
## a11
* Fix nVidia crash on GOLD
- Fix nVidia crash on GOLD
## a10
* Adds IO2 emulation for Gold
* Add IO2 translucent mode for Gold ONLY atm (untested due to lack of hardware)
* Random input bug resolved (also kinda untested, so maybe?)
- Adds IO2 emulation for Gold
- Add IO2 translucent mode for Gold ONLY atm (untested due to lack of hardware)
- Random input bug resolved (also kinda untested, so maybe?)
## a09
* Add IIDX 14 support
- Add IIDX 14 support
## a08
* Add experimental KFCA (SDVX PCB) support
* Add Sound Voltex and BeatStream builds
- Add experimental KFCA (SDVX PCB) support
- Add Sound Voltex and BeatStream builds
## a07
* Add IIDX 13 DistorteD support
* Add option to use real card readers with IIDX 13
- Add IIDX 13 DistorteD support
- Add option to use real card readers with IIDX 13
## a06
* Fixes bug in chart data loader interception code
- Fixes bug in chart data loader interception code
## a05
* Fix broken card reader emulation on Copula
* Add monitor check/auto timebase for old IIDX games (9-12) -> refer to the
readme file on how to use it
- Fix broken card reader emulation on Copula
- Add monitor check/auto timebase for old IIDX games (9-12) -> refer to the readme file on how to
use it
## a04
* Add software frame rate limiter for all D3D8 based games (-g option).
- Add software frame rate limiter for all D3D8 based games (-g option).
## a03
* Add support for IIDX 9-12
* Translucent mode: Use real C02 EZUSB IO hardware
* eamio-real.dll: Use real slotted or wave pass card readers
* Setup guide, advanced features and FAQ: see readme file iidxhook1.md
- Add support for IIDX 9-12
- Translucent mode: Use real C02 EZUSB IO hardware
- eamio-real.dll: Use real slotted or wave pass card readers
- Setup guide, advanced features and FAQ: see readme file iidxhook1.md
## a02
* Fonts are always correct irrespective of system locale! (Make sure you
install East Asian fonts tho)
* No longer crashes shitty gaming mice that don't follow the USB spec! (will
backport this to bt4)
* launcher.exe now has a UAC manifest! (because 2006 called and told me to get
with the fucking program)
- Fonts are always correct irrespective of system locale! (Make sure you install East Asian fonts
tho)
- No longer crashes shitty gaming mice that don't follow the USB spec! (will backport this to bt4)
- launcher.exe now has a UAC manifest! (because 2006 called and told me to get with the fucking
program)
## a01
* Initial Alpha, only supports IIDX 21 and 22 for now.
- Initial Alpha, only supports IIDX 21 and 22 for now.

View File

@ -1,36 +1,39 @@
# Contributing
This document outlines different types of contributions and how YOU can help us to improve the
project. Read it, as it provides guidelines that are there to help you and the maintainers.
## Reporting and discussions: Issues section on gitlab
In order to avoid having to manage ongoing discussions and bug reports on different communication
channels, e.g. forums, messangers or other closed groups, we ask everyone to treat the issue
section on gitlab as the place to open their relevant discussions and bug reports regarding the
project.
channels, e.g. forums, messangers or other closed groups, we ask everyone to treat the issue section
on gitlab as the place to open their relevant discussions and bug reports regarding the project.
The maintainers of the project do not have the time nor motivation to micromanage on the various
channels and enter all data here to have it collected. This is a simple task that *ANYONE* can do
channels and enter all data here to have it collected. This is a simple task that *ANYONE* can do
allowing the maintainers and developers to spend their time on the codebase.
## Bug reports
Follow these steps when reporting bugs to ensure you provide all information we *always* need and
make your report valuable and actionable.
1. On the bemanitools repository, go `Issues` on the left-hand sidebar.
1. Use the search function to check if there is an already open issue regarding what you want to
report
1. If that applies, read the open issue to check what's already covered regarding the bug
1. Provide additional information or things that are missing. Upload your log files,
screenshots, videos etc. Be careful to remove sensitive information like PCBIDs
1. Give a thumbs up to the issue to show you are interested/affected as well
report
1. If that applies, read the open issue to check what's already covered regarding the bug
1. Provide additional information or things that are missing. Upload your log files, screenshots,
videos etc. Be careful to remove sensitive information like PCBIDs
1. Give a thumbs up to the issue to show you are interested/affected as well
1. If no existing issue avilable, create a new one
1. Come up with a descriptive title
1. **USE OUR BUG REPORTING TEMPLATE**: Pick it by selecting `Bug` on the `Description` section
1. Follow the sections and their instructions provided by the template and fill them in. All fields
are mandatory to provide a comprehensive report if not stated otherwise
are mandatory to provide a comprehensive report if not stated otherwise
1. When finished, submit the issue
## Pull requests: bugfixes, new features or other code contributions
Pull requests are welcome! May it be a merge request to an already known issue or a new feature that
you consider as a valuable contribution, please open a MR.
@ -47,37 +50,39 @@ that your contribution meets our standards. This is not meant to annoy people bu
consistency that the project stays maintainable for everyone.
Steps for contributing to the repository using a merge request:
1. If you are new to git, take a bit of time to learn the basics which are very simple, e.g. Google
for "git tutorial for non-programmers"
for "git tutorial for non-programmers"
1. Fork the upstream repository (Fork button on the top right on the main page of the repository)
1. You can start editing files like documentation easily inside gitlab which might be the prefered
option for many non-coders
option for many non-coders
1. Clone your fork to your local machine and start working on stuff
1. Ensure you push your changes to your fork on gitlab
1. When done, go to the `Merge Requests` section on the left sidebar of the upstream repository
1. Hit the `New merge request` button
1. Select the `master` branch as the source branch
1. Select whatever branch you worked, likely `master` if you didn't change that, as the target
branch
branch
1. Hit `Compare branches and continue`
1. Provide a descriptive title of what your change is about
1. **USE OUR MR TEMPLATES**
1. If you submit a bugfix, use the `Bugfix` tempalte and fill in the sections
1. If you submit a new feature, use the `Feature` template and fill in the sections
1. If you submit a bugfix, use the `Bugfix` tempalte and fill in the sections
1. If you submit a new feature, use the `Feature` template and fill in the sections
1. If you submit some minor fixes or documentation improvements, there is no template for that.
Please provide a expressive description what you did and *why* you did that
Please provide a expressive description what you did and *why* you did that
1. If any of your changes are tied to one or multiple issues, link them in the description
1. When done, hit `Submit merge request`
The maintainers will take a look at your submission and provide their feedback. The intention of
this process is to ensure the contribution meets the quality standards. Please also see this is
a learning opportunity, especially with your first contribution, if a lot of comments and change
this process is to ensure the contribution meets the quality standards. Please also see this is a
learning opportunity, especially with your first contribution, if a lot of comments and change
requests are being made. The maintainers are open to discuss their suggestions/feedback if
reasonable feedback is given back to them.
Once all discussion is resolved and the involved maintainers approved your submission, it will be
merged into master and also included in the next release.
## Roadmap
## Roadmap
No concrete roadmap or timeline exists. We want to continue adding support for new games as well as
old games (some of the old games supported by BT4 are not supported, yet).
old games (some of the old games supported by BT4 are not supported, yet).

248
README.md
View File

@ -6,169 +6,181 @@ Version: `5.49`
A collection of tools to run [various Bemani arcade games](#supported-games).
Bemanitools 5 (BT5) is the successor to Bemanitools 4 which introduces a big code cleanup and support for newer games.
BT5 uses a cleaner approach than BT4 did; specifically, all input and lighting is handled by emulating the protocols
spoken by the real IO PCBs, instead of replacing chunks of game code like BT4. The benefits of this approach are a more
authentic gameplay experience, and easier support for a broader range of releases from each game series.
Bemanitools 5 (BT5) is the successor to Bemanitools 4 which introduces a big code cleanup and
support for newer games. BT5 uses a cleaner approach than BT4 did; specifically, all input and
lighting is handled by emulating the protocols spoken by the real IO PCBs, instead of replacing
chunks of game code like BT4. The benefits of this approach are a more authentic gameplay
experience, and easier support for a broader range of releases from each game series.
## Documentation
Browse our [documentation](doc/README.md) as it might already cover various questions and concerns
you are looking for or about to ask.
## Contributions and bug reporting
[Read the dedicated CONTRIBUTING.md documentation](CONTRIBUTING.md).
The tl;dr version and golden rules of the sections in the document:
* **EVERYONE** can contribute, this is **NOT** limited to people coding
* [Open an issue on gitlab for discussions, feature requests and bug reports](CONTRIBUTING.md#reporting-and-discussions-issues-section-on-github)
* [ALWAYS report bugs as issues and ALWAYS use the available bug template](CONTRIBUTING.md#bug-reports)
* [Everyone is allowed to submit changes which are not just limited to code by opening merge requests](CONTRIBUTING.md#pull-requests-bugfixes-new-features-or-other-code-contributions)
* [Documentation improvements can and even should be contributed by non developers](CONTRIBUTING.md#pull-requests-bugfixes-new-features-or-other-code-contributions)
- **EVERYONE** can contribute, this is **NOT** limited to people coding
- [Open an issue on gitlab for discussions, feature requests and bug reports](CONTRIBUTING.md#reporting-and-discussions-issues-section-on-github)
- [ALWAYS report bugs as issues and ALWAYS use the available bug template](CONTRIBUTING.md#bug-reports)
- [Everyone is allowed to submit changes which are not just limited to code by opening merge requests](CONTRIBUTING.md#pull-requests-bugfixes-new-features-or-other-code-contributions)
- [Documentation improvements can and even should be contributed by non developers](CONTRIBUTING.md#pull-requests-bugfixes-new-features-or-other-code-contributions)
## Supported games
The following games are supported with their corresponding hook-libraries.
* BeatStream
* BeatStream (`bst.zip`): bsthook
* BeatStream アニムトライヴ (`bst.zip`): bsthook
* [Dance Dance Revolution](doc/ddrhook/README.md)
* Dance Dance Revolution X (`ddr-11.zip`): [ddrhook1](doc/ddrhook/ddrhook1.md)
* Dance Dance Revolution X2 (US/EU regions) (`ddr-12-us.zip`): [ddrhook1](doc/ddrhook/ddrhook1.md)
* Dance Dance Revolution X2 (JP region) (`ddr-12.zip`): [ddrhook2](doc/ddrhook/ddrhook2.md)
* Dance Dance Revolution 2013 (`ddr-14-to-16.zip`): [ddrhook2](doc/ddrhook/ddrhook2.md)
* Dance Dance Revolution 2014 (`ddr-14-to-16.zip`): [ddrhook2](doc/ddrhook/ddrhook2.md)
* Dance Dance Revolution A (`ddr-14-to-16.zip`): [ddrhook2](doc/ddrhook/ddrhook2.md)
* [Beatmania IIDX](doc/iidxhook/README.md)
* Beatmania IIDX 9th Style (`iidx-09-to-12.zip`): [iidxhook1](doc/iidxhook/iidxhook1.md)
* Beatmania IIDX 10th Style (`iidx-09-to-12.zip`): [iidxhook1](doc/iidxhook/iidxhook1.md)
* Beatmania IIDX 11 IIDX RED (`iidx-09-to-12.zip`): [iidxhook1](doc/iidxhook/iidxhook1.md)
* Beatmania IIDX 12 HAPPY SKY (`iidx-09-to-12.zip`): [iidxhook1](doc/iidxhook/iidxhook1.md)
* Beatmania IIDX 13 DistorteD (`iidx-13.zip`): [iidxhook2](doc/iidxhook/iidxhook2.md)
* Beatmania IIDX 14 GOLD (`iidx-14-to-17.zip`): [iidxhook3](doc/iidxhook/iidxhook3.md)
* Beatmania IIDX 15 DJ TROOPERS (`iidx-14-to-17.zip`): [iidxhook3](doc/iidxhook/iidxhook3.md)
* Beatmania IIDX 16 EMPRESS (`iidx-14-to-17.zip`): [iidxhook3](doc/iidxhook/iidxhook3.md)
* Beatmania IIDX 17 SIRIUS (`iidx-14-to-17.zip`): [iidxhook3](doc/iidxhook/iidxhook3.md)
* Beatmania IIDX 18 Resort Anthem (`iidx-18.zip`): [iidxhook4](doc/iidxhook/iidxhook4.md)
* Beatmania IIDX 19 Lincle (`iidx-19.zip`): [iidxhook5](doc/iidxhook/iidxhook5.md)
* Beatmania IIDX tricoro CN (狂热节拍 IIDX 2) (`iidx-20-cn.zip`): [iidxhook5-cn](doc/iidxhook/iidxhook5-cn.md)
* Beatmania IIDX 20 Tricoro (`iidx-20.zip`): [iidxhook6](doc/iidxhook/iidxhook6.md)
* Beatmania IIDX 21 SPADA (`iidx-21-to-24.zip`): [iidxhook7](doc/iidxhook/iidxhook7.md)
* Beatmania IIDX 22 PENDUAL (`iidx-21-to-24.zip`): [iidxhook7](doc/iidxhook/iidxhook7.md)
* Beatmania IIDX 23 copula (`iidx-21-to-24.zip`): [iidxhook7](doc/iidxhook/iidxhook7.md)
* Beatmania IIDX 24 SINOBUZ (`iidx-21-to-24.zip`): [iidxhook7](doc/iidxhook/iidxhook7.md)
* Beatmania IIDX 25 CANNON BALLERS (`iidx-25-to-26.zip`): [iidxhook8](doc/iidxhook/iidxhook8.md)
* Beatmania IIDX 26 Rootage (`iidx-25-to-26.zip`): [iidxhook8](doc/iidxhook/iidxhook8.md)
* Beatmania IIDX 27 Heroic Verse (`iidx-27-to-30.zip`): [iidxhook9](doc/iidxhook/iidxhook9.md)
* Beatmania IIDX 28 BISTROVER (`iidx-27-to-30.zip`): [iidxhook9](doc/iidxhook/iidxhook9.md)
* Beatmania IIDX 29 CASTHOUR (`iidx-27-to-30.zip`): [iidxhook9](doc/iidxhook/iidxhook9.md)
* Beatmania IIDX 30 RESIDENT (`iidx-27-to-30.zip`): [iidxhook9](doc/iidxhook/iidxhook9.md)
* [jubeat](doc/jbhook/README.md)
* jubeat (`jb-01.zip`): [jbhook1](doc/jbhook/jbhook1.md)
* jubeat ripples (`jb-02.zip`): [jbhook1](doc/jbhook/jbhook1.md)
* jubeat knit (`jb-03.zip`): [jbhook2](doc/jbhook/jbhook2.md)
* jubeat copious (`jb-04.zip`): [jbhook2](doc/jbhook/jbhook2.md)
* jubeat saucer (fulfill) (`jb-05-to-07.zip`): [jbhook3](doc/jbhook/jbhook3.md)
* jubeat prop (`jb-05-to-07.zip`): [jbhook3](doc/jbhook/jbhook3.md)
* jubeat qubell (`jb-05-to-07.zip`): [jbhook3](doc/jbhook/jbhook3.md)
* jubeat clan (`jb-08.zip`): [jbhook3](doc/jbhook/jbhook3.md)
* jubeat festo (`jb-08.zip`): [jbhook3](doc/jbhook/jbhook3.md)
* [pop'n music](doc/popnhook/README.md)
* pop'n music 15 ADVENTURE (`popn-15-to-18.zip`) using [popnhook1](doc/popnhook/popnhook1.md)
* pop'n music 16 PARTY♪ (`popn-15-to-18.zip`) using [popnhook1](doc/popnhook/popnhook1.md)
* pop'n music 17 THE MOVIE (`popn-15-to-18.zip`) using [popnhook1](doc/popnhook/popnhook1.md)
* pop'n music 18 せんごく列伝 (`popn-15-to-18.zip`) using [popnhook1](doc/popnhook/popnhook1.md)
* SOUND VOLTEX
* SOUND VOLTEX BOOTH (`sdvx-01-to-04.zip`): sdvxhook
* SOUND VOLTEX II -infinite infection- (`sdvx-01-to-04.zip`): sdvxhook
* SOUND VOLTEX III GRAVITY WARS (`sdvx-01-to-04.zip`): sdvxhook
* SOUND VOLTEX IV HEAVENLY HAVEN (`sdvx-01-to-04.zip`): sdvxhook
* SOUND VOLTEX Vivid Wave (`sdvx-05-to-06`): sdvxhook2
* SOUND VOLTEX EXCEED GEAR (`sdvx-05-to-06`): sdvxhook2
- BeatStream
- BeatStream (`bst.zip`): bsthook
- BeatStream アニムトライヴ (`bst.zip`): bsthook
- [Dance Dance Revolution](doc/ddrhook/README.md)
- Dance Dance Revolution X (`ddr-11.zip`): [ddrhook1](doc/ddrhook/ddrhook1.md)
- Dance Dance Revolution X2 (US/EU regions) (`ddr-12-us.zip`): [ddrhook1](doc/ddrhook/ddrhook1.md)
- Dance Dance Revolution X2 (JP region) (`ddr-12.zip`): [ddrhook2](doc/ddrhook/ddrhook2.md)
- Dance Dance Revolution 2013 (`ddr-14-to-16.zip`): [ddrhook2](doc/ddrhook/ddrhook2.md)
- Dance Dance Revolution 2014 (`ddr-14-to-16.zip`): [ddrhook2](doc/ddrhook/ddrhook2.md)
- Dance Dance Revolution A (`ddr-14-to-16.zip`): [ddrhook2](doc/ddrhook/ddrhook2.md)
- [Beatmania IIDX](doc/iidxhook/README.md)
- Beatmania IIDX 9th Style (`iidx-09-to-12.zip`): [iidxhook1](doc/iidxhook/iidxhook1.md)
- Beatmania IIDX 10th Style (`iidx-09-to-12.zip`): [iidxhook1](doc/iidxhook/iidxhook1.md)
- Beatmania IIDX 11 IIDX RED (`iidx-09-to-12.zip`): [iidxhook1](doc/iidxhook/iidxhook1.md)
- Beatmania IIDX 12 HAPPY SKY (`iidx-09-to-12.zip`): [iidxhook1](doc/iidxhook/iidxhook1.md)
- Beatmania IIDX 13 DistorteD (`iidx-13.zip`): [iidxhook2](doc/iidxhook/iidxhook2.md)
- Beatmania IIDX 14 GOLD (`iidx-14-to-17.zip`): [iidxhook3](doc/iidxhook/iidxhook3.md)
- Beatmania IIDX 15 DJ TROOPERS (`iidx-14-to-17.zip`): [iidxhook3](doc/iidxhook/iidxhook3.md)
- Beatmania IIDX 16 EMPRESS (`iidx-14-to-17.zip`): [iidxhook3](doc/iidxhook/iidxhook3.md)
- Beatmania IIDX 17 SIRIUS (`iidx-14-to-17.zip`): [iidxhook3](doc/iidxhook/iidxhook3.md)
- Beatmania IIDX 18 Resort Anthem (`iidx-18.zip`): [iidxhook4](doc/iidxhook/iidxhook4.md)
- Beatmania IIDX 19 Lincle (`iidx-19.zip`): [iidxhook5](doc/iidxhook/iidxhook5.md)
- Beatmania IIDX tricoro CN (狂热节拍 IIDX 2) (`iidx-20-cn.zip`):
[iidxhook5-cn](doc/iidxhook/iidxhook5-cn.md)
- Beatmania IIDX 20 Tricoro (`iidx-20.zip`): [iidxhook6](doc/iidxhook/iidxhook6.md)
- Beatmania IIDX 21 SPADA (`iidx-21-to-24.zip`): [iidxhook7](doc/iidxhook/iidxhook7.md)
- Beatmania IIDX 22 PENDUAL (`iidx-21-to-24.zip`): [iidxhook7](doc/iidxhook/iidxhook7.md)
- Beatmania IIDX 23 copula (`iidx-21-to-24.zip`): [iidxhook7](doc/iidxhook/iidxhook7.md)
- Beatmania IIDX 24 SINOBUZ (`iidx-21-to-24.zip`): [iidxhook7](doc/iidxhook/iidxhook7.md)
- Beatmania IIDX 25 CANNON BALLERS (`iidx-25-to-26.zip`): [iidxhook8](doc/iidxhook/iidxhook8.md)
- Beatmania IIDX 26 Rootage (`iidx-25-to-26.zip`): [iidxhook8](doc/iidxhook/iidxhook8.md)
- Beatmania IIDX 27 Heroic Verse (`iidx-27-to-30.zip`): [iidxhook9](doc/iidxhook/iidxhook9.md)
- Beatmania IIDX 28 BISTROVER (`iidx-27-to-30.zip`): [iidxhook9](doc/iidxhook/iidxhook9.md)
- Beatmania IIDX 29 CASTHOUR (`iidx-27-to-30.zip`): [iidxhook9](doc/iidxhook/iidxhook9.md)
- Beatmania IIDX 30 RESIDENT (`iidx-27-to-30.zip`): [iidxhook9](doc/iidxhook/iidxhook9.md)
- [jubeat](doc/jbhook/README.md)
- jubeat (`jb-01.zip`): [jbhook1](doc/jbhook/jbhook1.md)
- jubeat ripples (`jb-02.zip`): [jbhook1](doc/jbhook/jbhook1.md)
- jubeat knit (`jb-03.zip`): [jbhook2](doc/jbhook/jbhook2.md)
- jubeat copious (`jb-04.zip`): [jbhook2](doc/jbhook/jbhook2.md)
- jubeat saucer (fulfill) (`jb-05-to-07.zip`): [jbhook3](doc/jbhook/jbhook3.md)
- jubeat prop (`jb-05-to-07.zip`): [jbhook3](doc/jbhook/jbhook3.md)
- jubeat qubell (`jb-05-to-07.zip`): [jbhook3](doc/jbhook/jbhook3.md)
- jubeat clan (`jb-08.zip`): [jbhook3](doc/jbhook/jbhook3.md)
- jubeat festo (`jb-08.zip`): [jbhook3](doc/jbhook/jbhook3.md)
- [pop'n music](doc/popnhook/README.md)
- pop'n music 15 ADVENTURE (`popn-15-to-18.zip`) using [popnhook1](doc/popnhook/popnhook1.md)
- pop'n music 16 PARTY♪ (`popn-15-to-18.zip`) using [popnhook1](doc/popnhook/popnhook1.md)
- pop'n music 17 THE MOVIE (`popn-15-to-18.zip`) using [popnhook1](doc/popnhook/popnhook1.md)
- pop'n music 18 せんごく列伝 (`popn-15-to-18.zip`) using [popnhook1](doc/popnhook/popnhook1.md)
- SOUND VOLTEX
- SOUND VOLTEX BOOTH (`sdvx-01-to-04.zip`): sdvxhook
- SOUND VOLTEX II -infinite infection- (`sdvx-01-to-04.zip`): sdvxhook
- SOUND VOLTEX III GRAVITY WARS (`sdvx-01-to-04.zip`): sdvxhook
- SOUND VOLTEX IV HEAVENLY HAVEN (`sdvx-01-to-04.zip`): sdvxhook
- SOUND VOLTEX Vivid Wave (`sdvx-05-to-06`): sdvxhook2
- SOUND VOLTEX EXCEED GEAR (`sdvx-05-to-06`): sdvxhook2
## Auxiliary tooling
* Bootstrapping
* [inject](doc/inject.md): Inject arbitrary hooking libraries into a target application process.
* [launcher](doc/launcher.md): Bootstrap Konami's AVS environment and launch a target application with arbitrary
injected hooking libraries.
* Beatmnia IIDX Ezusb IO board
* [ezusb-iidx-fpga-flash](doc/tools/ezusb-iidx-fpga-flash.md): Flash a binary blob with FPGA firmware to a target
ezusb FX IO board
* [ezusb-iidx-sram-flash](doc/tools/ezusb-iidx-sram-flash.md): Flash a binary blob with SRAM contents to a target
ezusb FX2 IO board
* Exit hooks: Exit the game with a button combination using native cabinet inputs
* [iidx-ezusb-exit-hook](doc/tools/iidx-ezusb-exit-hook.md): For IIDX with ezusb IO
* [iidx-bio2-exit-hook](doc/tools/iidx-bio2-exit-hook.md): For IIDX with BIO2 IO
* [iidx-ezusb2-exit-hook](doc/tools/iidx-ezusb-exit-hook.md): For IIDX with ezusb FX2 IO
* Bemanitools API testing: Tools for testing bemanitools API implementations
* [ddriotest](doc/tools/ddriotest.md): For [ddrio API](doc/api.md#io-boards)
* [eamiotest](doc/tools/eamiotest.md): For [eamio API](doc/api.md#eamuse-readers)
* [iidxiotest](doc/tools/iidxiotest.md): For [iidxio API](doc/api.md#io-boards)
* [jbiotest](doc/tools/jbiotest.md): For [jbio API](doc/api.md#io-boards)
* DDR IO testing: Tools for testing hardware of a real DDR cabinet
* [p3io-ddr-tool](doc/tools/p3io-ddr-tool.md)
* [extiotest](doc/tools/extiotest.md)
* [aciotest](doc/tools/aciotest.md): Command line tool to quickly test ACIO devices
* config: UI input/output configuration tool when using the default bemanitools API (geninput)
* ir-beat-patch-9/10: Patch the IR beat phase on IIDX 9 and 10
* [mempatch-hook](doc/tools/mempatch-hook.md): Patch raw memory locations in the target process based on the provided
configuration
* [pcbidgen](doc/tools/pcbidgen.md): Konami PCBID generator tool
* [ViGEm clients](doc/vigem/README.md): Expose BT5 APIs as XBOX game controllers to play any games with real cabinet
hardware.
- Bootstrapping
- [inject](doc/inject.md): Inject arbitrary hooking libraries into a target application process.
- [launcher](doc/launcher.md): Bootstrap Konami's AVS environment and launch a target application
with arbitrary injected hooking libraries.
- Beatmnia IIDX Ezusb IO board
- [ezusb-iidx-fpga-flash](doc/tools/ezusb-iidx-fpga-flash.md): Flash a binary blob with FPGA
firmware to a target ezusb FX IO board
- [ezusb-iidx-sram-flash](doc/tools/ezusb-iidx-sram-flash.md): Flash a binary blob with SRAM
contents to a target ezusb FX2 IO board
- Exit hooks: Exit the game with a button combination using native cabinet inputs
- [iidx-ezusb-exit-hook](doc/tools/iidx-ezusb-exit-hook.md): For IIDX with ezusb IO
- [iidx-bio2-exit-hook](doc/tools/iidx-bio2-exit-hook.md): For IIDX with BIO2 IO
- [iidx-ezusb2-exit-hook](doc/tools/iidx-ezusb-exit-hook.md): For IIDX with ezusb FX2 IO
- Bemanitools API testing: Tools for testing bemanitools API implementations
- [ddriotest](doc/tools/ddriotest.md): For [ddrio API](doc/api.md#io-boards)
- [eamiotest](doc/tools/eamiotest.md): For [eamio API](doc/api.md#eamuse-readers)
- [iidxiotest](doc/tools/iidxiotest.md): For [iidxio API](doc/api.md#io-boards)
- [jbiotest](doc/tools/jbiotest.md): For [jbio API](doc/api.md#io-boards)
- DDR IO testing: Tools for testing hardware of a real DDR cabinet
- [p3io-ddr-tool](doc/tools/p3io-ddr-tool.md)
- [extiotest](doc/tools/extiotest.md)
- [aciotest](doc/tools/aciotest.md): Command line tool to quickly test ACIO devices
- config: UI input/output configuration tool when using the default bemanitools API (geninput)
- ir-beat-patch-9/10: Patch the IR beat phase on IIDX 9 and 10
- [mempatch-hook](doc/tools/mempatch-hook.md): Patch raw memory locations in the target process
based on the provided configuration
- [pcbidgen](doc/tools/pcbidgen.md): Konami PCBID generator tool
- [ViGEm clients](doc/vigem/README.md): Expose BT5 APIs as XBOX game controllers to play any games
with real cabinet hardware.
## Pre-requisites
### Supported platforms
Our main platforms are currently Windows XP and Windows 7 which are also the target platforms on the original hardware
of those games. However, as it gets more difficult to get and maintain hardware comptible with Windows XP, this might
change in the future. Many games also run on very recent Windows 10 builds but bear with us that it's hard to keep up
with Windows updates breaking legacy software.
Our main platforms are currently Windows XP and Windows 7 which are also the target platforms on the
original hardware of those games. However, as it gets more difficult to get and maintain hardware
comptible with Windows XP, this might change in the future. Many games also run on very recent
Windows 10 builds but bear with us that it's hard to keep up with Windows updates breaking legacy
software.
### Distribution contents
Check the [list of supported games](#supported-games) to grab the right files for your game. BT5 also includes
a *tools* subpackage (tools.zip) as well as the full source code (src.zip).
You will find *.md files in various sub-packages that give you further instructions for setup, usage, error information
or FAQ. We advice you to read them as your questions and concerns might already be answered by them. If not, let us
know if there is any information that you consider helpful or important to know and should be added.
Check the [list of supported games](#supported-games) to grab the right files for your game. BT5
also includes a *tools* subpackage (tools.zip) as well as the full source code (src.zip).
You will find \*.md files in various sub-packages that give you further instructions for setup,
usage, error information or FAQ. We advice you to read them as your questions and concerns might
already be answered by them. If not, let us know if there is any information that you consider
helpful or important to know and should be added.
### Setup and dependencies
Most (older generation) games were developed for Windows XP Embedded but should run fine on any
consumer version of Windows XP. Newer versions of Windows, e.g. Windows 7, 8 and 10, should be fine
as well. Some hooks also include fixes required to run the games on a more recent version.
Depending on the game, you also need the following dependencies installed:
* The 32-bit (x86) version of
- The 32-bit (x86) version of
[Microsoft Visual C++ 2010 Service Pack 1 Redistributable Package MFC Security Update](https://www.microsoft.com/en-sg/download/details.aspx?id=26999)
* The 32-bit (x86) and 64-bit (x64) versions of
- The 32-bit (x86) and 64-bit (x64) versions of
[Microsoft Visual C++ Redistributable Packages for Visual Studio 2013](https://www.microsoft.com/en-sg/download/details.aspx?id=40784)
* The [DirectX 9 End-User Runtimes (June 2010)](https://www.microsoft.com/en-us/download/details.aspx?id=8109)
- The
[DirectX 9 End-User Runtimes (June 2010)](https://www.microsoft.com/en-us/download/details.aspx?id=8109)
See also
[bemanitools-supplement](https://www.github.com/djhackersdev/bemanitools-supplement/)
for files.
See also [bemanitools-supplement](https://www.github.com/djhackersdev/bemanitools-supplement/) for
files.
## Development
### Building
See the [development document](doc/development.md).
### Architecture
A dedicate [architecture document](doc/architecture.md) outlines the architecture of Bemanitools and points out the most
important aspects you should know before you get started with development.
A dedicate [architecture document](doc/architecture.md) outlines the architecture of Bemanitools and
points out the most important aspects you should know before you get started with development.
### API
Please refer to the [API documentation](doc/api.md).
## Release process
Please refer to the [dedicated documentation](doc/release-process.md).
## License
Source code license is the Unlicense; you are permitted to do with this as thou wilt. For details, please refer to the
[LICENSE file](LICENSE) included with the source code.
Source code license is the Unlicense; you are permitted to do with this as thou wilt. For details,
please refer to the [LICENSE file](LICENSE) included with the source code.

View File

@ -4,31 +4,31 @@ This folder contains various types of documentation.
Table of contents:
* Game
* [Error codes](game-error-codes.md): List of bemani game specific error codes that you might
- Game
- [Error codes](game-error-codes.md): List of bemani game specific error codes that you might
encounter during boot or gameplay with troubleshooting information
* Key tools
* [Inject](inject.md): Readme for one of BT5's key applications, `inject.exe`
* [Launcher](launcher.md): Readme for another one of BT5's key applications, `launcher.exe`
* [Tools](tools/README.md): Documentation for additional user and development tooling
* Game hooks
* [ddrhook](ddrhook/README.md): Documentation relevant to `ddrhook` implementations
* [iidxhook](iidxhook/README.md): Documentation relevant to `iidxhook` implementations
* [jbhook](jbhook/README.md): Documentation relevant to `jbhook` implementations
* [popnhook](popnhook/README.md): Documentation relevant to `popnhook` implementations
* [sdvxhook](sdvxhook/README.md): Documentation relevant to `sdvxhook` implementations
* Development
* [API](api.md): Available APIs and IO (hardware) implementations for BT5 and instructions how
to use them
* [Architecture](architecture.md): Outline of BT5's architecture, how things are designed and why
* [Development](development.md): Development environment, building, releasing, etc.
* [Developer documentation](dev/README.md): Various lose documentation/notes by developers
* [Tools](tools/README.md): Documentation for additional user and development tooling
- Key tools
- [Inject](inject.md): Readme for one of BT5's key applications, `inject.exe`
- [Launcher](launcher.md): Readme for another one of BT5's key applications, `launcher.exe`
- [Tools](tools/README.md): Documentation for additional user and development tooling
- Game hooks
- [ddrhook](ddrhook/README.md): Documentation relevant to `ddrhook` implementations
- [iidxhook](iidxhook/README.md): Documentation relevant to `iidxhook` implementations
- [jbhook](jbhook/README.md): Documentation relevant to `jbhook` implementations
- [popnhook](popnhook/README.md): Documentation relevant to `popnhook` implementations
- [sdvxhook](sdvxhook/README.md): Documentation relevant to `sdvxhook` implementations
- Development
- [API](api.md): Available APIs and IO (hardware) implementations for BT5 and instructions how to
use them
- [Architecture](architecture.md): Outline of BT5's architecture, how things are designed and why
- [Development](development.md): Development environment, building, releasing, etc.
- [Developer documentation](dev/README.md): Various lose documentation/notes by developers
- [Tools](tools/README.md): Documentation for additional user and development tooling
## Further external documentation
A list of external documentation that can be useful when dealing with bemanitools,
supported data and hardware.
A list of external documentation that can be useful when dealing with bemanitools, supported data
and hardware.
* [arcade-docs](https://github.com/Shizmob/arcade-docs): An open (to read and contribute) repository
- [arcade-docs](https://github.com/Shizmob/arcade-docs): An open (to read and contribute) repository
of arcade hardware and software documentation

View File

@ -1,16 +1,16 @@
# Bemanitools API
Bemanitools introduces interfaces abstracting the IO hardware of many games. This is used to implement support for
non-intended IO devices from simple keyboard support, standard gamecontrollers to custom IO boards or using real
hardware with the games (e.g. support for real legacy hardware).
Bemanitools introduces interfaces abstracting the IO hardware of many games. This is used to
implement support for non-intended IO devices from simple keyboard support, standard gamecontrollers
to custom IO boards or using real hardware with the games (e.g. support for real legacy hardware).
For a list of already supported and included hardware by game, see the next section.
The BT5 API separates main game IO hardware like buttons, turn tables, spinners, lights etc. (bstio, iidxio, ...) from
eamuse hardware like 10-key pads and card readers (eamio).
The BT5 API separates main game IO hardware like buttons, turn tables, spinners, lights etc. (bstio,
iidxio, ...) from eamuse hardware like 10-key pads and card readers (eamio).
If you want to write an implementation for your own custom piece of hardware, check out the SDK (*bemanitools*
sub-folder) in the source code (src.zip).
If you want to write an implementation for your own custom piece of hardware, check out the SDK
(*bemanitools* sub-folder) in the source code (src.zip).
## Implementations
@ -18,35 +18,35 @@ sub-folder) in the source code (src.zip).
The following implementations are already shipped with BT5.
* BeatStream
* bstio.dll (default): Keyboard, joystick and mouse input
* Dance Dance Revolution
* ddrio.dll (default): Keyboard, joystick and mouse input
* [ddrio-p3io.dll](ddrhook/ddrio-p3io.md): DDR P3IO (Dragon PCB) + EXTIO hardware
* ddrio-mm.dll: Minimaid hardware
* [ddrio-smx.dll](ddrhook/ddrio-smx.md): StepManiaX platforms
* [ddrio-async](ddrhook/ddrio-async.md): Wrapper/shim library to drive another ddrio in
a dedicated IO thread
* Beatmania IIDX
* iidxio.dll (default): Keyboard, joystick and mouse input
* [iidxio-bio2.dll](iidxhook/iidxio-bio2.md): BIO2 driver
* [iidxio-ezusb.dll](iidxhook/iidxio-ezusb.md): Ezusb (C02 IO) driver
* [iidxio-ezusb2.dll](iidxhook/iidxio-ezusb2.md): Ezusb FX2 (IO2) driver
* jubeat
* jbio.dll (default): Keyboard, joystick and mouse input
* pop'n music
* popnio.dll (default): Keyboard, joystick and mouse input
* SOUND VOLTEX
* sdvxio.dll (default): Keyboard, joystick and mouse input
* [sdvxio-bio2.dll](sdvxhook/sdvxio-bio2.md): BIO2 driver
* [sdvxio-kfca.dll](sdvxhook/sdvxio-kfca.md): KFCA IO board driver
- BeatStream
- bstio.dll (default): Keyboard, joystick and mouse input
- Dance Dance Revolution
- ddrio.dll (default): Keyboard, joystick and mouse input
- [ddrio-p3io.dll](ddrhook/ddrio-p3io.md): DDR P3IO (Dragon PCB) + EXTIO hardware
- ddrio-mm.dll: Minimaid hardware
- [ddrio-smx.dll](ddrhook/ddrio-smx.md): StepManiaX platforms
- [ddrio-async](ddrhook/ddrio-async.md): Wrapper/shim library to drive another ddrio in a
dedicated IO thread
- Beatmania IIDX
- iidxio.dll (default): Keyboard, joystick and mouse input
- [iidxio-bio2.dll](iidxhook/iidxio-bio2.md): BIO2 driver
- [iidxio-ezusb.dll](iidxhook/iidxio-ezusb.md): Ezusb (C02 IO) driver
- [iidxio-ezusb2.dll](iidxhook/iidxio-ezusb2.md): Ezusb FX2 (IO2) driver
- jubeat
- jbio.dll (default): Keyboard, joystick and mouse input
- pop'n music
- popnio.dll (default): Keyboard, joystick and mouse input
- SOUND VOLTEX
- sdvxio.dll (default): Keyboard, joystick and mouse input
- [sdvxio-bio2.dll](sdvxhook/sdvxio-bio2.md): BIO2 driver
- [sdvxio-kfca.dll](sdvxhook/sdvxio-kfca.md): KFCA IO board driver
### Eamuse readers
Eamuse hardware support is implemented separately:
* eamio.dll (default): Keyboard and joystick input
* eamio-icca.dll: Slotted/wave pass readers, required for old games with magnetic stripe cards
- eamio.dll (default): Keyboard and joystick input
- eamio-icca.dll: Slotted/wave pass readers, required for old games with magnetic stripe cards
#### ICCA readers for IIDX and port config in device manager
@ -55,24 +55,27 @@ communication with the readers will fail if the settings do not align with how t
bemanitools wants to operate them.
Use built-in ports on your mainboard if available but an external USB to serial port dongle also
works.
works.
* Assign `COM1` to the COM port the card readers are connected to.
* Ensure that the following settings for the COM port you are going to use are
set
* BAUD rate 57600
* Data bits 8
* Parity None
* Stop bits 1
* Flow control None.
- Assign `COM1` to the COM port the card readers are connected to.
- Ensure that the following settings for the COM port you are going to use are set
- BAUD rate 57600
- Data bits 8
- Parity None
- Stop bits 1
- Flow control None.
## Development notes
A DEF file for geninput.dll is included. To convert the DEF into an import library suitable for use with Visual C++, run
A DEF file for geninput.dll is included. To convert the DEF into an import library suitable for use
with Visual C++, run
```
lib /machine:i386 /def:geninput.def
```
from the Visual C++ command line. If you're using mingw then use dlltool:
```
dlltool -d geninput.def -l geninput.a
```
```

View File

@ -1,203 +1,239 @@
# Bemanitools architecture
This document gives you an overview of the architecture of Bemanitools (5). Why do we need this? This helps document the
various design decisions and how everything comes together, in the end. At some point when things are evolving and other
developers want to pick up the project, this might give them answers to why some things were done well or not so well.
This allows them to iterate on the current design (document) to analyze if a change they want to apply might work out
or not.
Anway, enough preface...I guess you got the idea. This document will be split into several sections which address
different aspects of the architecture.
This document gives you an overview of the architecture of Bemanitools (5). Why do we need this?
This helps document the various design decisions and how everything comes together, in the end. At
some point when things are evolving and other developers want to pick up the project, this might
give them answers to why some things were done well or not so well. This allows them to iterate on
the current design (document) to analyze if a change they want to apply might work out or not.
Anway, enough preface...I guess you got the idea. This document will be split into several sections
which address different aspects of the architecture.
## The big picture
TODO create a graphic that presents the key modules and ideas.
## Detouring library functions, IAT hooking
One of Bemanitools's goals is to avoid patching of executables, libraries or any game data and instead rely on
intercepting calls to libraries to patch bugs or introduce new features. To support a game on a non native platform
transparently, e.g. your home desktop, this allows us to intercept I/O communication to emulate hardware or
files/filesystem features the game expects to be available.
We create a so called "hook library/hook.dll" which gets injected to the target process (the game) before the game
runs any of its application code. This is well known by the terms of dll injection and will not be further discussed
here (google it). The injected dll will replace the function addresses in the IATs to detour any calls to our own
handler functions before, eventually, calling the real function. This way, we can intercept the call and do cool things.
One of Bemanitools's goals is to avoid patching of executables, libraries or any game data and
instead rely on intercepting calls to libraries to patch bugs or introduce new features. To support
a game on a non native platform transparently, e.g. your home desktop, this allows us to intercept
I/O communication to emulate hardware or files/filesystem features the game expects to be available.
We create a so called "hook library/hook.dll" which gets injected to the target process (the game)
before the game runs any of its application code. This is well known by the terms of dll injection
and will not be further discussed here (google it). The injected dll will replace the function
addresses in the IATs to detour any calls to our own handler functions before, eventually, calling
the real function. This way, we can intercept the call and do cool things.
These features are covered by the modules in the following subfolders in src/main:
* hook: Essentially, this is capnhook: https://github.com/decafcode/capnhook. General tools for hooking Win32 API calls.
* hooklib: Some additional helper modules to take care of specific issues in Bemanitools, e.g. rs232 related stuff for
ACIO.
- hook: Essentially, this is capnhook: https://github.com/decafcode/capnhook. General tools for
hooking Win32 API calls.
- hooklib: Some additional helper modules to take care of specific issues in Bemanitools, e.g. rs232
related stuff for ACIO.
Check the modules for details.
## Hooking and IRP
IRP stands for "I/O request packet" and is a kernel mode structure used in Windows drivers for communication with the
OS. The data structure describes an I/O request with parameters for that request avoiding function calls with large
number of arguments to a driver.
We make use of that "IRP pattern" by creating a flexible and maintainable abstraction layer for the following hooking
modules:
* iohook: Hook I/O (e.g. file) related calls
* d3d9: Hook d3d9 graphics API calls
IRP stands for "I/O request packet" and is a kernel mode structure used in Windows drivers for
communication with the OS. The data structure describes an I/O request with parameters for that
request avoiding function calls with large number of arguments to a driver.
An IRP handler is implemented to handle selected IRP calls based on the specified operation type. IRP handlers can be
chained which allows splitting up different features/interceptors to different functions and modules allowing you to
create a clear structure. At the end of the forwarding chain, you the real API function that maps to the abstracted
operation is called. However, a handler can decide at any time to not forward calls which allows you to implement
emulation of access to selected files or I/O devices.
We make use of that "IRP pattern" by creating a flexible and maintainable abstraction layer for the
following hooking modules:
- iohook: Hook I/O (e.g. file) related calls
- d3d9: Hook d3d9 graphics API calls
An IRP handler is implemented to handle selected IRP calls based on the specified operation type.
IRP handlers can be chained which allows splitting up different features/interceptors to different
functions and modules allowing you to create a clear structure. At the end of the forwarding chain,
you the real API function that maps to the abstracted operation is called. However, a handler can
decide at any time to not forward calls which allows you to implement emulation of access to
selected files or I/O devices.
Modules that make use of this:
* iidxhook-util/d3d9
* ezusb-emu/device
* ezusb2-emu/device
* acioemu/emu
- iidxhook-util/d3d9
- ezusb-emu/device
- ezusb2-emu/device
- acioemu/emu
## Bemanitools's hook libraries, let's glue everything together
Bemanitools dlls to be injected into target game processes are refered to as "hook dlls" and come in different flavours
targetting different games and often different versions of the same game (series), for example:
* ddrhook: Hook dll for Dance Dance Revolution games
* iidxhook1-8: Hook dlls for Beatmania IIDX, we are currently at 8 different implementations due to the various
iterations the game went through, related to software and hardware.
* sdvxhook: Hook dll for SoundVoltex series
The following sub-sections will give you some brief insights on each hook implementation and what modules were used.
Bemanitools dlls to be injected into target game processes are refered to as "hook dlls" and come in
different flavours targetting different games and often different versions of the same game
(series), for example:
- ddrhook: Hook dll for Dance Dance Revolution games
- iidxhook1-8: Hook dlls for Beatmania IIDX, we are currently at 8 different implementations due to
the various iterations the game went through, related to software and hardware.
- sdvxhook: Hook dll for SoundVoltex series
The following sub-sections will give you some brief insights on each hook implementation and what
modules were used.
### bsthook
TODO
### ddrhook
TODO
### iidxhook
IIDX went through so many hard- and software iterations, it's actually amazing that the development team(s) refactored
and improved parts of the game and hardware with each iteration. However, when facing emulation and supporting
compatibility to legacy OS platforms, it can't get any worse. On the bright side, IIDX helped shaping Bemanitools a lot
and created a solid foundation other games can build on.
Because of that, we have 8 iidxhook implementations supporting sometimes different software features/fixes and
hardware. The following sub-sub-sections list the most relevant aspects and modules to point out common and different
higher level features.
IIDX went through so many hard- and software iterations, it's actually amazing that the development
team(s) refactored and improved parts of the game and hardware with each iteration. However, when
facing emulation and supporting compatibility to legacy OS platforms, it can't get any worse. On the
bright side, IIDX helped shaping Bemanitools a lot and created a solid foundation other games can
build on.
Essentially, the main module file of each iidxhook implementation just glues the APIs of the modules it requires
together. An additional configuration layer allows users to tweak some of the features.
Because of that, we have 8 iidxhook implementations supporting sometimes different software
features/fixes and hardware. The following sub-sub-sections list the most relevant aspects and
modules to point out common and different higher level features.
TODO go into some more detail about some differences in the hook modules, e.g. 18 to 19 look identical
-> but different AVS versions
Essentially, the main module file of each iidxhook implementation just glues the APIs of the modules
it requires together. An additional configuration layer allows users to tweak some of the features.
TODO go into some more detail about some differences in the hook modules, e.g. 18 to 19 look
identical -> but different AVS versions
#### iidxhook1 (9-12)
* Ezusb C02 I/O emulation
* Setupapi emulation
* Full security emulation with SRAM and round plugs
* Full serial emulation for magstripe card readers
* Full game essential I/O emulation
* d3d8 patching and extended features (superseded by d3d9 hook module + d3d8to9 wrapper)
* clock patching
* Font patching for Japanese chars
* Network related patches to enable eamuse to custom servers
* Filesystem patches to detour E and F backup drives for settings
- Ezusb C02 I/O emulation
- Setupapi emulation
- Full security emulation with SRAM and round plugs
- Full serial emulation for magstripe card readers
- Full game essential I/O emulation
- d3d8 patching and extended features (superseded by d3d9 hook module + d3d8to9 wrapper)
- clock patching
- Font patching for Japanese chars
- Network related patches to enable eamuse to custom servers
- Filesystem patches to detour E and F backup drives for settings
#### iidxhook2 (13)
* Ezusb C02 I/O emulation
* Setupapi emulation
* Full security emulation with SRAM and round plugs
* Full game essential I/O emulation
* ACIO ICCA card reader emulation, slotted readers
* d3d8 patching and extended features (superseded by d3d9 hook module + d3d8to9 wrapper)
* clock patching
* Font patching for Japanese chars
* Network related patches to enable eamuse to custom servers
* Filesystem patches to detour E and F backup drives for settings
- Ezusb C02 I/O emulation
- Setupapi emulation
- Full security emulation with SRAM and round plugs
- Full game essential I/O emulation
- ACIO ICCA card reader emulation, slotted readers
- d3d8 patching and extended features (superseded by d3d9 hook module + d3d8to9 wrapper)
- clock patching
- Font patching for Japanese chars
- Network related patches to enable eamuse to custom servers
- Filesystem patches to detour E and F backup drives for settings
#### iidxhook3 (14-17)
* Ezusb IO2 I/O emulation
* Setupapi emulation
* Full security emulation with SRAM and round plugs
* Full game essential I/O emulation
* ACIO ICCA card reader emulation, slotted readers
* d3d9 patching and extended features
* Font patching for Japanese chars
* Network related patches to enable eamuse to custom servers
* Filesystem patches to detour E and F backup drives for settings
- Ezusb IO2 I/O emulation
- Setupapi emulation
- Full security emulation with SRAM and round plugs
- Full game essential I/O emulation
- ACIO ICCA card reader emulation, slotted readers
- d3d9 patching and extended features
- Font patching for Japanese chars
- Network related patches to enable eamuse to custom servers
- Filesystem patches to detour E and F backup drives for settings
#### iidxhook4 (18)
* Ezusb IO2 I/O emulation
* Setupapi emulation
* Full game essential I/O emulation
* ACIO ICCA card reader emulation, slotted readers
* d3d9 patching and extended features
* Font patching for Japanese chars
* Filesystem patches to detour E and F backup drives for settings
- Ezusb IO2 I/O emulation
- Setupapi emulation
- Full game essential I/O emulation
- ACIO ICCA card reader emulation, slotted readers
- d3d9 patching and extended features
- Font patching for Japanese chars
- Filesystem patches to detour E and F backup drives for settings
#### iidxhook4-cn (18 CN)
* Ezusb IO2 I/O emulation
* Setupapi emulation
* Full security emulation with SRAM and round plugs
* Full game essential I/O emulation
* d3d9 patching and extended features
* Font patching for Japanese chars
* Filesystem patches to detour E and F backup drives for settings
- Ezusb IO2 I/O emulation
- Setupapi emulation
- Full security emulation with SRAM and round plugs
- Full game essential I/O emulation
- d3d9 patching and extended features
- Font patching for Japanese chars
- Filesystem patches to detour E and F backup drives for settings
#### iidxhook5 (19)
* Ezusb IO2 I/O emulation
* Setupapi emulation
* Full game essential I/O emulation
* ACIO ICCA card reader emulation, wave pass readers
* d3d9 patching and extended features
* Font patching for Japanese chars
* Filesystem patches to detour E and F backup drives for settings
- Ezusb IO2 I/O emulation
- Setupapi emulation
- Full game essential I/O emulation
- ACIO ICCA card reader emulation, wave pass readers
- d3d9 patching and extended features
- Font patching for Japanese chars
- Filesystem patches to detour E and F backup drives for settings
#### iidxhook5-cn (20 CN)
* Ezusb IO2 I/O emulation
* Setupapi emulation
* Full security emulation with SRAM and round plugs
* Full game essential I/O emulation
* d3d9 patching and extended features
* Font patching for Japanese chars
* Filesystem patches to detour E and F backup drives for settings
- Ezusb IO2 I/O emulation
- Setupapi emulation
- Full security emulation with SRAM and round plugs
- Full game essential I/O emulation
- d3d9 patching and extended features
- Font patching for Japanese chars
- Filesystem patches to detour E and F backup drives for settings
#### iidxhook6 (20)
* Ezusb IO2 I/O emulation
* Setupapi emulation
* Full game essential I/O emulation
* ACIO ICCA card reader emulation, wave pass readers
* d3d9 patching and extended features
* Font patching for Japanese chars
- Ezusb IO2 I/O emulation
- Setupapi emulation
- Full game essential I/O emulation
- ACIO ICCA card reader emulation, wave pass readers
- d3d9 patching and extended features
- Font patching for Japanese chars
#### iidxhook7 (21-24)
* Ezusb IO2 I/O emulation
* Setupapi emulation
* Full game essential I/O emulation
* ACIO ICCA card reader emulation, wave pass readers
* d3d9 patching and extended features
* Font patching for Japanese chars
- Ezusb IO2 I/O emulation
- Setupapi emulation
- Full game essential I/O emulation
- ACIO ICCA card reader emulation, wave pass readers
- d3d9 patching and extended features
- Font patching for Japanese chars
#### iidxhook8 (25-26)
* ACIO BIO2 I/O emulation
* Setupapi emulation
* Full game essential I/O emulation
* ACIO ICCA card reader emulation, wave pass readers
* d3d9 patching and extended features
* Font patching for Japanese chars
- ACIO BIO2 I/O emulation
- Setupapi emulation
- Full game essential I/O emulation
- ACIO ICCA card reader emulation, wave pass readers
- d3d9 patching and extended features
- Font patching for Japanese chars
### jbhook
TODO
### popnhook
TODO
### sdvxhook
TODO
## The ezusb (emulation) stack
TODO
## The ACIO (emulation) stack
TODO
## BT5 API
TODO
## AVS and launcher
TODO
## Inject
TODO
TODO

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@ -1,55 +1,49 @@
# ddrhook
ddrhook is a collection of hook libraries for "Dance Dance Revoluion" providing
emulation and various patches to run these games on non BemaniPC hardware and
newer Windows versions.
ddrhook is a collection of hook libraries for "Dance Dance Revoluion" providing emulation and
various patches to run these games on non BemaniPC hardware and newer Windows versions.
The hook libraries must be bootstrapped either using [inject](../inject.md) or
[launcher](../launcher.md) depending on the version you want to run. Further
instructions are given in dedicated readme files for each ddrhook version
(see below).
[launcher](../launcher.md) depending on the version you want to run. Further instructions are given
in dedicated readme files for each ddrhook version (see below).
## Versions
ddrhook comes in a few different flavors. The game and its engine changed over
the years. Some game versions might require patches/parameters enabled which
others don't need or have different AVS versions. Here is the list of supported
games:
ddrhook comes in a few different flavors. The game and its engine changed over the years. Some game
versions might require patches/parameters enabled which others don't need or have different AVS
versions. Here is the list of supported games:
* [ddrhook1](ddrhook1.md): X, X2 (US/EU regions)
* [ddrhook2](ddrhook2.md): X2 (JP region), X3 vs. 2ndMIX, 2013, 2014, A
- [ddrhook1](ddrhook1.md): X, X2 (US/EU regions)
- [ddrhook2](ddrhook2.md): X2 (JP region), X3 vs. 2ndMIX, 2013, 2014, A
When building bemanitools, independent packages are created for each set of games
which are ready to be dropped on top of vanilla AC data dumps. We recommend
using pristine dumps to avoid any conflicts with other hardcoded hacks or
binary patches.
When building bemanitools, independent packages are created for each set of games which are ready to
be dropped on top of vanilla AC data dumps. We recommend using pristine dumps to avoid any conflicts
with other hardcoded hacks or binary patches.
## How to run
To run your game with ddrhook, you have to use the inject tool to inject the
DLL to the game process. `dist/ddr` contains bat scripts with all the
important parameters configured. Further parameters can be added but might not
be required to run the game with default settings.
Further information on how to setup the data for each specific version are
elaborated in their dedicated readme files.
To run your game with ddrhook, you have to use the inject tool to inject the DLL to the game
process. `dist/ddr` contains bat scripts with all the important parameters configured. Further
parameters can be added but might not be required to run the game with default settings. Further
information on how to setup the data for each specific version are elaborated in their dedicated
readme files.
## Command line options
Add the argument *-h* when running inject with ddrhook to print help/usage
information with a list of parameters you can apply to tweak various things.
Add the argument *-h* when running inject with ddrhook to print help/usage information with a list
of parameters you can apply to tweak various things.
## ddrio API
Available implementations that can be swapped out depending on which kind of
IO hardware you want to use:
Available implementations that can be swapped out depending on which kind of IO hardware you want to
use:
* `ddrio`: Default implementation supporting keyboard, mouse and USB
game controllers
* ddrio-mm: Support Minimaid custom interface
* [ddrio-smx](ddrio-smx.md): Support for StepManiaX dance platforms
* [ddrio-p3io](ddrio-p3io.md): P3IO + EXTIO driver implementation
* [ddrio-async](ddrio-async.md): Wrapper/shim library to drive another ddrio in
a dedicated IO thread
- `ddrio`: Default implementation supporting keyboard, mouse and USB game controllers
- ddrio-mm: Support Minimaid custom interface
- [ddrio-smx](ddrio-smx.md): Support for StepManiaX dance platforms
- [ddrio-p3io](ddrio-p3io.md): P3IO + EXTIO driver implementation
- [ddrio-async](ddrio-async.md): Wrapper/shim library to drive another ddrio in a dedicated IO
thread
## Unicorntail

View File

@ -4,8 +4,8 @@
The following games are supported with this hook library:
* Dance Dance Revolution X
* Dance Dance Revolution X2 (US/EU regions)
- Dance Dance Revolution X
- Dance Dance Revolution X2 (US/EU regions)
The games must be bootstrapped using [inject](../inject.md).
@ -13,90 +13,84 @@ The games must be bootstrapped using [inject](../inject.md).
Ensure your folder with your unpacked data looks like this:
* `conf`
* `data`
* `ddr`
* `ddr_YYYYMMDDRR` where `YYYYMMDDRR` corresponds to different datecodes of
different versions. Multiple folders of these possible
- `conf`
- `data`
- `ddr`
- `ddr_YYYYMMDDRR` where `YYYYMMDDRR` corresponds to different datecodes of different versions.
Multiple folders of these possible
`DDR.exe` files should be in `ddr` and `ddr_YYYYMMDDRR` folders.
Unpack the distribution package `ddr-11.zip` into one of the folders containing
a `DDR.exe` file. We recommend using the one with the latest datecode which
denotes the latest version of the game including bugfixes etc.
Unpack the distribution package `ddr-11.zip` into one of the folders containing a `DDR.exe` file. We
recommend using the one with the latest datecode which denotes the latest version of the game
including bugfixes etc.
`gamestart-11.bat` as well as `ddrhook1.dll` are now expected to be located
in the same folder as (one) `DDR.exe` file.
`gamestart-11.bat` as well as `ddrhook1.dll` are now expected to be located in the same folder as
(one) `DDR.exe` file.
## Running
Run `gamestart-11.bat` as administrator. For the US version of the game, run
`gamestart-11-us.bat` instead. This can be done by either by double
clicking or running it from `cmd.exe`. The latter is recommended to have
any debug output kept on screen after closing the game.
Run `gamestart-11.bat` as administrator. For the US version of the game, run `gamestart-11-us.bat`
instead. This can be done by either by double clicking or running it from `cmd.exe`. The latter is
recommended to have any debug output kept on screen after closing the game.
This will run [inject](../inject.md) with the `ddrhook1.dll`. On first run,
if you don't have a conguration file, e.g. `ddr-11.conf`, available in the
same folder, a default one will be created and the game exits. Simply re-run
`gamestart-11.bat` again.
This will run [inject](../inject.md) with the `ddrhook1.dll`. On first run, if you don't have a
conguration file, e.g. `ddr-11.conf`, available in the same folder, a default one will be created
and the game exits. Simply re-run `gamestart-11.bat` again.
## Configuration ddrhook
The hook library can be configured via cmd arguments or a configuration file.
The latter is generated (*ddr-11.conf* in the same directory) on the first
start of the game using the gamestart-XX.bat file. It contains default values
for all available parameters and comments explaining each parameter. Please
follow the comments when configuring your setup.
The hook library can be configured via cmd arguments or a configuration file. The latter is
generated (*ddr-11.conf* in the same directory) on the first start of the game using the
gamestart-XX.bat file. It contains default values for all available parameters and comments
explaining each parameter. Please follow the comments when configuring your setup.
Add the argument *-h* when running gamestart-XX.bat
(e.g. *gamestart-XX.bat -h*) to print help/usage information with a list of
all available parameters. Every parameter can be either set as command line
argument or using a configuration file.
Add the argument *-h* when running gamestart-XX.bat (e.g. *gamestart-XX.bat -h*) to print help/usage
information with a list of all available parameters. Every parameter can be either set as command
line argument or using a configuration file.
To set a parameter from the command line, just add it as an argument after
the bat file like this
To set a parameter from the command line, just add it as an argument after the bat file like this
```
gamestart-11.bat -p gfx.windowed=true
```
The syntax for the "key=value" is the same as in the config file. Make sure
to have a pre-ceeding "-p" for every parameter added.
The syntax for the "key=value" is the same as in the config file. Make sure to have a pre-ceeding
"-p" for every parameter added.
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.
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.
## Configure USB memory cards and edit data
You can setup actual USB thumb drives mapped to a drive letter, e.g. `E:\` for
player 1 and `F:\` for player 2, or just have them point to any local directory,
e.g. `usbmem_p1` and `usbmem_p2`.
You can setup actual USB thumb drives mapped to a drive letter, e.g. `E:\` for player 1 and `F:\`
for player 2, or just have them point to any local directory, e.g. `usbmem_p1` and `usbmem_p2`.
Set-up your folder mappings in the
[conf file or via command line args](#configuration-ddrhook) like follows:
Set-up your folder mappings in the [conf file or via command line args](#configuration-ddrhook) like
follows:
* Enable USB memory data emulation: `ddrhook1.usbmem_enabled=true`
* Set P1 USB memory data path pointing to local folder `usbmem_p1` next to `DDR.EXE`:
- Enable USB memory data emulation: `ddrhook1.usbmem_enabled=true`
- Set P1 USB memory data path pointing to local folder `usbmem_p1` next to `DDR.EXE`:
`ddrhook1.usbmem_path_p1=usbmem_p1`
* Set P1 USB memory data path pointing to local folder `usbmem_p2` next to `DDR.EXE`:
- Set P1 USB memory data path pointing to local folder `usbmem_p2` next to `DDR.EXE`:
`ddrhook1.usbmem_path_p1=usbmem_p2`
* Have/create a subfolder called `DDR_EDIT` on any location/USB drive you want to use
* Name your edit data file either `DDR_EDIT_J.DAT` (for JP version) or `DDR_EDIT_U.DAT`
(for US version) and place it in the `DDR_EDIT` directory.
- Have/create a subfolder called `DDR_EDIT` on any location/USB drive you want to use
- Name your edit data file either `DDR_EDIT_J.DAT` (for JP version) or `DDR_EDIT_U.DAT` (for US
version) and place it in the `DDR_EDIT` directory.
For the example setup above, the full relative path of the edit file should be
`usbmem_p1\DDR_EDIT\DDR_EDIT_J.DAT` for player 1.
Note that USB memory cards are not detected by the game and the game stays
silent about that if they do not contain edit data, your path mapping does not resolve
or you misplaced or named your edit data file incorrectly.
Note that USB memory cards are not detected by the game and the game stays silent about that if they
do not contain edit data, your path mapping does not resolve or you misplaced or named your edit
data file incorrectly.
## Grey and glitchy arrows
This is a known issue with many GPUs, typically non-Radeon GPUs.
There is currently not patch available in Bemanitools for that. We assume this is an
issue with incompatible shader code.
There is currently not patch available in Bemanitools for that. We assume this is an issue with
incompatible shader code.
There are solutions to hard-patch the code available elsewhere.
@ -106,34 +100,32 @@ There are solutions to hard-patch the code available elsewhere.
The game expects you have the `CLVSD.ax` file registered for decoding videos.
Grab the `CLVSD.ax` file and go to *Start* > *Run* > enter `regsvr32 clvsd.ax` and
execute. Make sure to run as Administrator, otherwise you will get errors due to
invalid permissions.
Grab the `CLVSD.ax` file and go to *Start* > *Run* > enter `regsvr32 clvsd.ax` and execute. Make
sure to run as Administrator, otherwise you will get errors due to invalid permissions.
### Game crashes during boot
If you have played a newer version of DDR, e.g. DDR 2014+, you might have the
`k-clvsd.dll` codec registered which crashes DDR X and likely X2 (EU/US) as well.
If you have played a newer version of DDR, e.g. DDR 2014+, you might have the `k-clvsd.dll` codec
registered which crashes DDR X and likely X2 (EU/US) as well.
Unregister `k-clvsd.dll`, e.g. `regsvr32 /u k-clvsd.dll`, and
[registering `CLVSD.ax`](#issues-with-background-videos-not-working).
Note that `CLVSD.ax` will likely hang any newer/more recent DDR versions on startup
and require you to use the `k-clvsd.dll` that came with the respective version
instead. See [this section](ddrhook2.md#video-codecs-for-background-videos) for
further details.
Note that `CLVSD.ax` will likely hang any newer/more recent DDR versions on startup and require you
to use the `k-clvsd.dll` that came with the respective version instead. See
[this section](ddrhook2.md#video-codecs-for-background-videos) for further details.
### Black screen/render window without a response
This symptom might have many causes, here is a list of known issues and what can be done:
* If not done already, try installing
- If not done already, try installing
[DirectX Redist (June 2010)](https://www.microsoft.com/en-us/download/details.aspx?id=8109)
* If you have an integrated/second GPU, ensure it is disabled
* External (USB) audio devices could cause issues. Ensure you are running on on-board/integrated
- If you have an integrated/second GPU, ensure it is disabled
- External (USB) audio devices could cause issues. Ensure you are running on on-board/integrated
sound cards and unplug any external audio devices.
* [Disable fullscreen optimizations](https://devblogs.microsoft.com/directx/demystifying-full-screen-optimizations/):
- [Disable fullscreen optimizations](https://devblogs.microsoft.com/directx/demystifying-full-screen-optimizations/):
Right click on `DDR.exe`, *Properties* > *Compatibility* > *Disable fullscreen optimizations*
* Check if you can run `DDR.exe` without Bemanitools by simply launching it. It should at least
boot into a startup screen. If that isn't even possible, then it's likely not an issue with
- Check if you can run `DDR.exe` without Bemanitools by simply launching it. It should at least boot
into a startup screen. If that isn't even possible, then it's likely not an issue with
Bemanitools. Note that your data path needs to be `D:\HDX` for that to work though.

View File

@ -4,25 +4,24 @@
The following games are supported by this hook library:
* Dance Dance Revolution X2 (JP region)
* Dance Dance Revolution X3 vs. 2ndMIX
* Dance Dance Revolution 2013
* Dance Dance Revolution 2014
* Dance Dance Revolution A
- Dance Dance Revolution X2 (JP region)
- Dance Dance Revolution X3 vs. 2ndMIX
- Dance Dance Revolution 2013
- Dance Dance Revolution 2014
- Dance Dance Revolution A
Note that different builds of the same hook library are required to run the
different versions. See different distribution packages, e.g. `ddr-12.zip`,
`ddr-13.zip` etc.
Note that different builds of the same hook library are required to run the different versions. See
different distribution packages, e.g. `ddr-12.zip`, `ddr-13.zip` etc.
Depending on the game version, earlier versions are bootstrapped using
[inject](../inject.md) while later versions require [launcher](../launcher.md).
Depending on the game version, earlier versions are bootstrapped using [inject](../inject.md) while
later versions require [launcher](../launcher.md).
## Setup A20+
### Data and folder structure
The following assumes you are using vanilla and unpacked/decrypted data. Copy/unpack the data
to a destination of your choice. Expect to have the following root folder structure:
The following assumes you are using vanilla and unpacked/decrypted data. Copy/unpack the data to a
destination of your choice. Expect to have the following root folder structure:
```
arkdata
@ -33,10 +32,10 @@ modules
prop
```
* Copy the contents of `modules` to the root folder that the dll-files are next to the folders
- Copy the contents of `modules` to the root folder that the dll-files are next to the folders
`arkdata`, `com`, etc.
* Unpack the contents of `ddr-14-to-16.zip` to the root folder. `luncher.exe` should be located
next to `arkdata`, `com` and all the dll-files
- Unpack the contents of `ddr-14-to-16.zip` to the root folder. `luncher.exe` should be located next
to `arkdata`, `com` and all the dll-files
#### Configuring eamuse settings
@ -86,65 +85,62 @@ URL, further settings like ssl etc.
## Running
Run `gamestart-XX.bat`, where `XX` corresponds to the version of the game you
want to run, as administrator. For the US version of X2, run
`gamestart-12-us.bat` instead. This can be done by either by double
clicking or running it from `cmd.exe`. The latter is recommended to have
any debug output kept on screen after closing the game.
Run `gamestart-XX.bat`, where `XX` corresponds to the version of the game you want to run, as
administrator. For the US version of X2, run `gamestart-12-us.bat` instead. This can be done by
either by double clicking or running it from `cmd.exe`. The latter is recommended to have any debug
output kept on screen after closing the game.
This will run [inject](../inject.md) or [launcher](../launcher.md), depending
on the version of the game, with the `ddrhook2.dll`. On first run, if you don't
have a conguration file, e.g. `ddr-12.conf`, available in the same folder, a
default one will be created and the game exits. Simply re-run `gamestart-XX.bat`
again.
This will run [inject](../inject.md) or [launcher](../launcher.md), depending on the version of the
game, with the `ddrhook2.dll`. On first run, if you don't have a conguration file, e.g.
`ddr-12.conf`, available in the same folder, a default one will be created and the game exits.
Simply re-run `gamestart-XX.bat` again.
## Configure USB memory cards and edit data (DDR X2)
You can setup actual USB thumb drives mapped to a drive letter, e.g. `E:\` for
player 1 and `F:\` for player 2, or just have them point to any local directory,
e.g. `usbmem_p1` and `usbmem_p2`.
You can setup actual USB thumb drives mapped to a drive letter, e.g. `E:\` for player 1 and `F:\`
for player 2, or just have them point to any local directory, e.g. `usbmem_p1` and `usbmem_p2`.
Set-up your folder mappings in the
[conf file or via command line args](#configuration-ddrhook) like follows:
Set-up your folder mappings in the [conf file or via command line args](#configuration-ddrhook) like
follows:
* Enable USB memory data emulation: `ddrhook1.usbmem_enabled=true`
* Set P1 USB memory data path pointing to local folder `usbmem_p1` next to `DDR.EXE`:
- Enable USB memory data emulation: `ddrhook1.usbmem_enabled=true`
- Set P1 USB memory data path pointing to local folder `usbmem_p1` next to `DDR.EXE`:
`ddrhook1.usbmem_path_p1=usbmem_p1`
* Set P1 USB memory data path pointing to local folder `usbmem_p2` next to `DDR.EXE`:
- Set P1 USB memory data path pointing to local folder `usbmem_p2` next to `DDR.EXE`:
`ddrhook1.usbmem_path_p1=usbmem_p2`
* Have/create a subfolder called `DDR_EDIT` on any location/USB drive you want to use
* Name your edit data file either `DDR_EDIT_J.DAT` (for JP version) or `DDR_EDIT_US.DAT`
(for US version) and place it in the `DDR_EDIT` directory.
- Have/create a subfolder called `DDR_EDIT` on any location/USB drive you want to use
- Name your edit data file either `DDR_EDIT_J.DAT` (for JP version) or `DDR_EDIT_US.DAT` (for US
version) and place it in the `DDR_EDIT` directory.
For the example setup above, the full relative path of the edit file should be
`usbmem_p1\DDR_EDIT\DDR_EDIT_J.DAT` for player 1.
Note that USB memory cards are not detected by the game and the game stays
silent about that if they do not contain edit data, your path mapping does not resolve
or you misplaced or named your edit data file incorrectly.
Note that USB memory cards are not detected by the game and the game stays silent about that if they
do not contain edit data, your path mapping does not resolve or you misplaced or named your edit
data file incorrectly.
## Troubleshooting and FAQ
### Video codecs for background videos
For DDR 2014 and newer (maybe also earlier?), you need to register `k-clvsd.dll` and
`xactengine2_10.dll` to make background videos work. These files are included with
respective versions of the games.
`xactengine2_10.dll` to make background videos work. These files are included with respective
versions of the games.
Run the following commands either from a command line (`cmd.exe`) or from
*Start* > *Run*. Adjust the path to files accordingly pointing to the correct files.
Run the following commands either from a command line (`cmd.exe`) or from *Start* > *Run*. Adjust
the path to files accordingly pointing to the correct files.
* Register `regsvr32 D:\MDX\contents\k-clvsd.dll`
* Register `regsvr32 D:\MDX\contents\xactengine2_10.dll`
- Register `regsvr32 D:\MDX\contents\k-clvsd.dll`
- Register `regsvr32 D:\MDX\contents\xactengine2_10.dll`
The `gamestart-XX.bat` scripts should already take care of this by executing the listed commands
when launched.
Note: The one that comes with IIDX will hang DDR at startup. The opposite is not true:
IIDX works just fine with this CLVSD.
Note: The one that comes with IIDX will hang DDR at startup. The opposite is not true: IIDX works
just fine with this CLVSD.
### Laggy audio
If you're running on Windows XP, go to the sound devices control panel, select your
sound card, click Advanced Options and turn Hardware Acceleration down to basic. This
will make the audio much less laggy..
If you're running on Windows XP, go to the sound devices control panel, select your sound card,
click Advanced Options and turn Hardware Acceleration down to basic. This will make the audio much
less laggy..

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@ -1,29 +1,26 @@
# Asynchronous proxy wrapper for other ddrio implementations
This implementation of the Bemanitools API is not implementing support for any
specific IO hardware. It is a proxy/shim library that loads another ddrio
library, e.g. ddrio-p3io, and drives the entire backend in a dedicated IO
thread. By implementing this behind the ddrio API, it is fully transparent to
any existing application using it.
This implementation of the Bemanitools API is not implementing support for any specific IO hardware.
It is a proxy/shim library that loads another ddrio library, e.g. ddrio-p3io, and drives the entire
backend in a dedicated IO thread. By implementing this behind the ddrio API, it is fully transparent
to any existing application using it.
The main benefit is the improved IO polling performance depending on how
expensive the synchronous calls of the actual hardware are. For example,
*ddrio-p3io* has very expensive write calls with ~12 ms duration while read
calls take ~4 ms. Therefore, a full update cycle is already about as costly
The main benefit is the improved IO polling performance depending on how expensive the synchronous
calls of the actual hardware are. For example, *ddrio-p3io* has very expensive write calls with ~12
ms duration while read calls take ~4 ms. Therefore, a full update cycle is already about as costly
as rendering an entire frame (at 60 fps).
## Setup
For hook libraries, i.e. ddrhookX, but likely applicable to 3rd party
applications (consolidate their manuals).
For hook libraries, i.e. ddrhookX, but likely applicable to 3rd party applications (consolidate
their manuals).
* Have `ddrio-async.dll` in the same folder as your `ddrhookX.dll`
* Rename `ddrio-async.dll` to `ddrio.dll`
* Pick another ddrio library as the backend of your choice, e.g. `ddrio-p3io.dl`
and put it next to the async `ddrio.dll`
* Rename it to `ddrio-async-child.dll`, ddrio-async is looking for that filename
in the same folder
* Ensure that your `gamestart.bat` actually injects the appropriate `ddrhook.dll`, for example:
- Have `ddrio-async.dll` in the same folder as your `ddrhookX.dll`
- Rename `ddrio-async.dll` to `ddrio.dll`
- Pick another ddrio library as the backend of your choice, e.g. `ddrio-p3io.dl` and put it next to
the async `ddrio.dll`
- Rename it to `ddrio-async-child.dll`, ddrio-async is looking for that filename in the same folder
- Ensure that your `gamestart.bat` actually injects the appropriate `ddrhook.dll`, for example:
```bat
inject ddrhook1.dll ddr.exe ...*
@ -33,4 +30,4 @@ or
```bat
launcher -K ddrhook2.dll arkmdxp3.dll ...*
```
```

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@ -1,27 +1,29 @@
# ddrio API implementation with DDR P3IO (Dragon) and EXTIO
This implementation of BT5's ddrio API allows you to use the native DDR P3IO
of a "Dragon PCB" plus the EXTIO with anything the ddrio API supports.
This implementation of BT5's ddrio API allows you to use the native DDR P3IO of a "Dragon PCB" plus
the EXTIO with anything the ddrio API supports.
This is not required to run the actual games supporting the hardware natively.
However, there are various 3rd party applications using the ddrio API where you
might benefit from using actual SD cabinet hardware, e.g.
[vigem-ddrio](../vigem/README.md).
This is not required to run the actual games supporting the hardware natively. However, there are
various 3rd party applications using the ddrio API where you might benefit from using actual SD
cabinet hardware, e.g. [vigem-ddrio](../vigem/README.md).
## Setup
For hooks, but likely applicable to 3rd party applications (consolidate their
manuals).
For hooks, but likely applicable to 3rd party applications (consolidate their manuals).
- Driver: You must have the P3IO driver intalled on your system
- Driver from
[bemanitools-supplements](https://github.com/djhackersdev/bemanitools-supplement/blob/master/ddr/p3io/README.md)
- Have `ddrio-p3io.dll` in the same folder as your `ddrhookX.dll`
- Rename `ddrio-p3io.dll` to `ddrio.dll`
- Ensure that your `gamestart.bat` actually injects the appropriate ddrhook dll, for example:
* Driver: You must have the P3IO driver intalled on your system
* Driver from [bemanitools-supplements](https://github.com/djhackersdev/bemanitools-supplement/blob/master/ddr/p3io/README.md)
* Have `ddrio-p3io.dll` in the same folder as your `ddrhookX.dll`
* Rename `ddrio-p3io.dll` to `ddrio.dll`
* Ensure that your `gamestart.bat` actually injects the appropriate ddrhook dll, for example:
```bat
inject ddrhook1.dll ddr.exe ...*
```
or
```bat
launcher -K ddrhook2.dll arkmdxp3.dll ...*
```
```

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@ -1,14 +1,30 @@
# Using SMX pads with BemaniTools (DDR Ace and higher)
If you are looking to use StepManiaX pads with DDR, these are supported **natively** for Gen 1 through Gen 5.(And theoretically beyond!) Steps and info below
If you are looking to use StepManiaX pads with DDR, these are supported **natively** for Gen 1
through Gen 5.(And theoretically beyond!) Steps and info below
## Step-by-Step
1. Ensure that you have the latest `SMX.dll` copied to your contents folder. The easiest way to get this is to download and install the latest SMX Config program on [StepManiaX.com](https://data.stepmaniax.com/docs/SMXConfigInstaller-2020-04-03-01.exe). `SMX.dll`'s default install location is `C:\Program Files (x86)\SMXConfig`
2. After bemanitools has been copied to your contents folder, rename the regular `ddrio.dll` to something like `ddrio-orig.dll`.
3. Rename `ddrio-smx.dll` to `ddrio.dll`.
4. Use the config tool to set up the usual stuff.(cards, network, etc.) Be sure to map menu, test, service, and start buttons to your keyboard or other controllers. You **cannot** map SMX panels as joystick inputs.
5. Start the game. If everything works properly, the game will boot and your panels will light up when stepped on during gameplay and song selection.
1. Ensure that you have the latest `SMX.dll` copied to your contents folder. The easiest way to get
this is to download and install the latest SMX Config program on
[StepManiaX.com](https://data.stepmaniax.com/docs/SMXConfigInstaller-2020-04-03-01.exe).
`SMX.dll`'s default install location is `C:\Program Files (x86)\SMXConfig`
1. After bemanitools has been copied to your contents folder, rename the regular `ddrio.dll` to
something like `ddrio-orig.dll`.
1. Rename `ddrio-smx.dll` to `ddrio.dll`.
1. Use the config tool to set up the usual stuff.(cards, network, etc.) Be sure to map menu, test,
service, and start buttons to your keyboard or other controllers. You **cannot** map SMX panels
as joystick inputs.
1. Start the game. If everything works properly, the game will boot and your panels will light up
when stepped on during gameplay and song selection.
## Important Things
* Pad panel inputs (UDLR on P1 and P2) are mapped automatically. If you've purchased a single pad from StepManiaX, this jumper is installed and will set your pad to P2 by default. If you want to change to P1, you'll need to open up your pads and remove this jumper in the [MCU box](https://data.stepmaniax.com/docs/Stage%20-%20Gen%205%20Manual%20Rev1.pdf).
* Panel colors set in the SMX config tool are not used. Colors are set internally by Bemanitools.
* If you get a warning about setlights2 when starting the game, your `SMX.dll` is likely out of date. Make sure you've downloaded the latest version of the StepManiaX config tool from stepmaniax.com and have copied the `SMX.dll` to your contents folder.
- Pad panel inputs (UDLR on P1 and P2) are mapped automatically. If you've purchased a single pad
from StepManiaX, this jumper is installed and will set your pad to P2 by default. If you want to
change to P1, you'll need to open up your pads and remove this jumper in the
[MCU box](https://data.stepmaniax.com/docs/Stage%20-%20Gen%205%20Manual%20Rev1.pdf).
- Panel colors set in the SMX config tool are not used. Colors are set internally by Bemanitools.
- If you get a warning about setlights2 when starting the game, your `SMX.dll` is likely out of
date. Make sure you've downloaded the latest version of the StepManiaX config tool from
stepmaniax.com and have copied the `SMX.dll` to your contents folder.

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@ -17,11 +17,11 @@ A Chimera PCB however is different in many aspects to the Dragon PCB and require
The Dragon's P3IO has two serial ports that the regular P3IOs do not, and one of these serial ports
is used to communicate with the card readers. Note that these are actual serial ports driven
directly by the P3IO microcontroller, these are NOT just passed through to the motherboard like the
proprietary COM1 and COM2 connectors.
proprietary COM1 and COM2 connectors.
Unicorn Tail intercepts serial port IO commands being sent to the P3IO and redirects them to a
COM4 in Windows instead, where two readers can be connected via the motherboard's RS232 port or
a usb RS232 adapter.
Unicorn Tail intercepts serial port IO commands being sent to the P3IO and redirects them to a COM4
in Windows instead, where two readers can be connected via the motherboard's RS232 port or a usb
RS232 adapter.
## Drivers
@ -33,11 +33,10 @@ HDD or grabbed from
Using Device Manager in Windows, ensure the following COM ports are connected and setup.
COM1: EXTIO
COM4: Two readers
COM1: EXTIO COM4: Two readers
Windows is often poor about saving the COM port number, so ewf commit (if applicable) and
reboot after saving this setting to ensure it sticks.
Windows is often poor about saving the COM port number, so ewf commit (if applicable) and reboot
after saving this setting to ensure it sticks.
## Setup and run
@ -48,8 +47,8 @@ e.g.:
launcher.exe -H 33554432 -K unicorntail.dll arkmdxp3.dll %*
```
If you want to use any ddrhook library in addition, you have to have the hooks in the right order
to make everything work correctly, e.g.:
If you want to use any ddrhook library in addition, you have to have the hooks in the right order to
make everything work correctly, e.g.:
```shell
launcher.exe -H 33554432 -K unicorntail.dll -K ddrhook2.dll arkmdxp3.dll %*

View File

@ -1,3 +1,4 @@
# Development documentation and notes
This folder contains various lose documentation snippets created by the developers. These can be
helpful as future reference.
helpful as future reference.

View File

@ -6,21 +6,20 @@
Separate boxed unit containing with one card reader slot and pin key pad
- BeatmaniaIIDX DistorteD to Lincle: grey slotted readers hanging below the
side speakers next to the monitor
- DDR SN 1/2: slotted readers red/black supernova cover mounted to the side of
the cabinet next to the monitor (left and right)
- BeatmaniaIIDX DistorteD to Lincle: grey slotted readers hanging below the side speakers next to
the monitor
- DDR SN 1/2: slotted readers red/black supernova cover mounted to the side of the cabinet next to
the monitor (left and right)
# ICCB
Single card reader slot (no separate pin pad) built into the cabinet.
Pin entry using game controls.
Single card reader slot (no separate pin pad) built into the cabinet. Pin entry using game controls.
- (First gen) Jubeat cabinets before replaced with wave pass readers
# ICCC
Single card reader wave pass unit without separate pin pad. Pin entry using
game controls. Still supported by newer versions.
Single card reader wave pass unit without separate pin pad. Pin entry using game controls. Still
supported by newer versions.
- (Second gen) Jubeat cabinets with wave pass readers
- (Second gen) Jubeat cabinets with wave pass readers

View File

@ -2,75 +2,116 @@ Copy/pasted from chat with tau (2018/02/10):
alright then. so for modern iidx.
we want to do logging inside iidxhook and we also want to pass AVS-style log functions to iidxio which in turn passes them on to geninput in order for those to do logging too
we want to do logging inside iidxhook and we also want to pass AVS-style log functions to iidxio
which in turn passes them on to geninput in order for those to do logging too
so iidxhook connects to the AVS log API: log_body_misc and friends, which I assume are invoked using a log_misc() macro in Konami's source code that adds some sort of module tag.
so iidxhook connects to the AVS log API: log_body_misc and friends, which I assume are invoked using
a log_misc() macro in Konami's source code that adds some sort of module tag.
anyway yeah this we already know.
libutil has four function ptrs: log_impl_misc and co. These are static variables which are statically initialized to some no-op functions. Except log_impl_fatal, whose implementation just calls libc abort()
libutil has four function ptrs: log_impl_misc and co. These are static variables which are
statically initialized to some no-op functions. Except log_impl_fatal, whose implementation just
calls libc abort()
at startup you call log_to_external(), supplying four function ptrs to wire these up to. As the name suggests, this causes Bemanitools libutil to talk to something that is compatible with the AVS log sink API.
at startup you call log_to_external(), supplying four function ptrs to wire these up to. As the name
suggests, this causes Bemanitools libutil to talk to something that is compatible with the AVS log
sink API.
alternatively you can log_to_writer(), which initializes Bemanitools to use its own, internal logging system, and you give it a log writer function that takes strings and writes them somewhere.
alternatively you can log_to_writer(), which initializes Bemanitools to use its own, internal
logging system, and you give it a log writer function that takes strings and writes them somewhere.
So you have log sinks and you have log writers. The path is [application code] -> [log sink] -> [logging engine] -> [log writer]
19:29
So you have log sinks and you have log writers. The path is \[application code\] -> \[log sink\] ->
\[logging engine\] -> \[log writer\] 19:29
inside config.exe (or generally outside of modern AVS games) this path looks like [bemanitools application code] -> [log sinks passed across dlls] -> [bemanitools logging engine] -> [bemanitools log writer]
inside config.exe (or generally outside of modern AVS games) this path looks like \[bemanitools
application code\] -> \[log sinks passed across dlls\] -> \[bemanitools logging engine\] ->
\[bemanitools log writer\]
inside modern AVS game the path looks like [bt hook dll / bt iodev dll] -> [avs log_body_whatever log sinks] -> [avs logging engine] -> [launcher.exe log writer]
inside modern AVS game the path looks like \[bt hook dll / bt iodev dll\] -> \[avs log_body_whatever
log sinks\] -> \[avs logging engine\] -> \[launcher.exe log writer\]
note that I tried to keep the log writer API consistent with the AVS log writer API but then Konami went and broke it repeatedly so now Bemanitools has its own stable log writer API. Launcher tracks the AVS log writer API, which breaks constantly, so that's not the same thing.
note that I tried to keep the log writer API consistent with the AVS log writer API but then Konami
went and broke it repeatedly so now Bemanitools has its own stable log writer API. Launcher tracks
the AVS log writer API, which breaks constantly, so that's not the same thing.
anyway that's the background story. Now for the details about IIDX in particular.
up until about iidx19 we did things the obvious way: iidxhook would log_to_external() to hook into the AVS log sinks and then call those directly and all was well. Then one fine day I was given a IIDX19 data dump and tried running iidxhook and it crashed with a stack overflow. hmm.
up until about iidx19 we did things the obvious way: iidxhook would log_to_external() to hook into
the AVS log sinks and then call those directly and all was well. Then one fine day I was given a
IIDX19 data dump and tried running iidxhook and it crashed with a stack overflow. hmm.
the problem boils down to this: iidx19 AVS added those log timestamps. And for for whatever reason the AVS logging engine needs to access some mutexes and condition variables to make this work properly
the problem boils down to this: iidx19 AVS added those log timestamps. And for for whatever reason
the AVS logging engine needs to access some mutexes and condition variables to make this work
properly
but AVS of course in grand Konami tradition has its own threading and concurrency primitive API which wraps the Win32 API. tbf this is kind of understandable in some sense, because win32 actually did not have condition variables until Windows Vista! in 2006! seriously, I'm not kidding.
but AVS of course in grand Konami tradition has its own threading and concurrency primitive API
which wraps the Win32 API. tbf this is kind of understandable in some sense, because win32 actually
did not have condition variables until Windows Vista! in 2006! seriously, I'm not kidding.
there's all sorts of articles out there describing in fine detail how to use Win32's event objects to implement your own condition variables and the multitudinous pitfalls that this entails
there's all sorts of articles out there describing in fine detail how to use Win32's event objects
to implement your own condition variables and the multitudinous pitfalls that this entails
but anyway one fun thing about the AVS concurrency API is that you can't actually use concurrency primitives unless you're calling that API from a thread launched using the AVS threading API
but anyway one fun thing about the AVS concurrency API is that you can't actually use concurrency
primitives unless you're calling that API from a thread launched using the AVS threading API
and that's a problem in the case of iidxhook, because iidx is old as balls relatively speaking and its EZUSB driver code has I think two worker threads, which it launches using the MS libc's _beginthreadex() function
and that's a problem in the case of iidxhook, because iidx is old as balls relatively speaking and
its EZUSB driver code has I think two worker threads, which it launches using the MS libc's
\_beginthreadex() function
this in turn is a wrapper around the win32 CreateThread function, but it also boots up stdio on whatever new thread gets launched and basically is responsible for guaranteeing that the libc will operate correctly on the newly launched thread
this in turn is a wrapper around the win32 CreateThread function, but it also boots up stdio on
whatever new thread gets launched and basically is responsible for guaranteeing that the libc will
operate correctly on the newly launched thread
so yeah when you do windows programming, never call CreateThread, always call _beginthreadex. otherwise stuff will break. maybe.
so yeah when you do windows programming, never call CreateThread, always call \_beginthreadex.
otherwise stuff will break. maybe.
point is, IIDX predates modern AVS so it just uses Windows threading directly. So, IIDX worker thread starts up, iidxhook does its thing, writes a log message, calls into AVS logging, which in turn grabs an AVS mutex, the implementation of which says "omg this isn't an AVS thread aaaaaa" and ... attempts to call back into the logging system to log this fact. whereupon a stack overflow condition proceeds in a predictable manner.
point is, IIDX predates modern AVS so it just uses Windows threading directly. So, IIDX worker
thread starts up, iidxhook does its thing, writes a log message, calls into AVS logging, which in
turn grabs an AVS mutex, the implementation of which says "omg this isn't an AVS thread aaaaaa" and
... attempts to call back into the logging system to log this fact. whereupon a stack overflow
condition proceeds in a predictable manner.
so, there are a few ways to deal with this problem. bemanitools 4 dealt with it in a fairly stupid way.
so, there are a few ways to deal with this problem. bemanitools 4 dealt with it in a fairly stupid
way.
and very elaborate way too
bt4 intercepted IIDX's calls to create Windows threads and then redirected those calls to go via the AVS threading API
bt4 intercepted IIDX's calls to create Windows threads and then redirected those calls to go via the
AVS threading API
so now the worker threads are AVS threads and logging works as expected
which is all well and good but the problem is that these threads are quite timing critical. it probably worked fine, but i didn't want to risk affecting those threads in a weird way and introducing latency and jitter. i wanted to keep the threading pristine and not mess with it just for the sake of diagnostic messages
which is all well and good but the problem is that these threads are quite timing critical. it
probably worked fine, but i didn't want to risk affecting those threads in a weird way and
introducing latency and jitter. i wanted to keep the threading pristine and not mess with it just
for the sake of diagnostic messages
so bemanitools 5 uses the log server approach
at an appropriate time, it creates its own AVS thread, the logging server. Since it is an AVS thread, it can call the AVS logging API
at an appropriate time, it creates its own AVS thread, the logging server. Since it is an AVS
thread, it can call the AVS logging API
and then we have log_post_misc() and friends, implemented in log-server.c
we initialize the Bemanitools logging system to log "externally" to those funcs and we also propagate those to iidxio.dll and eamio.dll which in turn pass them to geninput.dll
we initialize the Bemanitools logging system to log "externally" to those funcs and we also
propagate those to iidxio.dll and eamio.dll which in turn pass them to geninput.dll
so what do log_post_misc and friends do
they lock a "mailbox" using the win32 concurrency primitives and write the log severity and a pointer to the string to be logged into the mailbox, then signal the log server thread, again using win32 concurrency primitives
they lock a "mailbox" using the win32 concurrency primitives and write the log severity and a
pointer to the string to be logged into the mailbox, then signal the log server thread, again using
win32 concurrency primitives
then they do a synchronous wait for an acknowledgement from the logging server: since we're holding a string pointer, we cannot return until that string pointer has been consumed or it may be concurrently invalidated
then they do a synchronous wait for an acknowledgement from the logging server: since we're holding
a string pointer, we cannot return until that string pointer has been consumed or it may be
concurrently invalidated
so the log server wakes up, locks the mailbox, calls AVS log_body_misc() to write the log message, then once that returns it asserts a signal in the mailbox (again, win32 event object because lol what are condition variables) and releases the lock.
so the log server wakes up, locks the mailbox, calls AVS log_body_misc() to write the log message,
then once that returns it asserts a signal in the mailbox (again, win32 event object because lol
what are condition variables) and releases the lock.
the caller gets the signal, wakes up, and returns to whatever Bemanitools code is running on the IIDX IO worker thread that wanted to write a log message.
the caller gets the signal, wakes up, and returns to whatever Bemanitools code is running on the
IIDX IO worker thread that wanted to write a log message.
end of essay.

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@ -1,68 +1,86 @@
# Follow-up (14th August 2019)
After publishing this post-mortem, I got messaged by a user on sows who was able to shed some more light on this issue.
The user was experiencing the same symptoms on a Win7 setup: blue screen once the firmware was flashed to the C02 IO.
This user's solutions was to use the USB2 ports on the PC instead of the USB3 ones. This is good to know and kinda
aligns with the weird things happening in the driver (see below).
After publishing this post-mortem, I got messaged by a user on sows who was able to shed some more
light on this issue. The user was experiencing the same symptoms on a Win7 setup: blue screen once
the firmware was flashed to the C02 IO. This user's solutions was to use the USB2 ports on the PC
instead of the USB3 ones. This is good to know and kinda aligns with the weird things happening in
the driver (see below).
# Post-mortem: C02 IO kernel module crash on Windows 7 (29th July 2019) by icex2
## Background
The original ezusbsys.sys kernel module, which is required to run the C02 IO, was compiled for Windows XP 32-bit, only.
There is a newer driver by Cypress, cyusb3.sys, which could be used to IO2 boards on newer Windows platforms, but does
not work with the C02 IO in combination with Konami's propriatery firmware. Thus, it was not possible to run the C02 IO
on anything than Windows XP 32-bit. But, with newer IIDX games running on Windows 7 64-bit, the C02 IO wasn't usable
anymore. Leaving aside, that the newer games actually require a BIO2 board and do not support C02 nor IO2 boards
anymore.
The original ezusbsys.sys kernel module, which is required to run the C02 IO, was compiled for
Windows XP 32-bit, only. There is a newer driver by Cypress, cyusb3.sys, which could be used to IO2
boards on newer Windows platforms, but does not work with the C02 IO in combination with Konami's
propriatery firmware. Thus, it was not possible to run the C02 IO on anything than Windows XP
32-bit. But, with newer IIDX games running on Windows 7 64-bit, the C02 IO wasn't usable anymore.
Leaving aside, that the newer games actually require a BIO2 board and do not support C02 nor IO2
boards anymore.
## The goal
I still wanted to use my cabinet with a C02 board on newer games which is possible with BT5 adding an emulation layer
and an interface (iidxio). This IO interface can be used to implement a driver that talks to a real IO again. Thus,
implementing a ezusb iidxio driver library, we can run newer games with an C02 IO as well.
However, there was no ezusbsys.sys driver that works on newer platforms required to run the newer games. But, Cypress
was nice and included the source code of the ezusbsys kernel module. With a few tweaks and a very recent version of
visual studio, it was quite easy to build this driver for newer platforms, including Windows 7, 8 and 10 in both
32-bit and 64-bit variants.
I still wanted to use my cabinet with a C02 board on newer games which is possible with BT5 adding
an emulation layer and an interface (iidxio). This IO interface can be used to implement a driver
that talks to a real IO again. Thus, implementing a ezusb iidxio driver library, we can run newer
games with an C02 IO as well.
However, there was no ezusbsys.sys driver that works on newer platforms required to run the newer
games. But, Cypress was nice and included the source code of the ezusbsys kernel module. With a few
tweaks and a very recent version of visual studio, it was quite easy to build this driver for newer
platforms, including Windows 7, 8 and 10 in both 32-bit and 64-bit variants.
## The problem
But, when using this driver on certain combinations of newer hardware (max. 1-2 years old) and Windows 7, the kernel
module might crash after the Konami C02 firmware got flashed to the ezusb board. The result was a bluescreen and reboot.
However, the hardware was fine and the kernel module worked fine on another piece of hardware, the stock PC that was
used with iidx 20 to 24. However, this hardware is not powerful enough to run iidx 25 and newer without stuttering
issues.
But, when using this driver on certain combinations of newer hardware (max. 1-2 years old) and
Windows 7, the kernel module might crash after the Konami C02 firmware got flashed to the ezusb
board. The result was a bluescreen and reboot.
However, the hardware was fine and the kernel module worked fine on another piece of hardware, the
stock PC that was used with iidx 20 to 24. However, this hardware is not powerful enough to run iidx
25 and newer without stuttering issues.
## The analysis/debugging
Note: The full source code can be found in the bemanitools-supplement package.
Setup:
* Native hardware with Windows 7 that was crashing
* Vmware with Windows 10 and Visual Studio 2019 to compile the kernel module. Target platform Windows 7 64-bit
* Booting Windows 7 in test mode to allow unsigned kernel modules to run and with debug output turned on
* dbgview on Windows 7 machine to get local kernel dbg output
Because I wanted to stick to Windows 7 in the beginning (refer to the solution section), I started debugging the kernel
module by enabling the debug message output that was already available in the code. However, since kernel debug message
printing can be very delayed, the kernel could not print various messages before the kernel crashed.
- Native hardware with Windows 7 that was crashing
- Vmware with Windows 10 and Visual Studio 2019 to compile the kernel module. Target platform
Windows 7 64-bit
- Booting Windows 7 in test mode to allow unsigned kernel modules to run and with debug output
turned on
- dbgview on Windows 7 machine to get local kernel dbg output
Thus, I started stripping the kernel module step by step to narrow down the possible spots causing the crash. After a
few hours, I got the (first) issue tracked down:
Because I wanted to stick to Windows 7 in the beginning (refer to the solution section), I started
debugging the kernel module by enabling the debug message output that was already available in the
code. However, since kernel debug message printing can be very delayed, the kernel could not print
various messages before the kernel crashed.
After the firmware was flashed, the device had to re-enumerate. When this happens, the function *Ezusb_PnPAddDevice*
is called to create a new instance of the device. Since this kernel module is acting as a filter driver, it has to
trap this call, and add a filter device before the real device in the device stack. Thus, each call to the ezusb device
hits the filter device first and the filter device calls the real device after doing some magic.
Thus, I started stripping the kernel module step by step to narrow down the possible spots causing
the crash. After a few hours, I got the (first) issue tracked down:
*Ezusb_PnPAddDevice* calls *Ezusb_CreateDeviceObject*. Afterwards, it checks the status of the call to
*Ezusb_CreateDeviceObject* and if successful, it tries attaching the device to the device stack. However, instead of
using *IoAttachDeviceToDeviceStackSafe* it uses the unsafe variant *IoAttachDeviceToDeviceStack* which can lead to a
race condition on newer Windows Systems. Furthermore, all initialization of further variables of the *deviceObject*
needs to happen BEFORE doing that. Again, this is a race condition.
After the firmware was flashed, the device had to re-enumerate. When this happens, the function
*Ezusb_PnPAddDevice* is called to create a new instance of the device. Since this kernel module is
acting as a filter driver, it has to trap this call, and add a filter device before the real device
in the device stack. Thus, each call to the ezusb device hits the filter device first and the filter
device calls the real device after doing some magic.
*Ezusb_PnPAddDevice* calls *Ezusb_CreateDeviceObject*. Afterwards, it checks the status of the call
to *Ezusb_CreateDeviceObject* and if successful, it tries attaching the device to the device stack.
However, instead of using *IoAttachDeviceToDeviceStackSafe* it uses the unsafe variant
*IoAttachDeviceToDeviceStack* which can lead to a race condition on newer Windows Systems.
Furthermore, all initialization of further variables of the *deviceObject* needs to happen BEFORE
doing that. Again, this is a race condition.
Next issue: Once the kernel calls *Ezusb_StartDevice* -> *Ezusb_ConfigureDevice* ->
*Ezusb_SelectInterfaces*, it tries to use *USBD_ParseConfigurationDescriptorEx* to get the interface
from the configuration descriptor. However, that fails for some unknown reason. I checked the data
structure and it is perfectly fine and everything is there. Thus, I wrote my own version
*Ezusb_GetInterfaceFromConfigurationDescriptor* which does all the magic required to get this part
fixed:
Next issue: Once the kernel calls *Ezusb_StartDevice* -> *Ezusb_ConfigureDevice* -> *Ezusb_SelectInterfaces*, it tries
to use *USBD_ParseConfigurationDescriptorEx* to get the interface from the configuration descriptor. However, that
fails for some unknown reason. I checked the data structure and it is perfectly fine and everything is there. Thus,
I wrote my own version *Ezusb_GetInterfaceFromConfigurationDescriptor* which does all the magic required to get this
part fixed:
```
PUSB_INTERFACE_DESCRIPTOR Ezusb_GetInterfaceFromConfigurationDescriptor(
IN PUSB_CONFIGURATION_DESCRIPTOR ConfigurationDescriptor
@ -89,15 +107,17 @@ PUSB_INTERFACE_DESCRIPTOR Ezusb_GetInterfaceFromConfigurationDescriptor(
}
```
And next issue is just up ahead: Following the above, we have to call *Ezusb_USBD_CreateConfigurationRequestEx* to
create a USB configuration request to set the interface we want to use. This is executed with a *Ezusb_CallUSBD* call
which sends request to the real hardware. However, this request always fails. The call *IoCallDriver* inside
*Ezusb_CallUSBD* always returns an NTSTATUS code that is not documented anywhere (can't find the exact status code
anymore, but once you get it, try to find it in the header file).
And next issue is just up ahead: Following the above, we have to call
*Ezusb_USBD_CreateConfigurationRequestEx* to create a USB configuration request to set the interface
we want to use. This is executed with a *Ezusb_CallUSBD* call which sends request to the real
hardware. However, this request always fails. The call *IoCallDriver* inside *Ezusb_CallUSBD* always
returns an NTSTATUS code that is not documented anywhere (can't find the exact status code anymore,
but once you get it, try to find it in the header file).
At this point, I had to give up. I already wasted too many hours and this is clearly a dead end.
## The solution
Once I realized that I got stuck with Windows 7 and I didn't want to buy (more) new hardware, I gave Windows 10 a try.
Surprisingly, this solved all the issues and the kernel module runs fine. The C02 board is flashable without crashing
and works with newer IIDX games.
Once I realized that I got stuck with Windows 7 and I didn't want to buy (more) new hardware, I gave
Windows 10 a try. Surprisingly, this solved all the issues and the kernel module runs fine. The C02
board is flashable without crashing and works with newer IIDX games.

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@ -1,25 +1,31 @@
# Notes outlining some aspects of the DirectX calls which were required to know to implement a up-/downscaling feature
As the title says, this outlines some aspects I needed to figure out in order to implement a up-/downscaling feature
within the d3d9 hook module that works on all currently available IIDX versions (9 to 26).
To analyze the rendering loops, I have used a tool called apitrace which traces the calls of many graphic APIs:
https://github.com/apitrace/apitrace
As the title says, this outlines some aspects I needed to figure out in order to implement a
up-/downscaling feature within the d3d9 hook module that works on all currently available IIDX
versions (9 to 26).
Defintely recommended to quickly figure out what is going on regarding rendering. It also allows you to let you render
parts of a scene after the application exited because it records all API calls and data passed to them.
To analyze the rendering loops, I have used a tool called apitrace which traces the calls of many
graphic APIs: https://github.com/apitrace/apitrace
Anyway, considering the various iterations in (GPU) hardware the game had to undergo combined with weird quirks and
"fixes" Bemanitools is undoing, I wouldn't have guessed that their rendering engine was nearly the same until IIDX 20.
That's when they introduced SD/HD mode.
Defintely recommended to quickly figure out what is going on regarding rendering. It also allows you
to let you render parts of a scene after the application exited because it records all API calls and
data passed to them.
In this case, that's great news because I had to craft a solution that allows up-/downscaling the final frame to
different resolutions (see the iidxhook-util/d3d9 module for more details about the feature).
Anyway, considering the various iterations in (GPU) hardware the game had to undergo combined with
weird quirks and "fixes" Bemanitools is undoing, I wouldn't have guessed that their rendering engine
was nearly the same until IIDX 20. That's when they introduced SD/HD mode.
In this case, that's great news because I had to craft a solution that allows up-/downscaling the
final frame to different resolutions (see the iidxhook-util/d3d9 module for more details about the
feature).
But first, we need a breakdown of the render loop's most relevant parts for this:
## IIDX pre 20
Using apitrace, we can see the following outline of a frame (not counting the first one that does a lot of setup in
the beginning):
Using apitrace, we can see the following outline of a frame (not counting the first one that does a
lot of setup in the beginning):
```
BeginScene
Clear
@ -31,12 +37,14 @@ Present
No render target switching, simply render everything to the back buffer...plain and simple.
Note: The viewport size is determined by the size returned by GetClientRect, wtf.
Welp, no official Konmai seal of approval without that. ¯\_(ツ)_/¯
Note: The viewport size is determined by the size returned by GetClientRect, wtf. Welp, no official
Konmai seal of approval without that. ¯\_(ツ)\_/¯
## IIDX 20+
Using apitrace, we can see the following outline of a frame (not counting the first one that does a lot of setup in
the beginning):
Using apitrace, we can see the following outline of a frame (not counting the first one that does a
lot of setup in the beginning):
```
BeginScene
// tex1 is a render target texture with size 1280x720 (also in SD mode)
@ -63,26 +71,30 @@ EndScene -> ErrInvalidCall return code
Present
```
This is quite a different flow to implement HD and SD mode but the solution to solve that particular problem is straight
forward and easy to understand. This means that the game will always render in HD mode and only downscale the final
frame to SD resolution for 640x480 output.
This is quite a different flow to implement HD and SD mode but the solution to solve that particular
problem is straight forward and easy to understand. This means that the game will always render in
HD mode and only downscale the final frame to SD resolution for 640x480 output.
Also, why the fuck do they call BeginScene and EndScene twice? Looks like they wanted to do this in two separate scenes
for some reason. Checking the return values would have revealed to them that something's not right...lucky them that
this code works nevertheless.
Another Konmai seal of approval, a job well done. ¯\_(ツ)_/¯
Also, why the fuck do they call BeginScene and EndScene twice? Looks like they wanted to do this in
two separate scenes for some reason. Checking the return values would have revealed to them that
something's not right...lucky them that this code works nevertheless. Another Konmai seal of
approval, a job well done. ¯\_(ツ)\_/¯
## iidxhook's up-/downscaling solution
The initial solution simply hooked into BeginScene and EndScene and let the game render to an intermediate render
target texture. The texture was scaled according to the actual target frame buffer size before getting presented. This
solution worked fine for pre IIDX 20 games but created a black screen on IIDX 20+.
In order to avoid two different scaling flows, the final solution that works for both does the following:
* Create a render target texture with native resolution and let the game render to it
* Set the render target to that intermediate render target texture on BeginScene
* Before Present
* Scale the intermediate render target texture to the back buffer
* Set the back buffer as the render target
* Present frame
The initial solution simply hooked into BeginScene and EndScene and let the game render to an
intermediate render target texture. The texture was scaled according to the actual target frame
buffer size before getting presented. This solution worked fine for pre IIDX 20 games but created a
black screen on IIDX 20+.
Just an outline which follows the actual implementation that you can find in the iidxhook-util/d3d9.
In order to avoid two different scaling flows, the final solution that works for both does the
following:
- Create a render target texture with native resolution and let the game render to it
- Set the render target to that intermediate render target texture on BeginScene
- Before Present
- Scale the intermediate render target texture to the back buffer
- Set the back buffer as the render target
- Present frame
Just an outline which follows the actual implementation that you can find in the iidxhook-util/d3d9.

View File

@ -1,21 +1,25 @@
# ACIO BIO2 IIDX package dump
Package dump excerpt of the init sequence of a original Konami IIDX BIO2 with sub IO connected.
This was used to identify a missing piece of information that needs to be communicated to the BIO2
for IIDX to initialize the sub IO correctly.
Package dump excerpt of the init sequence of a original Konami IIDX BIO2 with sub IO connected. This
was used to identify a missing piece of information that needs to be communicated to the BIO2 for
IIDX to initialize the sub IO correctly.
The dump was cut off after two polls as the sequence just keeps on repeating from that point on.
## Findings for problem to solve
With the previous implemention of the BIO2 driver, which was created off references of SDVX KFCA,
a BIO2 used with IIDX and the sub IO (to upgrade older C02, IO2 cabinets) connected didn't
initialize properly. This resulted in no inputs/outputs other than 14 keys working.
With the previous implemention of the BIO2 driver, which was created off references of SDVX KFCA, a
BIO2 used with IIDX and the sub IO (to upgrade older C02, IO2 cabinets) connected didn't initialize
properly. This resulted in no inputs/outputs other than 14 keys working.
The problem identified was a different byte, exact meaning not known, that is sent in
[exchange 4](#exchange-4-ac-io-cmd-clear). Instead of `0x3B` from the SDVX KFCA based
implementation, it needs to be set to `0x2D`.
## Exchange 1: AC_IO_CMD_ASSIGN_ADDRS
### Write
```text
AA 00 00 01 00 01 00 02
@ -29,6 +33,7 @@ data: 00
```
### Read
```
AA AA 00 00 01 00 01 01 03
@ -43,7 +48,9 @@ AA: SOF
```
## Exchange 2: AC_IO_CMD_GET_VERSION
### Write
```
AA 01 00 02 00 00 03
@ -56,6 +63,7 @@ AA: SOF
```
### Read
```
AA AA 81 00 02 00 2C 0D 06 00 00 ...
@ -70,7 +78,9 @@ XX: checksum
```
## Exchange 3: AC_IO_CMD_START_UP
### Write
```
AA 01 00 03 00 00 04
@ -83,6 +93,7 @@ AA: SOF
```
### Read
```
AA AA 81 00 03 00 01 00 85
@ -97,7 +108,9 @@ AA: SOF
```
## Exchange 4: AC_IO_CMD_CLEAR
### Write
```
AA 01 01 00 00 01 2D 30
@ -111,6 +124,7 @@ AA: SOF
```
### Read
```
AA AA 81 01 00 00 01 00 83
@ -125,7 +139,9 @@ AA: SOF
```
## Exchange 5: BIO2_BI2A_CMD_WATCHDOG
### Write
```
AA 01 01 20 00 02 00 00 24
@ -139,6 +155,7 @@ AA: SOF
```
### Read
```
AA AA 81 01 20 00 01 00 A3
@ -153,7 +170,9 @@ A3: checksum
```
## Exchange 6: BIO2_BI2A_CMD_POLL
### Write
```
AA 01 01 52 00 30 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 84
@ -167,6 +186,7 @@ AA: SOF
```
### Read
```
AA AA 81 01 52 00 2E 00 00 B0 00 F0 00 F0 F0 00 00 00 00 00 02 00 5F 11 FF 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 F3
@ -181,12 +201,15 @@ F3: checksum
```
## Exchange 7: BIO2_BI2A_CMD_POLL
### Write
```
AA 01 01 52 00 30 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 84
```
### Read
```
AA AA 81 01 52 00 2E 00 00 B0 00 F0 00 F0 F0 00 00 00 00 00 02 00 64 11 FF 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 F8
```
```

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@ -1,30 +1,29 @@
# Beatmania IIDX 10th Style - D01 IO boot code and security init
Date: 2023-04-03
Author: icex2
Date: 2023-04-03 Author: icex2
Documenting decompiled and reverse engineered code snippets from the D01 JAE `bm2dx.exe`. These
helped me figuring out the two different security boot modes the game supports.
In summary, it supports booting with the C02 IO with a C02 black dongle and a D01 IO board with
a D01 dongle. No other combination is valid because they didn't make sense back then. You either
had an upgraded old style/twinkle cabinet to C02 (GEC02) or you bought a new dedicated cabinet
(GQD01). With 10th style supporting the old C02 dongle, it appears that all owners of a C02 cabinet
with IO board and C02 dongle received a free software update/HDD. This might make sense considering
the short life span of C02 and the game being super buggy, especially in earlier/initial revisions.
In summary, it supports booting with the C02 IO with a C02 black dongle and a D01 IO board with a
D01 dongle. No other combination is valid because they didn't make sense back then. You either had
an upgraded old style/twinkle cabinet to C02 (GEC02) or you bought a new dedicated cabinet (GQD01).
With 10th style supporting the old C02 dongle, it appears that all owners of a C02 cabinet with IO
board and C02 dongle received a free software update/HDD. This might make sense considering the
short life span of C02 and the game being super buggy, especially in earlier/initial revisions.
The game expects the following "configurations" from bemanitools:
* Booting as upgraded C02 with free D01 upgrade
* `sec.boot_version=GEC02 `
* `sec.boot_seeds=0:0:1`
* `sec.black_plug_mcode=GEC02JAA`
* "D01 IO pin" on IO board not active
* Booting as dedicated
* `sec.boot_version=GEC02 `
* `sec.boot_seeds=0:1:1`
* `sec.black_plug_mcode=GQD01JAA`
* "D01 IO pin" on IO board ACTIVE
- Booting as upgraded C02 with free D01 upgrade
- `sec.boot_version=GEC02 `
- `sec.boot_seeds=0:0:1`
- `sec.black_plug_mcode=GEC02JAA`
- "D01 IO pin" on IO board not active
- Booting as dedicated
- `sec.boot_version=GEC02 `
- `sec.boot_seeds=0:1:1`
- `sec.black_plug_mcode=GQD01JAA`
- "D01 IO pin" on IO board ACTIVE
All the above was derived from reading and understanding the documented code excerpts below.
@ -286,4 +285,4 @@ int io_init_security()
set_io_error_type(-1, aNgSecurity);
return -1;
}
```
```

View File

@ -1,18 +1,17 @@
# IIDX 24 GFX upscaling notes
Date: 2023-04-15
Author: icex2
Date: 2023-04-15 Author: icex2
Notes about my work on fixing the upscaling/downscaling feature of bemanitools for IIDX 20 to 26.
I realized that the render backend changed significantly that the old method that worked fine
doesn't work anymore.
Notes about my work on fixing the upscaling/downscaling feature of bemanitools for IIDX 20 to 26. I
realized that the render backend changed significantly that the old method that worked fine doesn't
work anymore.
The tool used in the screenshots is [apitrace](https://github.com/apitrace/apitrace).
## IIDX 24
The GFX engine in IIDX from 20 to 26 has a changed render loop that includes built-in scaling to
implement the SD and HD/HD* screen settings that are selectable in the operator menu
implement the SD and HD/HD\* screen settings that are selectable in the operator menu
### Frame 0 - GFX init part
@ -28,15 +27,15 @@ Start the scene and set the render target to the intermediate texture.
![](2023-04-13-iidx-24-gfx-upscaling/beginscene.png)
After done drawing the scene, the intermediate texture is blended to the framebuffer. With a target
2D plane having the size of the target resolution, the blending applies linear scaling to either
up- or downscale the final image.
2D plane having the size of the target resolution, the blending applies linear scaling to either up-
or downscale the final image.
![](2023-04-13-iidx-24-gfx-upscaling/scaling.png)
## IIDX 10
A recap of the old stuff, see also [my previous notes](2019-10-07-iidx-gfx-rendering-loops.md),
as I had to look at everything again to properly understand the differences.
A recap of the old stuff, see also [my previous notes](2019-10-07-iidx-gfx-rendering-loops.md), as I
had to look at everything again to properly understand the differences.
### Frame 0 - GFX init part
@ -47,11 +46,11 @@ buffer.
### Frame 1 - A clean main render path
Beginning the scene excerpt. The viewport needs to match the target resolution to display the
final image correctly.
Beginning the scene excerpt. The viewport needs to match the target resolution to display the final
image correctly.
![](2023-04-13-iidx-24-gfx-upscaling/beginscene10.png)
Ending the scene excerpt, nothing fancy here, just swapping the back buffer.
![](2023-04-13-iidx-24-gfx-upscaling/endscene10.png)
![](2023-04-13-iidx-24-gfx-upscaling/endscene10.png)

View File

@ -1,7 +1,6 @@
# DDR p3io driver work, various notes
Date: 2023-05-28
Author: icex2
Date: 2023-05-28 Author: icex2
Notes about my work on writing a DDR P3io driver.
@ -13,114 +12,116 @@ PCB breakout interfaces/connectors on the side of the boards.
Descriptions assume cabinet hardware of an upgraded DDR "black SD cabinet"
* `LINE OUT 1`: Primary audio out to amplifier
* `LINE OUT 2`: N.C.
* `RGB`: Video out to monitor, supports 15khz/31khz based on hardware switch for video freq/mode selection
* `COM1`: Virtual com port that connects to the EXTIO
* `COM2`: Virtual com port that connects to a pair of ICCA card readers
* `LAN`: Network connection
* `PWR`: 100V power in
* `ANALOG`: N.C.
* `PORT 1`: Lights output for cabinet lights, e.g. menu button lights, top header lights
* `PORT 2`: N.C.
* `DIPSW`
* `1`: ???
* `2`: On = force all sensor polling mode and allow running the game without an EXTIO
* `3`: ???
* `4`: On = force 15 khz monitor output
* `PLUG 1`: Black dongle
* `PLUG 2`: White dongle
- `LINE OUT 1`: Primary audio out to amplifier
- `LINE OUT 2`: N.C.
- `RGB`: Video out to monitor, supports 15khz/31khz based on hardware switch for video freq/mode
selection
- `COM1`: Virtual com port that connects to the EXTIO
- `COM2`: Virtual com port that connects to a pair of ICCA card readers
- `LAN`: Network connection
- `PWR`: 100V power in
- `ANALOG`: N.C.
- `PORT 1`: Lights output for cabinet lights, e.g. menu button lights, top header lights
- `PORT 2`: N.C.
- `DIPSW`
- `1`: ???
- `2`: On = force all sensor polling mode and allow running the game without an EXTIO
- `3`: ???
- `4`: On = force 15 khz monitor output
- `PLUG 1`: Black dongle
- `PLUG 2`: White dongle
### P3IO GF/DM
Descriptions assume usage of a P3IO from a GF/DM in a "chimera style PCB build" on an upgraded
DDR "black SD cabinet"
Descriptions assume usage of a P3IO from a GF/DM in a "chimera style PCB build" on an upgraded DDR
"black SD cabinet"
* `PWR`: 100V power in
* `12V-OUT`: +12V out for external devices
* `PORT 1`: Lights output for cabinet lights, e.g. menu button lights, top header lights
* `PORT 2`: N.C.
* `COM1`: To EXTIO
* `COM2`: To card readers
* `RGB`: Video out to monitor, supports 15khz/31khz based on hardware switch for video freq/mode selection
* `LINE OUT 1`: Primary audio out to amplifier
* `LINE OUT 2`: N.C.
* `DIPSW`
* `1`:
* `2`:
* `3`:
* `4`: On = force 15 khz monitor output
* `PLUG 1`: Roundplug black dongle
* `PLUG 2`: Roundplug white dongle
- `PWR`: 100V power in
- `12V-OUT`: +12V out for external devices
- `PORT 1`: Lights output for cabinet lights, e.g. menu button lights, top header lights
- `PORT 2`: N.C.
- `COM1`: To EXTIO
- `COM2`: To card readers
- `RGB`: Video out to monitor, supports 15khz/31khz based on hardware switch for video freq/mode
selection
- `LINE OUT 1`: Primary audio out to amplifier
- `LINE OUT 2`: N.C.
- `DIPSW`
- `1`:
- `2`:
- `3`:
- `4`: On = force 15 khz monitor output
- `PLUG 1`: Roundplug black dongle
- `PLUG 2`: Roundplug white dongle
### P3IO DDR(X)
Descriptions assume cabinet hardware of an upgraded DDR "black SD cabinet"
* `PWR`: 100V power in
* `USB`: USB memory card readers on cabinet
* `PORT 1`: Lights output for cabinet lights, e.g. menu button lights, top header lights
* `COM3-4`: Virtual COM ports
* COM3 (VCOM1): Pins 1,3,5 on connector -> To card readers
* COM4 (VCOM0): Pins 2,4,6 on connector -> N.C.
* `PLUG`: Breakout to security round plugs (black and white dongles)
* `COM1`: To EXTIO
* Pinout (pins left to right)
* 1: TXD1
* 2: RXD1
* 3: N.C.
* 4: N.C.
* 5: GND
* `COM2`: N/A (light spires on black HD cabinet)
* Pinout (pins left to right)
* 1: TXD2
* 2: RXD2
* 3: GND
* `RGB`: Video out to monitor, supports 15khz/31khz based on hardware switch for video freq/mode selection
* `LINE OUT1`: Primary audio out to amplifier
* `LINE OUT2`: N.C.
* `LAN`: Network
* `DIP SW`
* `1`:
* `2`:
* `3`:
* `4`: On = force 15 khz monitor output
- `PWR`: 100V power in
- `USB`: USB memory card readers on cabinet
- `PORT 1`: Lights output for cabinet lights, e.g. menu button lights, top header lights
- `COM3-4`: Virtual COM ports
- COM3 (VCOM1): Pins 1,3,5 on connector -> To card readers
- COM4 (VCOM0): Pins 2,4,6 on connector -> N.C.
- `PLUG`: Breakout to security round plugs (black and white dongles)
- `COM1`: To EXTIO
- Pinout (pins left to right)
- 1: TXD1
- 2: RXD1
- 3: N.C.
- 4: N.C.
- 5: GND
- `COM2`: N/A (light spires on black HD cabinet)
- Pinout (pins left to right)
- 1: TXD2
- 2: RXD2
- 3: GND
- `RGB`: Video out to monitor, supports 15khz/31khz based on hardware switch for video freq/mode
selection
- `LINE OUT1`: Primary audio out to amplifier
- `LINE OUT2`: N.C.
- `LAN`: Network
- `DIP SW`
- `1`:
- `2`:
- `3`:
- `4`: On = force 15 khz monitor output
## Python IO boards and differences
### P3IO DDR(X)
* Connects to USB and actually enumerates as a USB device and not a virtual COM port
* COM ports 1-4 on breakout of the PCB are being passed through as actual COM ports to the operating system
- Connects to USB and actually enumerates as a USB device and not a virtual COM port
- COM ports 1-4 on breakout of the PCB are being passed through as actual COM ports to the operating
system
### P3IO GF/DM
* Connects to USB and actually enumerates as a USB device and not a virtual COM port
* COM ports 1-2 on breakout of the PCB are just virtual COM ports
* These do not show up as COM ports on the operating system
* The game drives the COM ports through the main P3IO protocol with additional P3IO commands
to open, read, write and close these virtual COM ports
- Connects to USB and actually enumerates as a USB device and not a virtual COM port
- COM ports 1-2 on breakout of the PCB are just virtual COM ports
- These do not show up as COM ports on the operating system
- The game drives the COM ports through the main P3IO protocol with additional P3IO commands to
open, read, write and close these virtual COM ports
### P2IO DDR
* Connects to USB and actually enumerates as a USB device and not a virtual COM port
* COM ports 1-2 on breakout of the PCB are just virtual COM ports
* These do not show up as COM ports on the operating system
* The game drives the COM ports through the main P3IO protocol with additional P3IO commands
to open, read, write and close these virtual COM ports
- Connects to USB and actually enumerates as a USB device and not a virtual COM port
- COM ports 1-2 on breakout of the PCB are just virtual COM ports
- These do not show up as COM ports on the operating system
- The game drives the COM ports through the main P3IO protocol with additional P3IO commands to
open, read, write and close these virtual COM ports
## Pinout card reader P1 -> P2 mini din8 male to mini din8 male
Port 1 2 and 3:
Port 1 2 and 3:
* Pin 3: TX
* Pin 4: GND
* Pin 5 : RX
- Pin 3: TX
- Pin 4: GND
- Pin 5 : RX
Pin 3 and 5 need to be reversed inbetween readers
They are all the same, so your cable needs to bridge them over.
A standard male to male mini din 8 cable does not do that.
Pin 3 and 5 need to be reversed inbetween readers They are all the same, so your cable needs to
bridge them over. A standard male to male mini din 8 cable does not do that.
### Pinout card reader stock cable s-sub9 to round pin9
@ -135,16 +136,16 @@ dsub-9 female -> mini-din8 male
Default or incorrectly configured?
* `COM1` -> on mainboard
* `COM2` -> COM2 on P3IO breakout
* `COM3` -> ???
* `COM4` -> COM1 on P3IO breakout
- `COM1` -> on mainboard
- `COM2` -> COM2 on P3IO breakout
- `COM3` -> ???
- `COM4` -> COM1 on P3IO breakout
## P3IO command init sequence on DDR 18
From the ddrio-python23 library
```text
````text
.data:1002D5D0 g_init_pakets db 0AAh, 2, 0, 1, 29h dup(0); field_0.field_0
.data:1002D5D0 ; DATA XREF: initialize_and_send_pakets+5↑o
.data:1002D5D0 db 0AAh, 2, 0, 2Fh, 29h dup(0); field_0.field_0
@ -191,4 +192,4 @@ From the ddrio-python23 library
// 29: get video freq
// 5: set watchdog
// 27: get cab type or dipsw
```
````

View File

@ -1,50 +1,62 @@
# Development
This document is intended for developers interested in contributing to Bemanitools. Please read this document before
you start developing.
This document is intended for developers interested in contributing to Bemanitools. Please read this
document before you start developing.
## Goals
We want you to understand what this project is about and its goals. The following list serves as a guidance for all
developers to identify valuable contributions for this project. As the project evolves, these gaols might do as well.
* Allow running Konami arcade rhythm games, i.e. games of the Bemani series, on arbitrary hardware.
* Emulate required software and hardware features.
* Provide means to cope with incompatibility issues resulting from using a different software platform (e.g. version
of Windows).
* Provide an API for custom interfaces and configuring fundamental application features.
We want you to understand what this project is about and its goals. The following list serves as a
guidance for all developers to identify valuable contributions for this project. As the project
evolves, these gaols might do as well.
- Allow running Konami arcade rhythm games, i.e. games of the Bemani series, on arbitrary hardware.
- Emulate required software and hardware features.
- Provide means to cope with incompatibility issues resulting from using a different software
platform (e.g. version of Windows).
- Provide an API for custom interfaces and configuring fundamental application features.
## Development environment
The following tooling is required in order to build this project.
### Tooling
#### Linux / MacOSX
* git
* make
* mingw-w64
* clang-format
* wine (optional, for running tests or some quick testing without requiring a VM)
- git
- make
- mingw-w64
- clang-format
- wine (optional, for running tests or some quick testing without requiring a VM)
On MacOSX, you can use homebrew or macports to install these packages.
#### Windows
TODO
### IDE
Ultimately, you are free to use whatever you feel comfortable with for development. The following is our preferred
development environment which we run on a Linux distribution of our choice:
* Visual Studio Code with the following extensions
* C/C++
* C++ Intellisense
* Clang-Format
Ultimately, you are free to use whatever you feel comfortable with for development. The following is
our preferred development environment which we run on a Linux distribution of our choice:
- Visual Studio Code with the following extensions
- C/C++
- C++ Intellisense
- Clang-Format
### Further tools for testing and debugging
* Debugger: Can be part of your reverse engineering IDE of your choice or stand-along like
[OllyDbg](http://www.ollydbg.de/).
* [apitrace](https://apitrace.github.io/): Trace render calls to graphics APIs like D3D and OpenGL.
This tool allows you to record and re-play render calls of an application with frame-by-frame
debugging. Very useful to analyze the render pipeline or debug graphicial glitches.
- Debugger: Can be part of your reverse engineering IDE of your choice or stand-along like
[OllyDbg](http://www.ollydbg.de/).
- [apitrace](https://apitrace.github.io/): Trace render calls to graphics APIs like D3D and OpenGL.
This tool allows you to record and re-play render calls of an application with frame-by-frame
debugging. Very useful to analyze the render pipeline or debug graphicial glitches.
## Building
Simply run make in the root folder:
```
make
```
@ -52,17 +64,20 @@ make
All output is located in the *build* folder including the final *bemanitools.zip* package.
Note about using `-j n` option on make: This is currently considered broken/unreliable. Expect to
run into odd issues like randomly changing unresolved dependency errors. If you attempted this,
run a `make clean` before running `make` again.
run into odd issues like randomly changing unresolved dependency errors. If you attempted this, run
a `make clean` before running `make` again.
### Release building
A release build is a clean build including code formatting and testing. This can be executed by running the following
command:
A release build is a clean build including code formatting and testing. This can be executed by
running the following command:
```
make release
```
## Building with docker
You can also build bemanitools using docker which avoids having to setup a full development
environment if you are just interested in building binaries for the latest changes. Naturally, this
requires you to have the docker daemon installed. Then, run the following command from the root
@ -75,28 +90,35 @@ make build-docker
Once completed successfully, the build output is located in the `build/docker` sub-folder.
## Creating releases
For developers to create official releases with major and minor versioning:
1. Ensure that all everything you want to have for this release is merged into master.
1. Create a [changelog](CHANGELOG.md) based on aggregating and summerizing commit messages of
whatever got added starting from the tag of the current version to the current head of master.
Commit that changelog and push to master.
whatever got added starting from the tag of the current version to the current head of master.
Commit that changelog and push to master.
1. Create a tag with the next version number, e.g. for 5.28:
```bash
git tag v5.28
```
1. Push the tag upstream:
```bash
git push origin v5.28
```
1. Wait for the CI pipeline to finish building the release and check if everything's ok.
1. On GitLab, go to "Tags" in the repository, click on the commit ID below the tag in the list you
just created.
just created.
1. Click on the "Pipelines" tab and click on the download button on the right and on "Download
release artifacts".
1. Rename the downloaded zip to "bemanitools-v5.28.zip" and the replace v5.28 with the version
you want to release.
release artifacts".
1. Rename the downloaded zip to "bemanitools-v5.28.zip" and the replace v5.28 with the version you
want to release.
1. Upload the release.
1. For publishing the release, create a post with the following contents:
```
v5.28
<insert link to uploaded zip here>
@ -108,53 +130,66 @@ Changelog copy-paste:
```
## Code formatting
To apply our code style using clang-format, simply run the following command:
```
make code-format
```
Please also refer to the [section about](###Additional-code-style-guidelines) which cannot be covered using
clang-format.
Please also refer to the [section about](###Additional-code-style-guidelines) which cannot be
covered using clang-format.
## Testing
This still needs to be improved/implemented properly to run the unit-tests easily. Currently, you have to be on either
a Linux/MacOSX system and run
This still needs to be improved/implemented properly to run the unit-tests easily. Currently, you
have to be on either a Linux/MacOSX system and run
```
make run-tests
```
This executes all currently available unit-tests and reports to the terminal any errors. This requires wine to be
installed.
This executes all currently available unit-tests and reports to the terminal any errors. This
requires wine to be installed.
## Project structure
Now that your setup is ready to go, here is brief big picture of what you find in this project.
* build: This folder will be generated once you have run the build process.
* dist: Distribution related files such as (default) configuration files, shell scripts, etc.
* doc: Documentation for the tools and hooks as well as some development related docs.
* src: The source code
* imports: Provides headers and import definitions for AVS libs and a few other dependencies.
* main: The main source code with game specific hook libraries, hardware emulation and application fixes.
* test: Unit tests for modules that are not required for hooking or the presence of a piece of hardware.
* .clang-format: Code style for clang-format.
* GNUmakefile: Our makefile to build this project.
* Module.mk: Defines the various libraries and exe files to build for the distribution packages.
- build: This folder will be generated once you have run the build process.
- dist: Distribution related files such as (default) configuration files, shell scripts, etc.
- doc: Documentation for the tools and hooks as well as some development related docs.
- src: The source code
- imports: Provides headers and import definitions for AVS libs and a few other dependencies.
- main: The main source code with game specific hook libraries, hardware emulation and application
fixes.
- test: Unit tests for modules that are not required for hooking or the presence of a piece of
hardware.
- .clang-format: Code style for clang-format.
- GNUmakefile: Our makefile to build this project.
- Module.mk: Defines the various libraries and exe files to build for the distribution packages.
## Code style and guidelines
Please follow these guidelines to keep a consistent style for the code base. Furthermore, we provide some best practices
that have shown to be helpful. Please read them and reach out to us if you have any concerns or valuable
additions/changes.
Please follow these guidelines to keep a consistent style for the code base. Furthermore, we provide
some best practices that have shown to be helpful. Please read them and reach out to us if you have
any concerns or valuable additions/changes.
### Clang-format
The style we agreed on is provided as a clang-format file. Therefore, we use clang-format for autoformatting our code.
You can use clang-format from your terminal but when using Visual Studio Code, just install the extension. Apply
formatting manually at the end or enable the "reformat on save" feature.
The style we agreed on is provided as a clang-format file. Therefore, we use clang-format for
autoformatting our code.
However, clang-format cannot provide guidance to cover all our style rules. Therefore, we ask you to stick to the
"additional" guidelines in the following sections.
You can use clang-format from your terminal but when using Visual Studio Code, just install the
extension. Apply formatting manually at the end or enable the "reformat on save" feature.
However, clang-format cannot provide guidance to cover all our style rules. Therefore, we ask you to
stick to the "additional" guidelines in the following sections.
### Additional code style guidelines
#### No trailing comments
```
// NOPE
int var = 1; // this is a variable
@ -165,11 +200,13 @@ int var = 1;
```
#### Comment style
* Use either // or /* ... */ for single line.
* Use /* ... */ for multiline comments.
* Use /* ... */ for documentation.
- Use either // or /\* ... \*/ for single line.
- Use /\* ... \*/ for multiline comments.
- Use /\* ... \*/ for documentation.
Examples:
```
// single line comment
int var = 1;
@ -188,9 +225,12 @@ int func(int a, int b);
```
#### Include guards
Provide include guards for every header file. The naming follows the namespacing of the module and the module name.
Provide include guards for every header file. The naming follows the namespacing of the module and
the module name.
Example for bsthook/acio.h file:
```
#ifndef BSTHOOK_ACIO_H
#define BSTHOOK_ACIO_H
@ -201,11 +241,13 @@ Example for bsthook/acio.h file:
```
#### Empty line before and after control blocks
Control blocks include: if, if-else, for, while, do-while, switch
Makes the code more readible with control blocks being easily visible.
Example
```
int var = 1;
@ -217,7 +259,10 @@ printf("%d\n", var);
```
#### Empty line at the start of blocks
There are situations when you want to have an empty line at the start of the block to enhance readability, for example:
There are situations when you want to have an empty line at the start of the block to enhance
readability, for example:
```
if (a &&
b &&
@ -227,6 +272,7 @@ if (a &&
```
Here the assignment aligns with the conditions of the if-black making it hard to read. Better:
```
if (a &&
b &&
@ -237,20 +283,22 @@ if (a &&
```
#### Includes
* Always keep all includes at the top of a header and source file. Exception: Documentation before include guards on
header file.
* Use *< >* for system-based includes, e.g. <stdio.h>.
* Use *" "* for project-based includes, e.g. "util/log.h".
* For project-based includes, always use the full path relative to the root folder (src/main, src/test), e.g.
"util/log.h" and not "log.h" when being in another module in the "util" namespace.
* Sorting
* System-based includes before project-based includes
* Block group them by different namespaces
* Lex sort block groups
* Because windows header files are a mess, the sorting on system-based includes is not always applicable. Please add
a comment when applicable and apply the necessary order.
- Always keep all includes at the top of a header and source file. Exception: Documentation before
include guards on header file.
- Use *\< >* for system-based includes, e.g. \<stdio.h>.
- Use *" "* for project-based includes, e.g. "util/log.h".
- For project-based includes, always use the full path relative to the root folder (src/main,
src/test), e.g. "util/log.h" and not "log.h" when being in another module in the "util" namespace.
- Sorting
- System-based includes before project-based includes
- Block group them by different namespaces
- Lex sort block groups
- Because windows header files are a mess, the sorting on system-based includes is not always
applicable. Please add a comment when applicable and apply the necessary order.
Example for sorting
```
#include <stdio.h>
#include <string.h>
@ -264,25 +312,30 @@ Example for sorting
```
### Documentation
In general, add comments where required to explain a certain piece of code. If is not self-explanatory about:
* Why is it implemented like this
* Very important details to understand how and why it is working that only you know
* A complex algorithm/logic
Make sure to add some comments or even an extended document. Avoid comments that explain trivial and obvious things
like "enable feature X" before an if-block with a feature switch.
In general, add comments where required to explain a certain piece of code. If is not
self-explanatory about:
Especially if it comes to reverse-engineering efforts, comments or even a separate document is crucial to allow others
to understand the depths you dived into.
- Why is it implemented like this
- Very important details to understand how and why it is working that only you know
- A complex algorithm/logic
Any extended notes about documentation some hardware, protocol, reverse-engineering a feature etc. can be stored in
the *doc/dev* folder and stay with the repository. Make good use of that!
Make sure to add some comments or even an extended document. Avoid comments that explain trivial and
obvious things like "enable feature X" before an if-block with a feature switch.
Especially if it comes to reverse-engineering efforts, comments or even a separate document is
crucial to allow others to understand the depths you dived into.
Any extended notes about documentation some hardware, protocol, reverse-engineering a feature etc.
can be stored in the *doc/dev* folder and stay with the repository. Make good use of that!
#### Header files
Document any enum, struct or function exposed by a header file. Documentation of static functions or variables in
source modules is not required. Also provide documentation for the module.
Document any enum, struct or function exposed by a header file. Documentation of static functions or
variables in source modules is not required. Also provide documentation for the module.
Example for my-namespace/my-module.h
```
/**
* Some example module to show you where documentation is expected.
@ -323,22 +376,28 @@ int my_namespace_my_module_func(int a, int b);
```
### Naming conventions
In general, try to keep names short but don't overdo it by using abbrevations of things you created. Sometimes this is
not possible and we accept exceptions if there are no proper alternatives.
In general, try to keep names short but don't overdo it by using abbrevations of things you created.
Sometimes this is not possible and we accept exceptions if there are no proper alternatives.
#### Namespacing
The folder names use lower-case names with dashes *-* as seperators, e.g. *my-namespace*.
#### Modules
Header and source files of modules use lower-case names with dashes *-* as seperators, e.g. *my-module.c*, *my-module.h.
The include guards contain the name of the namespace and module, see [here](#### Include guards).
Header and source files of modules use lower-case names with dashes *-* as seperators, e.g.
*my-module.c*, \*my-module.h.
The include guards contain the name of the namespace and module, see \[here\](#### Include guards).
Variables, functions, structs, enums and macros are namespace accordingly.
#### Variables
Snake-case with proper namespacing to namespace and module. Namespacing applies to static and global variables. Local
variables are not namespaced.
Snake-case with proper namespacing to namespace and module. Namespacing applies to static and global
variables. Local variables are not namespaced.
```
// For namespace "ezusb", module "device", static variable in module
static HANDLE ezusb_device_handle;
@ -348,7 +407,10 @@ int buffer_size = 256;
```
#### Functions
Snake-case with proper namespacing to namespace and module for all functions that are not hook functions.
Snake-case with proper namespacing to namespace and module for all functions that are not hook
functions.
```
// For namespace "ezusb", module "device", static variable in module, init function
void ezusb_device_init(...);
@ -361,7 +423,9 @@ HANDLE my_CreateFileA(...)
```
#### Structs
Snake-case with proper namespacing to namespace and module.
```
// For namespace "ezusb", module "device" ctx struct
struct ezusb_device_ctx {
@ -370,7 +434,9 @@ struct ezusb_device_ctx {
```
#### Enums
Snake-case with proper namespacing to namespace and module. Upper-case for enum entries
```
// For namespace "ezusb", module "device" state enum
struct EZUSB_DEVICE_STATE {
@ -381,14 +447,18 @@ struct EZUSB_DEVICE_STATE {
```
#### Macros
Upper-case with underscore as spacing, proper namespacing to namespace and module.
```
// For namespace "ezusb", module "device" vid
#define EZUSB_DEVICE_VID 0xFFFF
```
#### Multiple variable declarations
Only one declaration per line which also avoids various errors, for example:
```
// Nope
char a, b, b;
@ -402,25 +472,31 @@ char c;
```
### Testing
We advice you to write unit tests for all modules that allow proper unit testing. This applies to modules that are not
part of the actual hooking process and do not rely on external devices to be available. Add these tests to the
*src/test* sub-folder.
This does not only speed up your own development but hardens the code base and avoids having to test these things by
running the real applications, hence saving a lot of time and trouble.
We advice you to write unit tests for all modules that allow proper unit testing. This applies to
modules that are not part of the actual hooking process and do not rely on external devices to be
available. Add these tests to the *src/test* sub-folder.
This does not only speed up your own development but hardens the code base and avoids having to test
these things by running the real applications, hence saving a lot of time and trouble.
### Further best practices
* Avoid external dependencies like additional libraries. Bemanitools is extremely self-contained which enables high
portability and control which is important for implementing various "hacks" to just make things work.
* If you see some module/function lacking documentation that you have to use/understand, add documentation once you
figured out what the function/module is doing. This does not only help your future you but others reading the code.
* Keep documentation and readme files up-to-date. When introducing changes/adding new features, review existing
documentation and apply necessary changes.
- Avoid external dependencies like additional libraries. Bemanitools is extremely self-contained
which enables high portability and control which is important for implementing various "hacks" to
just make things work.
- If you see some module/function lacking documentation that you have to use/understand, add
documentation once you figured out what the function/module is doing. This does not only help your
future you but others reading the code.
- Keep documentation and readme files up-to-date. When introducing changes/adding new features,
review existing documentation and apply necessary changes.
## Misc
The core API interception code was ripped out, cleaned up a tiny bit and released on GitHub. BT5 will eventually be
ported to use this external library in order to avoid maintaining the same code in two places at once.
The core API interception code was ripped out, cleaned up a tiny bit and released on GitHub. BT5
will eventually be ported to use this external library in order to avoid maintaining the same code
in two places at once.
https://github.com/decafcode/capnhook
This too is a little rudimentary; it doesn't come with any examples or even a README yet.
This too is a little rudimentary; it doesn't come with any examples or even a README yet.

View File

@ -27,9 +27,9 @@ N/A
#### How to fix
* Make sure your data is not set to read only, especially the dev folder.
* Disable all network adapters other than the one used to connect to the Internet.
* Check for hidden network adapters in Device Manager.
- Make sure your data is not set to read only, especially the dev folder.
- Disable all network adapters other than the one used to connect to the Internet.
- Check for hidden network adapters in Device Manager.
## 5-1500 series errors
@ -41,7 +41,7 @@ IO ERROR
#### Known occurances
* Pop'n Music 15
- Pop'n Music 15
#### How to fix
@ -59,8 +59,8 @@ N/A
#### How to fix
* Check the integrity of the data you have, i.e. some files might be corrupted
* Check your physical drive. Is it failing?
- Check the integrity of the data you have, i.e. some files might be corrupted
- Check your physical drive. Is it failing?
## 5-1501 series errors
@ -76,9 +76,9 @@ N/A
#### How to fix
* Recopy Bemanitools.
* For Reflec Beat, make sure you are not missing device.dll. (This seems to apply to some older
version of bemanitools)
- Recopy Bemanitools.
- For Reflec Beat, make sure you are not missing device.dll. (This seems to apply to some older
version of bemanitools)
## 5-1502 series errors
@ -90,13 +90,13 @@ BACKUP CHECK ERROR
#### Known occurances
* Pop'n'Music 21 Sunny Park
- Pop'n'Music 21 Sunny Park
#### How to fix
* Give access to gamestart.bat and launcher.exe from Windows Firewall if enabled.
* Make sure no antivirus software firewall is blocking access to those files.
* Start gamestart.bat as Administrator.
- Give access to gamestart.bat and launcher.exe from Windows Firewall if enabled.
- Make sure no antivirus software firewall is blocking access to those files.
- Start gamestart.bat as Administrator.
### 5-1502-0000
@ -110,7 +110,7 @@ N/A
#### How to fix
* Make sure `/dev/` isn't read-only.
- Make sure `/dev/` isn't read-only.
### 5-1502-0002
@ -120,7 +120,7 @@ HDD READ ERROR
#### Known occurances
* GFDM V4
- GFDM V4
#### How to fix
@ -132,7 +132,7 @@ Unknown
#### Description
USB I/O ERROR
USB I/O ERROR
##### FPGA WRITE ERROR
@ -146,22 +146,22 @@ timeouts making this code prone to fail.
#### Known occurances
* IIDX
- IIDX
#### How to fix
#### FPGA WRITE ERROR
* Restart the game
* Re-copy bemanitools
- Restart the game
- Re-copy bemanitools
#### FW TRNS-OUT
* Restart the game
* Re-copy bemanitools
* Running the process on high priority and with admin rights
* If you attached a debugger, that might have messed with the timing and caused this. Try a
different debugger or attach it later in the boot process
- Restart the game
- Re-copy bemanitools
- Running the process on high priority and with admin rights
- If you attached a debugger, that might have messed with the timing and caused this. Try a
different debugger or attach it later in the boot process
### 5-1503-0001
@ -179,10 +179,10 @@ N/A
#### How to fix
* Check the integrity of the data you have, i.e. some files might be corrupted
* If the data came in an archive format, try extracting it again with another application.
* Make sure your game is up to date with the current data available.
* Check your physical drive. Is it failing?
- Check the integrity of the data you have, i.e. some files might be corrupted
- If the data came in an archive format, try extracting it again with another application.
- Make sure your game is up to date with the current data available.
- Check your physical drive. Is it failing?
### 5-1503-0004
@ -202,13 +202,13 @@ N/A
Real hardware:
* Check the USB cable between the PC and the IO board is okay.
* Make sure the IO board is getting enough of a clean supply of power.
- Check the USB cable between the PC and the IO board is okay.
- Make sure the IO board is getting enough of a clean supply of power.
Bemanitools:
* Don't attempt to put your computer to sleep while playing rhythm games.
* Change launcher.exe process priority to High when starting the game.
- Don't attempt to put your computer to sleep while playing rhythm games.
- Change launcher.exe process priority to High when starting the game.
### 5-1503-0006
@ -222,7 +222,7 @@ N/A
#### How do I fix it?
* Recopy Bemanitools.
- Recopy Bemanitools.
### 5-1503-0007
@ -236,7 +236,7 @@ N/A
#### How do I fix it?
* Run the game using gamestart.bat, don't just drag and drop the game dll onto launcher.exe
- Run the game using gamestart.bat, don't just drag and drop the game dll onto launcher.exe
### 5-1503-0008
@ -246,7 +246,7 @@ FPGA Write error
#### Known occurances
* IIDX Tricoro
- IIDX Tricoro
Seen in Tricoro Omnimix RC1.
@ -266,7 +266,7 @@ N/A
#### How do I fix it?
* Make sure your AC(real)IO board is on the correct COM port.
- Make sure your AC(real)IO board is on the correct COM port.
## 5-1504 series errors
@ -286,8 +286,8 @@ N/A
Real hardware:
* Make sure your readers are connected and powered on.
* Check your serial cables are good.
- Make sure your readers are connected and powered on.
- Check your serial cables are good.
### 5-1504-0003
@ -330,13 +330,13 @@ the game may take 1-3 minutes longer to boot as it regenerates backup data.
#### Known occurances
* Jubeat Ripples
- Jubeat Ripples
#### How do I fix it?
* Check the integrity of the data you have, i.e. some files might be corrupted
* If the data came in an archive format, try extracting it again with another application.
* Check your physical drive. Is it failing?
- Check the integrity of the data you have, i.e. some files might be corrupted
- If the data came in an archive format, try extracting it again with another application.
- Check your physical drive. Is it failing?
### 5-1505-0001
@ -350,9 +350,9 @@ N/A
#### How do I fix it?
* Check the integrity of the data you have, i.e. some files might be corrupted
* If the data came in an archive format, try extracting it again with another application.
* Check your physical drive. Is it failing?
- Check the integrity of the data you have, i.e. some files might be corrupted
- If the data came in an archive format, try extracting it again with another application.
- Check your physical drive. Is it failing?
### 5-1505-0002
@ -371,9 +371,9 @@ N/A
##### Real hardware
* There may be a coin stuck, check.
* The coin mechanism may be stuck, check.
* Don't hold down the coin line so long.
- There may be a coin stuck, check.
- The coin mechanism may be stuck, check.
- Don't hold down the coin line so long.
### 5-1505-0006
@ -387,9 +387,9 @@ N/A
#### How do I fix it?
* Check the integrity of the data you have, i.e. some files might be corrupted
* If the data came in an archive format, try extracting it again with another application.
* Check your physical drive. Is it failing?
- Check the integrity of the data you have, i.e. some files might be corrupted
- If the data came in an archive format, try extracting it again with another application.
- Check your physical drive. Is it failing?
### 5-1505-0025
@ -399,11 +399,11 @@ N/A
#### Known occurances
* Jubeat Saucer Fullfill
- Jubeat Saucer Fullfill
#### How do I fix it?
* Disable excess network adapters
- Disable excess network adapters
## 5-1506 series errors
@ -419,7 +419,7 @@ The backup data is corrupted. Press the test button to re-initialize it.
#### Known occurances
* IIDX 15 (BACKUP DATA ERROR)
- IIDX 15 (BACKUP DATA ERROR)
#### How do I fix it?
@ -442,7 +442,7 @@ This error may happen before the monitor check on IIDX.
#### Known occurances
* IIDX (version?)
- IIDX (version?)
#### How do I fix it?
@ -460,8 +460,8 @@ N/A
#### How do I fix it?
* "Set" and save the clock date and time in the test menu
* Recopy Bemanitools
- "Set" and save the clock date and time in the test menu
- Recopy Bemanitools
## 5-1507 series errors
@ -509,7 +509,7 @@ LAMP CHECK ERROR
#### Known occurances
* Pop'n Music 20 Fantasia
- Pop'n Music 20 Fantasia
#### How do I fix it?
@ -527,7 +527,7 @@ The original message in Japanese: 電源を再投入して下さい
#### Known occurances
* Pop'n Music 22 Lapistoria
- Pop'n Music 22 Lapistoria
#### How do I fix it?
@ -551,12 +551,12 @@ N/A
#### How do I fix it?
* Restart your game.
* Check if your computer is connected to the Internet at all.
* Make sure the services URL is correct.
* Disable all network adapters other than the one used to connect to the Internet. Alternatively,
setting that adapter to have the highest affinity also works.
* If none of the above work, reinstall a newer or older version of your network drivers.
- Restart your game.
- Check if your computer is connected to the Internet at all.
- Make sure the services URL is correct.
- Disable all network adapters other than the one used to connect to the Internet. Alternatively,
setting that adapter to have the highest affinity also works.
- If none of the above work, reinstall a newer or older version of your network drivers.
### 5-2002-0000
@ -570,7 +570,7 @@ N/A
#### How do I fix it?
* Make sure you're editing the right file for network configuration settings.
- Make sure you're editing the right file for network configuration settings.
### 5-2002-0916
@ -602,18 +602,18 @@ Press the service button to start the game.
#### Known occurances
* IIDX, probably all known versions
- IIDX, probably all known versions
#### How do I fix it?
The original message is already telling you what is going on:
* Check if your machine/pc has an internet connection
* Check your firewall settings
* Check that the server address is configured and correct in `iidxhook.conf` (old games) or
`ea3-config.xml`
* You can disable the network in the operator menu to just boot the game first. Note that this is
not possible on any versions starting IIDX 20 (tricoro).
- Check if your machine/pc has an internet connection
- Check your firewall settings
- Check that the server address is configured and correct in `iidxhook.conf` (old games) or
`ea3-config.xml`
- You can disable the network in the operator menu to just boot the game first. Note that this is
not possible on any versions starting IIDX 20 (tricoro).
### 5-2002-2301
@ -669,7 +669,7 @@ N/A
#### How do I fix it?
* Check that there is a valid PCBID in ea3-config.xml.
- Check that there is a valid PCBID in ea3-config.xml.
### 5-2002-2400
@ -698,19 +698,19 @@ N/A
#### How do I fix it?
* Check your services URL in `ea3-config.xml`. Make sure to remove any slash at the end of the URL
and check for https/http.
* If you are running Spada, ensure to use a service URL that supports that older game (check with
your private server provider)
* If you are running Tune Street, ensure to use a service URL that supports that older game (check
with your private server provider)
- Check your services URL in `ea3-config.xml`. Make sure to remove any slash at the end of the URL
and check for https/http.
- If you are running Spada, ensure to use a service URL that supports that older game (check with
your private server provider)
- If you are running Tune Street, ensure to use a service URL that supports that older game (check
with your private server provider)
### 5-2003-2404
#### Description
Malformed `<network>` section. The `<network>` section in your `ea3-config.xml` file is malformed
in some way.
Malformed `<network>` section. The `<network>` section in your `ea3-config.xml` file is malformed in
some way.
#### Known occurances
@ -758,15 +758,15 @@ N/A
#### How do I fix it?
Check if your `hosts` file has any DNS redirects to other private servers that might interfere
with this
Check if your `hosts` file has any DNS redirects to other private servers that might interfere with
this
### 5-2016-0000
#### Description
"apsmanager" is a special eAM Participation system for Korean machines(XXX:K). This system
is maybe not supported by private servers.
"apsmanager" is a special eAM Participation system for Korean machines(XXX:K). This system is maybe
not supported by private servers.
#### Known occurances

View File

@ -1,52 +1,53 @@
# iidxhook
iidxhook is a collection of hook libraries for BeatmaniaIIDX providing
emulation and various patches to run these games on non BemaniPC hardware and
newer Windows versions.
iidxhook is a collection of hook libraries for BeatmaniaIIDX providing emulation and various patches
to run these games on non BemaniPC hardware and newer Windows versions.
The hook libraries must be bootstrapped either using [inject](../inject.md) or
[launcher](../launcher.md) depending on the version you want to run. Further
instructions are given in dedicated readme files for each iidxhook version
(see below).
[launcher](../launcher.md) depending on the version you want to run. Further instructions are given
in dedicated readme files for each iidxhook version (see below).
## Versions
iidxhook comes in a few different flavors. The game and its engine changed over
the years. Some game versions might require patches/parameters enabled which
others don't need or have different AVS versions. Here is the list of supported
games:
* [iidxhook1](iidxhook1.md): 9th, 10th, RED, HAPPY SKY
* [iidxhook2](iidxhook2.md): DistorteD
* [iidxhook3](iidxhook3.md): GOLD, DJ TROOPERS, EMPRESS, SIRIUS
* [iidxhook4](iidxhook4.md): Resort Anthem
* [iidxhook4-cn](iidxhook4-cn.md): Resort Anthem CN (狂热节拍 IIDX)
* [iidxhook5](iidxhook5.md): Lincle
* [iidxhook5-cn](iidxhook5-cn.md): tricoro CN (狂热节拍 IIDX 2)
* [iidxhook6](iidxhook6.md): Tricoro
* [iidxhook7](iidxhook7.md): SPADA, PENDUAL, copula, SINOBUZ
* [iidxhook8](iidxhook8.md): CANNON BALLERS, Rootage
* [iidxhook8](iidxhook9.md): Heroic Verse
When building bemanitools, independent packages are created for each set of games
which are ready to be dropped on top of vanilla AC data dumps. We recommend
using pristine dumps to avoid any conflicts with other hardcoded hacks or
binary patches.
iidxhook comes in a few different flavors. The game and its engine changed over the years. Some game
versions might require patches/parameters enabled which others don't need or have different AVS
versions. Here is the list of supported games:
- [iidxhook1](iidxhook1.md): 9th, 10th, RED, HAPPY SKY
- [iidxhook2](iidxhook2.md): DistorteD
- [iidxhook3](iidxhook3.md): GOLD, DJ TROOPERS, EMPRESS, SIRIUS
- [iidxhook4](iidxhook4.md): Resort Anthem
- [iidxhook4-cn](iidxhook4-cn.md): Resort Anthem CN (狂热节拍 IIDX)
- [iidxhook5](iidxhook5.md): Lincle
- [iidxhook5-cn](iidxhook5-cn.md): tricoro CN (狂热节拍 IIDX 2)
- [iidxhook6](iidxhook6.md): Tricoro
- [iidxhook7](iidxhook7.md): SPADA, PENDUAL, copula, SINOBUZ
- [iidxhook8](iidxhook8.md): CANNON BALLERS, Rootage
- [iidxhook8](iidxhook9.md): Heroic Verse
When building bemanitools, independent packages are created for each set of games which are ready to
be dropped on top of vanilla AC data dumps. We recommend using pristine dumps to avoid any conflicts
with other hardcoded hacks or binary patches.
## How to run
To run your game with iidxhook, you have to use the inject tool to inject the
DLL to the game process. `dist/iidx` contains bat scripts with all the
important parameters configured. Further parameters can be added but might not
be required to run the game with default settings.
Further information on how to setup the data for each specific version are
elaborated in their dedicated readme files.
To run your game with iidxhook, you have to use the inject tool to inject the DLL to the game
process. `dist/iidx` contains bat scripts with all the important parameters configured. Further
parameters can be added but might not be required to run the game with default settings. Further
information on how to setup the data for each specific version are elaborated in their dedicated
readme files.
## Command line options
Add the argument *-h* when running inject with iidxhook to print help/usage
information with a list of parameters you can apply to tweak various things.
Add the argument *-h* when running inject with iidxhook to print help/usage information with a list
of parameters you can apply to tweak various things.
## iidxio API
Available implementations that can be swapped out depending on which kind of
IO hardware you want to use:
* `iidxio`: Default implementation supporting keyboard, mouse and USB
game controllers
* [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
Available implementations that can be swapped out depending on which kind of IO hardware you want to
use:
- `iidxio`: Default implementation supporting keyboard, mouse and USB game controllers
- [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

@ -1,244 +1,250 @@
# Game list
The following games are compatible with this version of iidxhook:
* 9th Style
* 10th Style
* RED
* HAPPY SKY
- 9th Style
- 10th Style
- RED
- HAPPY SKY
The games must be bootstrapped using [inject](../inject.md).
# Data setup and running the game
Ensure your folder with your unpacked data looks like this:
- JAx (Game binary revision folder where 'x' can be A, B, C, D, E, F, G)
- data
- sidcode.txt
Any further files are optional and not required to run the game.
Unpack the package containing iidxhook1 into the revision folder of your choice.
Most likely, you want to target the latest revision you have to run the latest
binary of the game with any bugfixes by developers.
Unpack the package containing iidxhook1 into the revision folder of your choice. Most likely, you
want to target the latest revision you have to run the latest binary of the game with any bugfixes
by developers.
If you don't run this on old hardware that uses an analog version of a Realtek
integrated sound chip, you have to replace RtEffect.dll with a stubbed/patched
version (RtEffect_patched.dll). Otherwise, the game might crash instantly when
trying to start it.
If you don't run this on old hardware that uses an analog version of a Realtek integrated sound
chip, you have to replace RtEffect.dll with a stubbed/patched version (RtEffect_patched.dll).
Otherwise, the game might crash instantly when trying to start it.
Run the appropriate gamestart-XX.bat file as admin, where XX is either
09, 10, 11, 12.
Run the appropriate gamestart-XX.bat file as admin, where XX is either 09, 10, 11, 12.
# Configuring iidxhook
The hook library can be configured via cmd arguments or a configuration file.
The latter is generated (*iidxhook.conf* in the same directory) on the first
start of the game using the gamestart-XX.bat file. It contains default values
for all available parameters and comments explaining each parameter. Please
follow the comments when configuring your setup.
The hook library can be configured via cmd arguments or a configuration file. The latter is
generated (*iidxhook.conf* in the same directory) on the first start of the game using the
gamestart-XX.bat file. It contains default values for all available parameters and comments
explaining each parameter. Please follow the comments when configuring your setup.
Add the argument *-h* when running gamestart-XX.bat
(e.g. *gamestart-XX.bat -h*) to print help/usage information with a list of
all available parameters. Every parameter can be either set as command line
argument or using a configuration file.
Add the argument *-h* when running gamestart-XX.bat (e.g. *gamestart-XX.bat -h*) to print help/usage
information with a list of all available parameters. Every parameter can be either set as command
line argument or using a configuration file.
To set a parameter from the command line, just add it as an argument after the bat file like this
To set a parameter from the command line, just add it as an argument after
the bat file like this
```
gamestart-09.bat -p gfx.windowed=true -p gfx.framed=true
```
The syntax for the "key=value" is the same as in the config file. Make sure
to have a pre-ceeding "-p" for every parameter added.
The syntax for the "key=value" is the same as in the config file. Make sure to have a pre-ceeding
"-p" for every parameter added.
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.
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.
# Use d3d8to9 wrapper
In order to use the gfx feature patches, e.g. window mode, monitor check,
frame rate locking, framebuffer up/-downscaling etc. you **must** use the
d3d8to9 wrapper library (get it from the bemanitools-supplement package).
Bemanitools removed the old d3d8 hooking module to provide native d3d8 hooks
due to compatibility and maintainability reasons.
In order to use the gfx feature patches, e.g. window mode, monitor check, frame rate locking,
framebuffer up/-downscaling etc. you **must** use the d3d8to9 wrapper library (get it from the
bemanitools-supplement package). Bemanitools removed the old d3d8 hooking module to provide native
d3d8 hooks due to compatibility and maintainability reasons.
# Eamuse network setup
If you want to run the games online, you have to set a valid PCBID in the
configuration file or as a command line argument. You also have to set the url
of the eamuse server you want to connect to.
If you want to run the games online, you have to set a valid PCBID in the configuration file or as a
command line argument. You also have to set the url of the eamuse server you want to connect to.
Run the game with the gamestart-XX.bat file and enable network on the operator
menu. When enabled, the game seems to hang and expects you to power
cycle the machine (i.e. quit the game and restart it).
Run the game with the gamestart-XX.bat file and enable network on the operator menu. When enabled,
the game seems to hang and expects you to power cycle the machine (i.e. quit the game and restart
it).
# Switching beat phases 9th and 10th Style
9th Style offers internet ranking phases 1 and 2, 10th Style phases 1, 2 and 3.
On both games, the phases are not controlled by the eamuse server the game is
connected to (this started with RED). Thus, the game was unlocked by binary
updates back then.
The higher the beat phase, the more expert courses and songs got unlocked.
Furthermore, the "real" ES and OMES are only available on beat#1.
Use the iidx-irbeat-patch-XX.bat to patch to a different beat phase if you want
to play on a different beat phase. The default phase is beat#1.
To unlock everything, patch the game to beat#3.
9th Style offers internet ranking phases 1 and 2, 10th Style phases 1, 2 and 3. On both games, the
phases are not controlled by the eamuse server the game is connected to (this started with RED).
Thus, the game was unlocked by binary updates back then. The higher the beat phase, the more expert
courses and songs got unlocked. Furthermore, the "real" ES and OMES are only available on beat#1.
Use the iidx-irbeat-patch-XX.bat to patch to a different beat phase if you want to play on a
different beat phase. The default phase is beat#1. To unlock everything, patch the game to beat#3.
Example: "iidx-irbeat-patch-10.bat 2" to patch to beat#3 on 10th Style
# Real hardware support
## USB IO (ezusb)
Use the specific iidxio API implementations, e.g. iidxio-ezusb.dll to use
an old C02 EZUSB IO board, to run the game on real hardware. Thanks to a common
abstraction layer, you can also use more modern IO, e.g. IO2 boards with
iidxio-ezusb2.dll, even with old games that do not support them.
Use the specific iidxio API implementations, e.g. iidxio-ezusb.dll to use an old C02 EZUSB IO board,
to run the game on real hardware. Thanks to a common abstraction layer, you can also use more modern
IO, e.g. IO2 boards with iidxio-ezusb2.dll, even with old games that do not support them.
## Slotted/Wave pass card readers
Replace the default *eamio.dll* with the *eamio-icca.dll* and have either your
slotted (IIDX, DDR Supernova or GF/DM type) or new wave pass card readers
conencted and and assigned to *COM1*.
Replace the default *eamio.dll* with the *eamio-icca.dll* and have either your slotted (IIDX, DDR
Supernova or GF/DM type) or new wave pass card readers conencted and and assigned to *COM1*.
### ICCA device settings (device manager)
* Port: COM1
* BAUD rate: 57600
* Data bits: 8
* Parity: None
* Stop bits: 1
* Flow control: None
If you encounter issues after the game opened the device, e.g. application
stuck, try a USB <-> COM dongle instead of using one of the COM ports of the
mainboard.
- Port: COM1
- BAUD rate: 57600
- Data bits: 8
- Parity: None
- Stop bits: 1
- Flow control: None
If you encounter issues after the game opened the device, e.g. application stuck, try a USB \<-> COM
dongle instead of using one of the COM ports of the mainboard.
# Known bugs
## avs00000.bin file on D drive
All other settings data is remapped to the local folders d, e and f. But, for
the avs00000.bin file that's not possible. Once the avs.dll is initialized
(DllMain called), it creates that file if it doesn't exist. Currently, we can't
fix this because iidxhook is injected after avs.dll is loaded and can't be
injected before it is loaded to patch the path for the file.
All other settings data is remapped to the local folders d, e and f. But, for the avs00000.bin file
that's not possible. Once the avs.dll is initialized (DllMain called), it creates that file if it
doesn't exist. Currently, we can't fix this because iidxhook is injected after avs.dll is loaded and
can't be injected before it is loaded to patch the path for the file.
## USBIO (FM-DL TIMEOUT)
IIDX occasionally fails to boot with a "USBIO (FM-DL TIMEOUT)" error. If this
happens, run the game again.
IIDX occasionally fails to boot with a "USBIO (FM-DL TIMEOUT)" error. If this happens, run the game
again.
# Troubleshooting and FAQ
## The game is running (very) slow in fullscreen mode but is fine in window mode
If you are using a AMD GPU, try disabling "GPU scaling" which you can find in AMD
settings UI under "Settings" -> "Display".
If you are using a AMD GPU, try disabling "GPU scaling" which you can find in AMD settings UI under
"Settings" -> "Display".
This issue only observed on 9th Style so far.
Use
[bemanitool's built in upscaling feature](#over-underscan-bad-image-quality-or-latency-caused-by-my-monitorsTV-upscaler) if the game is not
scaled properly in full screen.
[bemanitool's built in upscaling feature](#over-underscan-bad-image-quality-or-latency-caused-by-my-monitorsTV-upscaler)
if the game is not scaled properly in full screen.
## Window mode or any other gfx related options do not work when changing them in the config file or using cmd args
See [this](#Use-d3d8to9-wrapper) section.
## The game does not run "well" (frame drops, drifting offsync etc)
This can be related to various issues:
* Make sure to run the game as (true) Administrator especially on Windows 7 and
newer. This will also get rid of various other errors (see below) that are
related to permission issues.
* Run the game's process with a higher priority:
- Make sure to run the game as (true) Administrator especially on Windows 7 and newer. This will
also get rid of various other errors (see below) that are related to permission issues.
- Run the game's process with a higher priority:
```
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.
- 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.
### The game still stutters (randomly) and drifts off-sync
If this concerns a d3d8 based game, i.e. IIDX 9 to 13, use the d3d8to9 wrapper from
the bemanitools-supplement package (follow the included instructions).
If this concerns a d3d8 based game, i.e. IIDX 9 to 13, use the d3d8to9 wrapper from the
bemanitools-supplement package (follow the included instructions).
## "NETWORK WARNING" instead of "NETWORK OK"
This can be caused by:
* Invalid PCBID
* Firewall blocking connections
* Invalid eamuse url or port specified
* Game is not run using the Administrator account
Make sure to check these things first
- Invalid PCBID
- Firewall blocking connections
- Invalid eamuse url or port specified
- Game is not run using the Administrator account Make sure to check these things first
## 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)
- 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)
## The game crashes instantly (10th, RED, HAPPY SKY)
Replace the original RtEffects.dll with the patched version
RtEffects_patched.dll from utils (for explanation see above).
Replace the original RtEffects.dll with the patched version RtEffects_patched.dll from utils (for
explanation see above).
## The game errors with "PROG CHECKSUM" on boot (10th Style only)
10th Style does some checksum tests on boot that have to be removed in order
to boot it with iidxhook injected. Use a patched executable that removed the
checksum tests.
10th Style does some checksum tests on boot that have to be removed in order to boot it with
iidxhook injected. Use a patched executable that removed the checksum tests.
## My game runs too fast
iidxhook can limit the frame rate for you (refer to help/config file)
## My game crashes when I try fullscreen
Use dxwnd and set settings like "Acquire admin caps" and "Fullscreen only"
## 10key input (card reader keyboard) seems unresponsive
10key pad emulation for the old magnetic card readers is quite a mess and
can't be refreshed very often to make it feel unresponsive. Solution:
hit your 10key/numpad slower than normal
10key pad emulation for the old magnetic card readers is quite a mess and can't be refreshed very
often to make it feel unresponsive. Solution: hit your 10key/numpad slower than normal
## Background videos aren't working. When starting a song, windows is playing the error sound and a message box appears (RED, HAPPY SKY)
If you are running in window mode, you can see an error pop-up window with the title
`DirectShow Texture3D Sample` and error message
`Could not create source filter to graph! hr=<some number>`.
When running fullscreen, you only hear a windows error sound and the game appears to be frozen
when trying to play a background video.
When running fullscreen, you only hear a windows error sound and the game appears to be frozen when
trying to play a background video.
You are missing a codec to decode and play the videos. There are different
methods available to get background videos working. Probably, the easiest
solution: grab the CLVSD.ax file and go to Start -> Run -> regsvr32 clvsd.ax
Make sure to run cmd.exe as Administrator, otherwise you will get errors caused
by invalid permissions.
You are missing a codec to decode and play the videos. There are different methods available to get
background videos working. Probably, the easiest solution: grab the CLVSD.ax file and go to Start ->
Run -> regsvr32 clvsd.ax Make sure to run cmd.exe as Administrator, otherwise you will get errors
caused by invalid permissions.
## All background videos are looking streched (starting with HAPPY SKY)
The game requires a hardware feature that is not present on newer GPUs.
Refer to the help/config file and turn on the UV fix.
The game requires a hardware feature that is not present on newer GPUs. Refer to the help/config
file and turn on the UV fix.
## I installed the CLVSD.ax codec but the game crashes or displays a message box that tells me to disable my debugger
If songs keep crashing upon start and you get an error message that says
```
DirectShow Texture3D Sample
Could not create source filter to graph! hr=0x80040266
```
despite having the codec (CLVSD.ax) installed, turn off debugging output
(refer to the help/config file) or use a CLVSD.ax codec which has the debugger
checks removed.
despite having the codec (CLVSD.ax) installed, turn off debugging output (refer to the help/config
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
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 physically
connected. Furthermore, dedicated and tested/verified hardware by other users
is recommended if you want to save yourself a lot of fiddling.
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
physically connected. Furthermore, dedicated and tested/verified hardware by other users is
recommended if you want to save yourself a lot of fiddling.
## Over-/underscan, bad image quality or latency caused by my monitor's/TV's upscaler
Many modern monitors/TVs cannot upscale 640x480 output properly. This can lead to
over-/underscan, bad image quality or even latency caused by the upscaler of the device
you are using.
If one or multiple of these issues apply, use the built in scaling options by setting
*gfx.scale_back_buffer_width* and *gfx.scale_back_buffer_height* to a target resolution
to scale to. Usually, you want to set this to the monitor's native resolution, e.g.
1920x1080 for full HD. You can play around with a few different filters using
*gfx.scale_back_buffer_filter* which impacts image quality/blurriness on upscaling.
Many modern monitors/TVs cannot upscale 640x480 output properly. This can lead to over-/underscan,
bad image quality or even latency caused by the upscaler of the device you are using. If one or
multiple of these issues apply, use the built in scaling options by setting
*gfx.scale_back_buffer_width* and *gfx.scale_back_buffer_height* to a target resolution to scale to.
Usually, you want to set this to the monitor's native resolution, e.g. 1920x1080 for full HD. You
can play around with a few different filters using *gfx.scale_back_buffer_filter* which impacts
image quality/blurriness on upscaling.

View File

@ -1,104 +1,101 @@
# Game list
The following games are compatible with this version of iidxhook:
* DistorteD
- DistorteD
The games must be bootstrapped using [inject](../inject.md).
# Data setup and running the game
Ensure your folder with your unpacked data looks like this:
- JAx (Game binary revision folder where 'x' can be A, B, C, D, E, F, G)
- data
- sidcode.txt
Any further files are optional and not required to just run the game.
Unpack the package containing iidxhook2 into the revision folder of your choice.
Most likely, you want to target the latest revision you have to run the latest
binary of the game with any bugfixes by developers.
Unpack the package containing iidxhook2 into the revision folder of your choice. Most likely, you
want to target the latest revision you have to run the latest binary of the game with any bugfixes
by developers.
If you don't run this on old hardware that uses an analog version of a Realtek
integrated sound chip, you have to replace RtEffect.dll with a stubbed/patched
version (RtEffect_patched.dll). Otherwise, the game might crash instantly when
trying to start it.
If you don't run this on old hardware that uses an analog version of a Realtek integrated sound
chip, you have to replace RtEffect.dll with a stubbed/patched version (RtEffect_patched.dll).
Otherwise, the game might crash instantly when trying to start it.
Run the gamestart-13.bat file as admin.
# Configuring iidxhook
The hook library can be configured via cmd arguments or a configuration file.
The latter is generated (*iidxhook.conf* in the same directory) on the first
start of the game using the gamestart-13.bat file. It contains default values
for all available parameters and comments explaining each parameter. Please
follow the comments when configuring your setup.
The hook library can be configured via cmd arguments or a configuration file. The latter is
generated (*iidxhook.conf* in the same directory) on the first start of the game using the
gamestart-13.bat file. It contains default values for all available parameters and comments
explaining each parameter. Please follow the comments when configuring your setup.
Add the argument *-h* when running gamestart-13.bat
(e.g. *gamestart-13.bat -h*) to print help/usage information with a list of
all available parameters. Every parameter can be either set as command line
argument or using a configuration file.
Add the argument *-h* when running gamestart-13.bat (e.g. *gamestart-13.bat -h*) to print help/usage
information with a list of all available parameters. Every parameter can be either set as command
line argument or using a configuration file.
To set a parameter from the command line, just add it as an argument after the bat file like this
To set a parameter from the command line, just add it as an argument after
the bat file like this
```
gamestart-09.bat -p gfx.windowed=true -p gfx.framed=true
```
The syntax for the "key=value" is the same as in the config file. Make sure
to have a pre-ceeding "-p" for every parameter added.
The syntax for the "key=value" is the same as in the config file. Make sure to have a pre-ceeding
"-p" for every parameter added.
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.
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.
# Use d3d8to9 wrapper
In order to use the gfx feature patches, e.g. window mode, monitor check,
frame rate locking, framebuffer up/-downscaling etc. you **must** use the
d3d8to9 wrapper library (get it from the bemanitools-supplement package).
Bemanitools removed the old d3d8 hooking module to provide native d3d8 hooks
due to compatibility and maintainability reasons.
In order to use the gfx feature patches, e.g. window mode, monitor check, frame rate locking,
framebuffer up/-downscaling etc. you **must** use the d3d8to9 wrapper library (get it from the
bemanitools-supplement package). Bemanitools removed the old d3d8 hooking module to provide native
d3d8 hooks due to compatibility and maintainability reasons.
# Eamuse network setup
If you want to run the games online, you have to set a valid PCBID in the
configuration file or as a command line argument. You also have to set the
url of the eamuse server you want to connect to.
If you want to run the games online, you have to set a valid PCBID in the configuration file or as a
command line argument. You also have to set the url of the eamuse server you want to connect to.
Run the game with the gamestart-13.bat file and enable network on the operator
menu. When enabled, the game seems to hang and expects you to power
cycle the machine (i.e. quit the game and restart it).
Run the game with the gamestart-13.bat file and enable network on the operator menu. When enabled,
the game seems to hang and expects you to power cycle the machine (i.e. quit the game and restart
it).
# Real hardware support
## USB IO (ezusb)
Use the specific iidxio API implementations, e.g. iidxio-ezusb.dll to use
an old C02 EZUSB IO board, to run the game on real hardware. Thanks to a common
abstraction layer, you can also use more modern IO, e.g. IO2 boards with
iidxio-ezusb2.dll, even with old games that do not support them.
Use the specific iidxio API implementations, e.g. iidxio-ezusb.dll to use an old C02 EZUSB IO board,
to run the game on real hardware. Thanks to a common abstraction layer, you can also use more modern
IO, e.g. IO2 boards with iidxio-ezusb2.dll, even with old games that do not support them.
## Slotted/Wave pass card readers
Replace the default *eamio.dll* with the *eamio-icca.dll* and have either your
slotted (IIDX, DDR Supernova or GF/DM type) or new wave pass card readers
conencted and and assigned to *COM1*.
Replace the default *eamio.dll* with the *eamio-icca.dll* and have either your slotted (IIDX, DDR
Supernova or GF/DM type) or new wave pass card readers conencted and and assigned to *COM1*.
### ICCA device settings (device manager)
* Port: COM1
* BAUD rate: 57600
* Data bits: 8
* Parity: None
* Stop bits: 1
* Flow control: None
If you encounter issues after the game opened the device, e.g. application
stuck, try a USB <-> COM dongle instead of using one of the COM ports of the
mainboard.
- Port: COM1
- BAUD rate: 57600
- Data bits: 8
- Parity: None
- Stop bits: 1
- Flow control: None
If you encounter issues after the game opened the device, e.g. application stuck, try a USB \<-> COM
dongle instead of using one of the COM ports of the mainboard.
# Known bugs
## USBIO (FM-DL TIMEOUT)
IIDX occasionally fails to boot with a "USBIO (FM-DL TIMEOUT)" error. If this
happens, run the game again.
IIDX occasionally fails to boot with a "USBIO (FM-DL TIMEOUT)" error. If this happens, run the game
again.
# Troubleshooting and FAQ
@ -107,93 +104,106 @@ happens, run the game again.
See [this](#Use-d3d8to9-wrapper) section.
## The game does not run "well" (frame drops, drifting offsync etc)
This can be related to various issues:
* Make sure to run the game as (true) Administrator especially on Windows 7 and
newer. This will also get rid of various other errors (see below) that are
related to permission issues.
* Run the game's process with a higher priority:
- Make sure to run the game as (true) Administrator especially on Windows 7 and newer. This will
also get rid of various other errors (see below) that are related to permission issues.
- Run the game's process with a higher priority:
```
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.
- 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.
### The game still stutters (randomly) and drifts off-sync
If this concerns a d3d8 based game, i.e. IIDX 9 to 13, use the d3d8to9 wrapper from
the bemanitools-supplement package (follow the included instructions).
If this concerns a d3d8 based game, i.e. IIDX 9 to 13, use the d3d8to9 wrapper from the
bemanitools-supplement package (follow the included instructions).
## "NETWORK WARNING" instead of "NETWORK OK"
This can be caused by:
* Invalid PCBID
* Firewall blocking connections
* Invalid eamuse url or port specified
* Game is not run using the Administrator account
Make sure to check these things first
- Invalid PCBID
- Firewall blocking connections
- Invalid eamuse url or port specified
- Game is not run using the Administrator account Make sure to check these things first
## 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)
- 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)
## The game crashes instantly
Replace the original RtEffects.dll with the patched version
RtEffects_patched.dll from utils (for explanation see above).
Replace the original RtEffects.dll with the patched version RtEffects_patched.dll from utils (for
explanation see above).
## My game runs too fast
iidxhook can limit the frame rate for you (refer to help/config file)
## My game crashes when I try fullscreen
Use dxwnd and set settings like "Acquire admin caps" and "Fullscreen only"
## Background videos aren't working. When starting a song, windows is playing the error sound and a message box appears
If you are running in window mode, you can see an error pop-up window with the title
`DirectShow Texture3D Sample` and error message
`Could not create source filter to graph! hr=<some number>`.
When running fullscreen, you only hear a windows error sound and the game appears to be frozen
when trying to play a background video.
When running fullscreen, you only hear a windows error sound and the game appears to be frozen when
trying to play a background video.
You are missing a codec to decode and play the videos. There are different
methods available to get background videos working. Probably, the easiest
solution: grab the CLVSD.ax file and go to Start -> Run -> regsvr32 clvsd.ax
Make sure to run cmd.exe as Administrator, otherwise you will get errors caused
by invalid permissions.
You are missing a codec to decode and play the videos. There are different methods available to get
background videos working. Probably, the easiest solution: grab the CLVSD.ax file and go to Start ->
Run -> regsvr32 clvsd.ax Make sure to run cmd.exe as Administrator, otherwise you will get errors
caused by invalid permissions.
## All background videos are looking streched (starting with HAPPY SKY)
The game requires on a hardware feature that is not present on newer GPUs.
Refer to the help/config file and turn on the UV fix.
The game requires on a hardware feature that is not present on newer GPUs. Refer to the help/config
file and turn on the UV fix.
## I installed the CLVSD.ax codec but the game crashes or displays a message box that tells me to disable my debugger
If songs keep crashing upon start and you get an error message that says
```
DirectShow Texture3D Sample
Could not create source filter to graph! hr=0x80040266
```
despite having the codec (CLVSD.ax) installed, remove the debug flag (*-D*)
from gamestart or use a CLVSD.ax codec which has the debugger checks removed.
despite having the codec (CLVSD.ax) installed, remove the debug flag (*-D*) from gamestart 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
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 physically
connected. Furthermore, dedicated and tested/verified hardware by other users
is recommended if you want to save yourself a lot of fiddling.
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
physically connected. Furthermore, dedicated and tested/verified hardware by other users is
recommended if you want to save yourself a lot of fiddling.
## Over-/underscan, bad image quality or latency caused by my monitor's/TV's upscaler
Many modern monitors/TVs cannot upscale 640x480 output properly. This can lead to
over-/underscan, bad image quality or even latency caused by the upscaler of the device
you are using.
If one or multiple of these issues apply, use the built in scaling options by setting
*gfx.scale_back_buffer_width* and *gfx.scale_back_buffer_height* to a target resolution
to scale to. Usually, you want to set this to the monitor's native resolution, e.g.
1920x1080 for full HD. You can play around with a few different filters using
*gfx.scale_back_buffer_filter* which impacts image quality/blurriness on upscaling.
Many modern monitors/TVs cannot upscale 640x480 output properly. This can lead to over-/underscan,
bad image quality or even latency caused by the upscaler of the device you are using. If one or
multiple of these issues apply, use the built in scaling options by setting
*gfx.scale_back_buffer_width* and *gfx.scale_back_buffer_height* to a target resolution to scale to.
Usually, you want to set this to the monitor's native resolution, e.g. 1920x1080 for full HD. You
can play around with a few different filters using *gfx.scale_back_buffer_filter* which impacts
image quality/blurriness on upscaling.

View File

@ -1,225 +1,238 @@
# Game list
The following games are compatible with this version of iidxhook:
* GOLD
* DJ Troopers
* EMPRESS
* SIRIUS
- GOLD
- DJ Troopers
- EMPRESS
- SIRIUS
The games must be bootstrapped using [inject](../inject.md).
# Data setup and running the game
Ensure your folder with your unpacked data looks like this:
- yyyymmddrr (y = year digit, m = month digit, d = day digit, r = revision digit)
revision folder containing game binary and libraries
- yyyymmddrr (y = year digit, m = month digit, d = day digit, r = revision digit) revision folder
containing game binary and libraries
- data
- sidcode.txt
Any further files are optional and not required to just run the game.
Unpack the package containing iidxhook3 into the revision folder of your choice.
Most likely, you want to target the latest revision you have to run the latest
binary of the game with any bugfixes by developers.
Unpack the package containing iidxhook3 into the revision folder of your choice. Most likely, you
want to target the latest revision you have to run the latest binary of the game with any bugfixes
by developers.
Run the gamestart-XX.bat file as admin where XX is the version of your choice
that's supported by this hook.
Run the gamestart-XX.bat file as admin where XX is the version of your choice that's supported by
this hook.
# Configuring iidxhook
The hook library can be configured via cmd arguments or a configuration file.
The latter is generated (*iidxhook.conf* in the same directory) on the first
start of the game using the gamestart-XX.bat file. It contains default values
for all available parameters and comments explaining each parameter. Please
follow the comments when configuring your setup.
The hook library can be configured via cmd arguments or a configuration file. The latter is
generated (*iidxhook.conf* in the same directory) on the first start of the game using the
gamestart-XX.bat file. It contains default values for all available parameters and comments
explaining each parameter. Please follow the comments when configuring your setup.
Add the argument *-h* when running gamestart-XX.bat
(e.g. *gamestart-XX.bat -h*) to print help/usage information with a list of
all available parameters. Every parameter can be either set as command line
argument or using a configuration file.
Add the argument *-h* when running gamestart-XX.bat (e.g. *gamestart-XX.bat -h*) to print help/usage
information with a list of all available parameters. Every parameter can be either set as command
line argument or using a configuration file.
To set a parameter from the command line, just add it as an argument after the bat file like this
To set a parameter from the command line, just add it as an argument after
the bat file like this
```
gamestart-09.bat -p gfx.windowed=true -p gfx.framed=true
```
The syntax for the "key=value" is the same as in the config file. Make sure
to have a pre-ceeding "-p" for every parameter added.
The syntax for the "key=value" is the same as in the config file. Make sure to have a pre-ceeding
"-p" for every parameter added.
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.
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.
# Eamuse network setup
If you want to run the games online, you have to set a valid PCBID and EAMID
(use the PCBID as the EAMID) in the configuration file or as a command line
argument. You also have to set the url of the eamuse server you want to
connect to.
If you want to run the games online, you have to set a valid PCBID and EAMID (use the PCBID as the
EAMID) in the configuration file or as a command line argument. You also have to set the url of the
eamuse server you want to connect to.
Additional note regarding EAMID: This is new compared to the prior games and
is provided as the identifier of the "eamuse license" to the server. Depending
on the implementation of the server, this can lead to authentication failure
resulting in
Additional note regarding EAMID: This is new compared to the prior games and is provided as the
identifier of the "eamuse license" to the server. Depending on the implementation of the server,
this can lead to authentication failure resulting in
[a network error on boot or warning during gameplay](#network-warning-instead-of-network-ok).
Run the game with the gamestart-XX.bat file and enable network on the operator
menu. When enabled, the game seems to hang and expects you to power
cycle the machine (i.e. quit the game and restart it).
Run the game with the gamestart-XX.bat file and enable network on the operator menu. When enabled,
the game seems to hang and expects you to power cycle the machine (i.e. quit the game and restart
it).
# Real hardware support
## USB IO (ezusb)
Use the specific iidxio API implementations, e.g. iidxio-ezusb2.dll to use
the IO2 EZUSB board, to run the game on real hardware. Thanks to a common
abstraction layer, you can also use custom IO boards or whatever Konami hardware
is going to be available in the future. Obviously, someone has to write a
driver, first.
Use the specific iidxio API implementations, e.g. iidxio-ezusb2.dll to use the IO2 EZUSB board, to
run the game on real hardware. Thanks to a common abstraction layer, you can also use custom IO
boards or whatever Konami hardware is going to be available in the future. Obviously, someone has to
write a driver, first.
## Slotted/Wave pass card readers
Replace the default *eamio.dll* with the *eamio-icca.dll* and have either your
slotted (IIDX, DDR Supernova or GF/DM type) or new wave pass card readers
conencted and and assigned to *COM1*.
Replace the default *eamio.dll* with the *eamio-icca.dll* and have either your slotted (IIDX, DDR
Supernova or GF/DM type) or new wave pass card readers conencted and and assigned to *COM1*.
### ICCA device settings (device manager)
* Port: COM1
* BAUD rate: 57600
* Data bits: 8
* Parity: None
* Stop bits: 1
* Flow control: None
If you encounter issues after the game opened the device, e.g. application
stuck, try a USB <-> COM dongle instead of using one of the COM ports of the
mainboard.
- Port: COM1
- BAUD rate: 57600
- Data bits: 8
- Parity: None
- Stop bits: 1
- Flow control: None
If you encounter issues after the game opened the device, e.g. application stuck, try a USB \<-> COM
dongle instead of using one of the COM ports of the mainboard.
# Known bugs
## USBIO (FM-DL TIMEOUT)
IIDX occasionally fails to boot with a "USBIO (FM-DL TIMEOUT)" error. If this
happens, run the game again.
IIDX occasionally fails to boot with a "USBIO (FM-DL TIMEOUT)" error. If this happens, run the game
again.
# Troubleshooting and FAQ
## The game does not start at all
If you try to run iidx16 or iidx17 and you see one of the following outputs when
running the gamestart-XX.bat script:
If you try to run iidx16 or iidx17 and you see one of the following outputs when running the
gamestart-XX.bat script:
```
Failed to launch hook EXE: 00000002
```
or
```
Injecting: iidxhook3.dll
Debug active process
Resuming remote process...
```
Make sure to check if you are using non htpac'd executables on iidx16 and iidx17
and also non htpac'd libraries/dll files on iidx17. These won't work with BT
and injecting the hook libraries.
Make sure to check if you are using non htpac'd executables on iidx16 and iidx17 and also non
htpac'd libraries/dll files on iidx17. These won't work with BT and injecting the hook libraries.
## The game does not run "well" (frame drops, drifting offsync etc)
This can be related to various issues:
* Make sure to run the game as (true) Administrator especially on Windows 7 and
newer. This will also get rid of various other errors (see below) that are
related to permission issues.
* Run the game's process with a higher priority:
- Make sure to run the game as (true) Administrator especially on Windows 7 and newer. This will
also get rid of various other errors (see below) that are related to permission issues.
- Run the game's process with a higher priority:
```
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.
- 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.
## "NETWORK WARNING" instead of "NETWORK OK"
This can be caused by:
* Invalid PCBID/EAMID: Ensure both are [set to the same ID](#eamuse-network-setup)
* Firewall blocking connections
* Invalid eamuse url or port specified
* Game is not run using the Administrator account
Make sure to check these things first
- Invalid PCBID/EAMID: Ensure both are [set to the same ID](#eamuse-network-setup)
- Firewall blocking connections
- Invalid eamuse url or port specified
- Game is not run using the Administrator account Make sure to check these things first
## 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).
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).
## My game runs too fast
iidxhook can limit the frame rate for you (refer to help/config file)
## My game crashes when I try fullscreen
Use dxwnd and set settings like "Acquire admin caps" and "Fullscreen only"
## Background videos aren't working. When starting a song, windows is playing the error sound and a message box appears
If you are running in window mode, you can see an error pop-up window with the title
`DirectShow Texture3D Sample` and error message
`Could not create source filter to graph! hr=<some number>`.
When running fullscreen, you only hear a windows error sound and the game appears to be frozen
when trying to play a background video.
When running fullscreen, you only hear a windows error sound and the game appears to be frozen when
trying to play a background video.
You are missing a codec to decode and play the videos. There are different
methods available to get background videos working. Probably, the easiest
solution: grab the CLVSD.ax file and go to Start -> Run -> regsvr32 clvsd.ax
Make sure to run cmd.exe as Administrator, otherwise you will get errors caused
by invalid permissions.
You are missing a codec to decode and play the videos. There are different methods available to get
background videos working. Probably, the easiest solution: grab the CLVSD.ax file and go to Start ->
Run -> regsvr32 clvsd.ax Make sure to run cmd.exe as Administrator, otherwise you will get errors
caused by invalid permissions.
## All background videos are looking streched (starting with HAPPY SKY)
The game requires on a hardware feature that is not present on newer GPUs.
Refer to the help/config file and turn on the UV fix.
The game requires on a hardware feature that is not present on newer GPUs. Refer to the help/config
file and turn on the UV fix.
## I installed the CLVSD.ax codec but the game crashes or displays a message box that tells me to disable my debugger
If songs keep crashing upon start and you get an error message that says
```
DirectShow Texture3D Sample
Could not create source filter to graph! hr=0x80040266
```
despite having the codec (CLVSD.ax) installed, remove the debug flag (*-D*)
from gamestart or use a CLVSD.ax codec which has the debugger checks removed.
despite having the codec (CLVSD.ax) installed, remove the debug flag (*-D*) from gamestart 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
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 physically
connected. Furthermore, dedicated and tested/verified hardware by other users
is recommended if you want to save yourself a lot of fiddling.
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
physically connected. Furthermore, dedicated and tested/verified hardware by other users is
recommended if you want to save yourself a lot of fiddling.
## I am getting a message box with a japanese error message and a black window immediately after starting the game
The game checks the vendor and product ID of your GPU installed. If it doesn't
match a hardcoded whitelist, the game won't boot. Use the option *gfx.pci_id*
either in the config file or as a cmd argument to spoof these IDs. See the
help message for instructions and possible IDs.
The game checks the vendor and product ID of your GPU installed. If it doesn't match a hardcoded
whitelist, the game won't boot. Use the option *gfx.pci_id* either in the config file or as a cmd
argument to spoof these IDs. See the help message for instructions and possible IDs.
## Over-/underscan, bad image quality or latency caused by my monitor's/TV's upscaler
Many modern monitors/TVs cannot upscale 640x480 output properly. This can lead to
over-/underscan, bad image quality or even latency caused by the upscaler of the device
you are using.
If one or multiple of these issues apply, use the built in scaling options by setting
*gfx.scale_back_buffer_width* and *gfx.scale_back_buffer_height* to a target resolution
to scale to. Usually, you want to set this to the monitor's native resolution, e.g.
1920x1080 for full HD. You can play around with a few different filters using
*gfx.scale_back_buffer_filter* which impacts image quality/blurriness on upscaling.
Many modern monitors/TVs cannot upscale 640x480 output properly. This can lead to over-/underscan,
bad image quality or even latency caused by the upscaler of the device you are using. If one or
multiple of these issues apply, use the built in scaling options by setting
*gfx.scale_back_buffer_width* and *gfx.scale_back_buffer_height* to a target resolution to scale to.
Usually, you want to set this to the monitor's native resolution, e.g. 1920x1080 for full HD. You
can play around with a few different filters using *gfx.scale_back_buffer_filter* which impacts
image quality/blurriness on upscaling.
## DJTroopers crashes on boot
The stock game is buggy and cannot create default backup data correctly. This
can be fixed by using existing backup data from a stock drive or by using
the pre-generated backup data for the `e:\` and `f:\` drives provided by
The stock game is buggy and cannot create default backup data correctly. This can be fixed by using
existing backup data from a stock drive or by using the pre-generated backup data for the `e:\` and
`f:\` drives provided by
[bemanitools-supplement](https://github.com/djhackersdev/bemanitools-supplement/tree/master/iidx/15#default-backup-data).
Copy those files to your target location that you have configured to store this
data, e.g. local `e\` and `f\` folders or the target `e:\` and `f:\` volumes.
Copy those files to your target location that you have configured to store this data, e.g. local
`e\` and `f\` folders or the target `e:\` and `f:\` volumes.

View File

@ -1,7 +1,8 @@
# Game list
The following games are compatible with this version of iidxhook:
* Resort Anthem CN (狂热节拍 IIDX)
- Resort Anthem CN (狂热节拍 IIDX)
The games must be bootstrapped using [inject.exe](../inject.md).
@ -9,5 +10,5 @@ The games must be bootstrapped using [inject.exe](../inject.md).
Resort Anthem CN (狂热节拍 IIDX):
* Does not have NETWORK function
* Game doesn't used card readers
- Does not have NETWORK function
- Game doesn't used card readers

View File

@ -1,29 +1,33 @@
# Game list
The following games are compatible with this version of iidxhook:
* Resort Anthem
- Resort Anthem
The games must be bootstrapped using [launcher](../launcher.md).
# Data setup and running the game
We assume that you are using a clean/vanilla data dump. Ensure your ("concents")
folder with your unpacked data looks like this:
We assume that you are using a clean/vanilla data dump. Ensure your ("concents") folder with your
unpacked data looks like this:
- data
- modules
- prop
* Copy/Move all files from the *modules* directory to the root folder, so they
are located next to the *data* and *prop* folders.
* Copy/Move all files from the *modules* directory to the root folder, so they are located next to
the *data* and *prop* folders.
* Copy all files from *prop/defaults* to the *prop* folder.
* Create a new file *app-config.xml* in the *prop* folder with the following
content:
* Create a new file *app-config.xml* in the *prop* folder with the following content:
```
<?xml version="1.0"?>
<param></param>
```
* Setup proper paths for *dev/nvram* and *dev/raw* in *prop/avs-config.xml* by
replacing the *<fs>*-block in that file with the following block:
- Setup proper paths for *dev/nvram* and *dev/raw* in *prop/avs-config.xml* by replacing the
*<fs>*-block in that file with the following block:
```
<fs>
<root>
@ -41,182 +45,190 @@ replacing the *<fs>*-block in that file with the following block:
<nr_filedesc __type="u16">256</nr_filedesc>
</fs>
```
* Unpack the package containing iidxhook4 into the root folder so iidxhook4.dll
and all other files are located in the same folder as *data*, *prop*,
*bm2dx.dll*, etc.
* Run the gamestart-18.bat file as admin.
- Unpack the package containing iidxhook4 into the root folder so iidxhook4.dll and all other files
are located in the same folder as *data*, *prop*, *bm2dx.dll*, etc.
- Run the gamestart-18.bat file as admin.
# Configuring iidxhook
The hook library can be configured via cmd arguments or a configuration file.
The latter is generated (*iidxhook-18.conf* in the same directory) on the first
start of the game using the gamestart-18.bat file. It contains default values
for all available parameters and comments explaining each parameter. Please
follow the comments when configuring your setup.
The hook library can be configured via cmd arguments or a configuration file. The latter is
generated (*iidxhook-18.conf* in the same directory) on the first start of the game using the
gamestart-18.bat file. It contains default values for all available parameters and comments
explaining each parameter. Please follow the comments when configuring your setup.
Add the argument *-h* when running gamestart-18.bat
(e.g. *gamestart-18.bat -h*) to print help/usage information with a list of
all available parameters. Every parameter can be either set as command line
argument or using a configuration file.
Add the argument *-h* when running gamestart-18.bat (e.g. *gamestart-18.bat -h*) to print help/usage
information with a list of all available parameters. Every parameter can be either set as command
line argument or using a configuration file.
To set a parameter from the command line, just add it as an argument after the bat file like this
To set a parameter from the command line, just add it as an argument after
the bat file like this
```
gamestart-09.bat -p gfx.windowed=true -p gfx.framed=true
```
The syntax for the "key=value" is the same as in the config file. Make sure
to have a pre-ceeding "-p" for every parameter added.
The syntax for the "key=value" is the same as in the config file. Make sure to have a pre-ceeding
"-p" for every parameter added.
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.
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.
# Eamuse network setup
If you want to run the games online, you need a valid PCBID and the service URL.
Open *prop/ea3-config.xml* and set the values of the *ea3/id/pcbid* and
*ea3/network/services* nodes accordingly.
If you want to run the games online, you need a valid PCBID and the service URL. Open
*prop/ea3-config.xml* and set the values of the *ea3/id/pcbid* and *ea3/network/services* nodes
accordingly.
Run the game with the gamestart-18.bat file and enable network on the operator
menu. When enabled, the game seems to hang and expects you to power
cycle the machine (i.e. quit the game and restart it).
Run the game with the gamestart-18.bat file and enable network on the operator menu. When enabled,
the game seems to hang and expects you to power cycle the machine (i.e. quit the game and restart
it).
# Real hardware support
## USB IO (ezusb)
You have the following options:
* Set `io.disable_io_emu=true` in the `iidxhook.conf` file to not hook ezusb
IO communication with an emulation layer. The game will directly talk to the IO.
The game supports the ezusb (C02) as well as ezusb FX2 (IO2) boards.
* Set `io.disable_io_emu=false` in the `iidxhook.conf` file.
Use the specific iidxio API implementations, e.g. `iidxio-ezusb2.dll` to use
the IO2 EZUSB board. The common `iidxio` abstraction layer also allows you to
use custom IO boards or whatever Konami hardware is going to be available in
the future. Obviously, someone has to write an imlementation of the `iidxio`
API, first.
- Set `io.disable_io_emu=true` in the `iidxhook.conf` file to not hook ezusb IO communication with
an emulation layer. The game will directly talk to the IO. The game supports the ezusb (C02) as
well as ezusb FX2 (IO2) boards.
- Set `io.disable_io_emu=false` in the `iidxhook.conf` file. Use the specific iidxio API
implementations, e.g. `iidxio-ezusb2.dll` to use the IO2 EZUSB board. The common `iidxio`
abstraction layer also allows you to use custom IO boards or whatever Konami hardware is going to
be available in the future. Obviously, someone has to write an imlementation of the `iidxio` API,
first.
## Slotted/Wave pass card readers
You have the following options:
* Set `io.disable_card_reader_emu=true` in the `iidxhook.conf` file to not hook
card reader communication with an emulation layer. The game will directly talk
to the real readers though this only supports whatever readers the game
directly supports (slotted readers)
* Set `io.disable_card_reader_emu=false` in the `iidxhook.conf` file.
Replace the default `eamio.dll` with the `eamio-icca.dll` and have either your
slotted (IIDX, DDR Supernova or GF/DM type) or new wave pass card readers
conencted and and assigned to `COM1`. Other custom implementations of of the
`eamio` API also work.
- Set `io.disable_card_reader_emu=true` in the `iidxhook.conf` file to not hook card reader
communication with an emulation layer. The game will directly talk to the real readers though this
only supports whatever readers the game directly supports (slotted readers)
- Set `io.disable_card_reader_emu=false` in the `iidxhook.conf` file. Replace the default
`eamio.dll` with the `eamio-icca.dll` and have either your slotted (IIDX, DDR Supernova or GF/DM
type) or new wave pass card readers conencted and and assigned to `COM1`. Other custom
implementations of of the `eamio` API also work.
### ICCA device settings (device manager)
* Port: COM1
* BAUD rate: 57600
* Data bits: 8
* Parity: None
* Stop bits: 1
* Flow control: None
If you encounter issues after the game opened the device, e.g. application
stuck, try a USB <-> COM dongle instead of using one of the COM ports of the
mainboard.
- Port: COM1
- BAUD rate: 57600
- Data bits: 8
- Parity: None
- Stop bits: 1
- Flow control: None
If you encounter issues after the game opened the device, e.g. application stuck, try a USB \<-> COM
dongle instead of using one of the COM ports of the mainboard.
# Known bugs
## USBIO (FM-DL TIMEOUT)
IIDX occasionally fails to boot with a "USBIO (FM-DL TIMEOUT)" error. If this
happens, run the game again.
IIDX occasionally fails to boot with a "USBIO (FM-DL TIMEOUT)" error. If this happens, run the game
again.
# Troubleshooting and FAQ
## The game does not run "well" (frame drops, drifting offsync etc)
This can be related to various issues:
* Make sure to run the game as (true) Administrator especially on Windows 7 and
newer. This will also get rid of various other errors (see below) that are
related to permission issues.
* Run the game's process with a higher priority:
- Make sure to run the game as (true) Administrator especially on Windows 7 and newer. This will
also get rid of various other errors (see below) that are related to permission issues.
- Run the game's process with a higher priority:
```
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.
- 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.
## "NETWORK WARNING" instead of "NETWORK OK"
This can be caused by:
* Invalid PCBID
* Firewall blocking connections
* Invalid eamuse url or port specified
* Game is not run using the Administrator account
Make sure to check these things first
- Invalid PCBID
- Firewall blocking connections
- Invalid eamuse url or port specified
- Game is not run using the Administrator account Make sure to check these things first
## 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).
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).
## My game runs too fast
iidxhook can limit the frame rate for you (refer to help/config file)
## My game crashes when I try fullscreen
Use dxwnd and set settings like "Acquire admin caps" and "Fullscreen only"
## Background videos aren't working. When starting a song, windows is playing the error sound and a message box appears
If you are running in window mode, you can see an error pop-up window with the title
`DirectShow Texture3D Sample` and error message
`Could not create source filter to graph! hr=<some number>`.
When running fullscreen, you only hear a windows error sound and the game appears to be frozen
when trying to play a background video.
When running fullscreen, you only hear a windows error sound and the game appears to be frozen when
trying to play a background video.
You are missing a codec to decode and play the videos. There are different
methods available to get background videos working. Probably, the easiest
solution: grab the CLVSD.ax file and go to Start -> Run -> regsvr32 clvsd.ax
Make sure to run cmd.exe as Administrator, otherwise you will get errors caused
by invalid permissions.
You are missing a codec to decode and play the videos. There are different methods available to get
background videos working. Probably, the easiest solution: grab the CLVSD.ax file and go to Start ->
Run -> regsvr32 clvsd.ax Make sure to run cmd.exe as Administrator, otherwise you will get errors
caused by invalid permissions.
## I installed the CLVSD.ax codec but the game crashes or displays a message box that tells me to disable my debugger
If songs keep crashing upon start and you get an error message that says
```
DirectShow Texture3D Sample
Could not create source filter to graph! hr=0x80040266
```
despite having the codec (CLVSD.ax) installed, remove the debug flag (*-D*)
from gamestart or use a CLVSD.ax codec which has the debugger checks removed.
despite having the codec (CLVSD.ax) installed, remove the debug flag (*-D*) from gamestart 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
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 physically
connected. Furthermore, dedicated and tested/verified hardware by other users
is recommended if you want to save yourself a lot of fiddling.
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
physically connected. Furthermore, dedicated and tested/verified hardware by other users is
recommended if you want to save yourself a lot of fiddling.
## I am getting a message box with a japanese error message and a black window immediately after starting the game
The game checks the vendor and product ID of your GPU installed. If it doesn't
match a hardcoded whitelist, the game won't boot. Use the option *gfx.pci_id*
either in the config file or as a cmd argument to spoof these IDs. See the
help message for instructions and possible IDs.
The game checks the vendor and product ID of your GPU installed. If it doesn't match a hardcoded
whitelist, the game won't boot. Use the option *gfx.pci_id* either in the config file or as a cmd
argument to spoof these IDs. See the help message for instructions and possible IDs.
## Over-/underscan, bad image quality or latency caused by my monitor's/TV's upscaler
Many modern monitors/TVs cannot upscale 640x480 output properly. This can lead to
over-/underscan, bad image quality or even latency caused by the upscaler of the device
you are using.
If one or multiple of these issues apply, use the built in scaling options by setting
*gfx.scale_back_buffer_width* and *gfx.scale_back_buffer_height* to a target resolution
to scale to. Usually, you want to set this to the monitor's native resolution, e.g.
1920x1080 for full HD. You can play around with a few different filters using
*gfx.scale_back_buffer_filter* which impacts image quality/blurriness on upscaling.
Many modern monitors/TVs cannot upscale 640x480 output properly. This can lead to over-/underscan,
bad image quality or even latency caused by the upscaler of the device you are using. If one or
multiple of these issues apply, use the built in scaling options by setting
*gfx.scale_back_buffer_width* and *gfx.scale_back_buffer_height* to a target resolution to scale to.
Usually, you want to set this to the monitor's native resolution, e.g. 1920x1080 for full HD. You
can play around with a few different filters using *gfx.scale_back_buffer_filter* which impacts
image quality/blurriness on upscaling.

View File

@ -1,7 +1,8 @@
# Game list
The following games are compatible with this version of iidxhook:
* tricoro CN (狂热节拍 IIDX 2)
- tricoro CN (狂热节拍 IIDX 2)
The games must be bootstrapped using [inject.exe](../inject.md).
@ -9,7 +10,7 @@ The games must be bootstrapped using [inject.exe](../inject.md).
tricoro CN (狂热节拍 IIDX 2):
* Game uses Lincle engine
* Identifier being JDZ
* Does not have NETWORK function
* Game doesn't used card readers
- Game uses Lincle engine
- Identifier being JDZ
- Does not have NETWORK function
- Game doesn't used card readers

View File

@ -1,29 +1,33 @@
# Game list
The following games are compatible with this version of iidxhook:
* Lincle
- Lincle
The games must be bootstrapped using [launcher](../launcher.md).
# Data setup and running the game
We assume that you are using a clean/vanilla data dump. Ensure your ("concents")
folder with your unpacked data looks like this:
We assume that you are using a clean/vanilla data dump. Ensure your ("concents") folder with your
unpacked data looks like this:
- data
- modules
- prop
* Copy/Move all files from the *modules* directory to the root folder, so they
are located next to the *data* and *prop* folders.
* Copy/Move all files from the *modules* directory to the root folder, so they are located next to
the *data* and *prop* folders.
* Copy all files from *prop/defaults* to the *prop* folder.
* Create a new file *app-config.xml* in the *prop* folder with the following
content:
* Create a new file *app-config.xml* in the *prop* folder with the following content:
```
<?xml version="1.0"?>
<param></param>
```
* Setup proper paths for *dev/nvram* and *dev/raw* in *prop/avs-config.xml* by
replacing the *<fs>*-block in that file with the following block:
- Setup proper paths for *dev/nvram* and *dev/raw* in *prop/avs-config.xml* by replacing the
*<fs>*-block in that file with the following block:
```
<fs>
<root>
@ -41,170 +45,178 @@ replacing the *<fs>*-block in that file with the following block:
<nr_filedesc __type="u16">256</nr_filedesc>
</fs>
```
* Unpack the package containing iidxhook5 into the root folder so iidxhook5.dll
and all other files are located in the same folder as *data*, *prop*,
*bm2dx.dll*, etc.
* Run the gamestart-19.bat file as admin.
- Unpack the package containing iidxhook5 into the root folder so iidxhook5.dll and all other files
are located in the same folder as *data*, *prop*, *bm2dx.dll*, etc.
- Run the gamestart-19.bat file as admin.
# Configuring iidxhook
The hook library can be configured via cmd arguments or a configuration file.
The latter is generated (*iidxhook-19.conf* in the same directory) on the first
start of the game using the gamestart-19.bat file. It contains default values
for all available parameters and comments explaining each parameter. Please
follow the comments when configuring your setup.
The hook library can be configured via cmd arguments or a configuration file. The latter is
generated (*iidxhook-19.conf* in the same directory) on the first start of the game using the
gamestart-19.bat file. It contains default values for all available parameters and comments
explaining each parameter. Please follow the comments when configuring your setup.
Add the argument *-h* when running gamestart-19.bat
(e.g. *gamestart-19.bat -h*) to print help/usage information with a list of
all available parameters. Every parameter can be either set as command line
argument or using a configuration file.
Add the argument *-h* when running gamestart-19.bat (e.g. *gamestart-19.bat -h*) to print help/usage
information with a list of all available parameters. Every parameter can be either set as command
line argument or using a configuration file.
To set a parameter from the command line, just add it as an argument after the bat file like this
To set a parameter from the command line, just add it as an argument after
the bat file like this
```
gamestart-09.bat -p gfx.windowed=true -p gfx.framed=true
```
The syntax for the "key=value" is the same as in the config file. Make sure
to have a pre-ceeding "-p" for every parameter added.
The syntax for the "key=value" is the same as in the config file. Make sure to have a pre-ceeding
"-p" for every parameter added.
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.
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.
# Eamuse network setup
If you want to run the games online, you need a valid PCBID and the service URL.
Open *prop/ea3-config.xml* and set the values of the *ea3/id/pcbid* and
*ea3/network/services* nodes accordingly.
If you want to run the games online, you need a valid PCBID and the service URL. Open
*prop/ea3-config.xml* and set the values of the *ea3/id/pcbid* and *ea3/network/services* nodes
accordingly.
Run the game with the gamestart-19.bat file and enable network on the operator
menu. When enabled, the game seems to hang and expects you to power
cycle the machine (i.e. quit the game and restart it).
Run the game with the gamestart-19.bat file and enable network on the operator menu. When enabled,
the game seems to hang and expects you to power cycle the machine (i.e. quit the game and restart
it).
# Real hardware support
## USB IO (ezusb)
You have the following options:
* Set `io.disable_io_emu=true` in the `iidxhook.conf` file to not hook ezusb
IO communication with an emulation layer. The game will directly talk to the IO.
The game supports the ezusb (C02) as well as ezusb FX2 (IO2) boards.
* Set `io.disable_io_emu=false` in the `iidxhook.conf` file.
Use the specific iidxio API implementations, e.g. `iidxio-ezusb2.dll` to use
the IO2 EZUSB board. The common `iidxio` abstraction layer also allows you to
use custom IO boards or whatever Konami hardware is going to be available in
the future. Obviously, someone has to write an imlementation of the `iidxio`
API, first.
- Set `io.disable_io_emu=true` in the `iidxhook.conf` file to not hook ezusb IO communication with
an emulation layer. The game will directly talk to the IO. The game supports the ezusb (C02) as
well as ezusb FX2 (IO2) boards.
- Set `io.disable_io_emu=false` in the `iidxhook.conf` file. Use the specific iidxio API
implementations, e.g. `iidxio-ezusb2.dll` to use the IO2 EZUSB board. The common `iidxio`
abstraction layer also allows you to use custom IO boards or whatever Konami hardware is going to
be available in the future. Obviously, someone has to write an imlementation of the `iidxio` API,
first.
## Slotted/Wave pass card readers
You have the following options:
* Set `io.disable_card_reader_emu=true` in the `iidxhook.conf` file to not hook
card reader communication with an emulation layer. The game will directly talk
to the real readers though this only supports whatever readers the game
directly supports (wave pass readers)
* Set `io.disable_card_reader_emu=false` in the `iidxhook.conf` file.
Replace the default `eamio.dll` with the `eamio-icca.dll` and have either your
slotted (IIDX, DDR Supernova or GF/DM type) or new wave pass card readers
conencted and and assigned to `COM1`. Other custom implementations of of the
`eamio` API also work.
- Set `io.disable_card_reader_emu=true` in the `iidxhook.conf` file to not hook card reader
communication with an emulation layer. The game will directly talk to the real readers though this
only supports whatever readers the game directly supports (wave pass readers)
- Set `io.disable_card_reader_emu=false` in the `iidxhook.conf` file. Replace the default
`eamio.dll` with the `eamio-icca.dll` and have either your slotted (IIDX, DDR Supernova or GF/DM
type) or new wave pass card readers conencted and and assigned to `COM1`. Other custom
implementations of of the `eamio` API also work.
### ICCA device settings (device manager)
* Port: COM1
* BAUD rate: 57600
* Data bits: 8
* Parity: None
* Stop bits: 1
* Flow control: None
If you encounter issues after the game opened the device, e.g. application
stuck, try a USB <-> COM dongle instead of using one of the COM ports of the
mainboard.
- Port: COM1
- BAUD rate: 57600
- Data bits: 8
- Parity: None
- Stop bits: 1
- Flow control: None
If you encounter issues after the game opened the device, e.g. application stuck, try a USB \<-> COM
dongle instead of using one of the COM ports of the mainboard.
# Known bugs
## USBIO (FM-DL TIMEOUT)
IIDX occasionally fails to boot with a "USBIO (FM-DL TIMEOUT)" error. If this
happens, run the game again.
IIDX occasionally fails to boot with a "USBIO (FM-DL TIMEOUT)" error. If this happens, run the game
again.
# Troubleshooting and FAQ
## The game does not run "well" (frame drops, drifting offsync etc)
This can be related to various issues:
* Make sure to run the game as (true) Administrator especially on Windows 7 and
newer. This will also get rid of various other errors (see below) that are
related to permission issues.
* Run the game's process with a higher priority:
- Make sure to run the game as (true) Administrator especially on Windows 7 and newer. This will
also get rid of various other errors (see below) that are related to permission issues.
- Run the game's process with a higher priority:
```
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.
- 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.
## "NETWORK WARNING" instead of "NETWORK OK"
This can be caused by:
* Invalid PCBID
* Firewall blocking connections
* Invalid eamuse url or port specified
* Game is not run using the Administrator account
Make sure to check these things first
- Invalid PCBID
- Firewall blocking connections
- Invalid eamuse url or port specified
- Game is not run using the Administrator account Make sure to check these things first
## 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.
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.
## My game runs too fast
iidxhook can limit the frame rate for you (refer to help/config file)
## My game crashes when I try fullscreen
Use dxwnd and set settings like "Acquire admin caps" and "Fullscreen only"
## Background videos aren't working. When starting a song, windows is playing the error sound and a message box appears
If you are running in window mode, you can see an error pop-up window with the title
`DirectShow Texture3D Sample` and error message
`Could not create source filter to graph! hr=<some number>`.
When running fullscreen, you only hear a windows error sound and the game appears to be frozen
when trying to play a background video.
When running fullscreen, you only hear a windows error sound and the game appears to be frozen when
trying to play a background video.
You are missing a codec to decode and play the videos. There are different
methods available to get background videos working. Probably, the easiest
solution: grab the CLVSD.ax file and go to Start -> Run -> regsvr32 clvsd.ax
Make sure to run cmd.exe as Administrator, otherwise you will get errors caused
by invalid permissions.
You are missing a codec to decode and play the videos. There are different methods available to get
background videos working. Probably, the easiest solution: grab the CLVSD.ax file and go to Start ->
Run -> regsvr32 clvsd.ax Make sure to run cmd.exe as Administrator, otherwise you will get errors
caused by invalid permissions.
## I installed the CLVSD.ax codec but the game crashes or displays a message box that tells me to disable my debugger
If songs keep crashing upon start and you get an error message that says
```
DirectShow Texture3D Sample
Could not create source filter to graph! hr=0x80040266
```
despite having the codec (CLVSD.ax) installed, remove the debug flag (*-D*)
from gamestart or use a CLVSD.ax codec which has the debugger checks removed.
despite having the codec (CLVSD.ax) installed, remove the debug flag (*-D*) from gamestart or use a
CLVSD.ax codec which has the debugger checks removed.
## I am getting a message box with a japanese error message and a black window immediately after starting the game
The game checks the vendor and product ID of your GPU installed. If it doesn't
match a hardcoded whitelist, the game won't boot. Use the option *gfx.pci_id*
either in the config file or as a cmd argument to spoof these IDs. See the
help message for instructions and possible IDs.
The game checks the vendor and product ID of your GPU installed. If it doesn't match a hardcoded
whitelist, the game won't boot. Use the option *gfx.pci_id* either in the config file or as a cmd
argument to spoof these IDs. See the help message for instructions and possible IDs.
## Over-/underscan, bad image quality or latency caused by my monitor's/TV's upscaler
Many modern monitors/TVs cannot upscale 640x480 output properly. This can lead to
over-/underscan, bad image quality or even latency caused by the upscaler of the device
you are using.
If one or multiple of these issues apply, use the built in scaling options by setting
*gfx.scale_back_buffer_width* and *gfx.scale_back_buffer_height* to a target resolution
to scale to. Usually, you want to set this to the monitor's native resolution, e.g.
1920x1080 for full HD. You can play around with a few different filters using
*gfx.scale_back_buffer_filter* which impacts image quality/blurriness on upscaling.
Many modern monitors/TVs cannot upscale 640x480 output properly. This can lead to over-/underscan,
bad image quality or even latency caused by the upscaler of the device you are using. If one or
multiple of these issues apply, use the built in scaling options by setting
*gfx.scale_back_buffer_width* and *gfx.scale_back_buffer_height* to a target resolution to scale to.
Usually, you want to set this to the monitor's native resolution, e.g. 1920x1080 for full HD. You
can play around with a few different filters using *gfx.scale_back_buffer_filter* which impacts
image quality/blurriness on upscaling.

View File

@ -1,29 +1,33 @@
# Game list
The following games are compatible with this version of iidxhook:
* Tricoro
- Tricoro
The games must be bootstrapped using [launcher](../launcher.md).
# Data setup and running the game
We assume that you are using a clean/vanilla data dump. Ensure your ("concents")
folder with your unpacked data looks like this:
We assume that you are using a clean/vanilla data dump. Ensure your ("concents") folder with your
unpacked data looks like this:
- data
- modules
- prop
* Copy/Move all files from the *modules* directory to the root folder, so they
are located next to the *data* and *prop* folders.
* Copy/Move all files from the *modules* directory to the root folder, so they are located next to
the *data* and *prop* folders.
* Copy all files from *prop/defaults* to the *prop* folder.
* Create a new file *app-config.xml* in the *prop* folder with the following
content:
* Create a new file *app-config.xml* in the *prop* folder with the following content:
```
<?xml version="1.0"?>
<param></param>
```
* Setup proper paths for *dev/nvram* and *dev/raw* in *prop/avs-config.xml* by
replacing the *<fs>*-block in that file with the following block:
- Setup proper paths for *dev/nvram* and *dev/raw* in *prop/avs-config.xml* by replacing the
*<fs>*-block in that file with the following block:
```
<fs>
<root>
@ -41,8 +45,9 @@ replacing the *<fs>*-block in that file with the following block:
<nr_filedesc __type="u16">256</nr_filedesc>
</fs>
```
* Setup valid logger configuration by replacing the *<log>*-block in
*prop/avs-config.xml* with:
- Setup valid logger configuration by replacing the *<log>*-block in *prop/avs-config.xml* with:
```
<log>
<netsci>
@ -52,165 +57,173 @@ replacing the *<fs>*-block in that file with the following block:
<level __type="str">misc</level>
</log>
```
* Unpack the package containing iidxhook6 into the root folder so iidxhook6.dll
and all other files are located in the same folder as *data*, *prop*,
*bm2dx.dll*, etc.
* Run the gamestart-20.bat file as admin.
- Unpack the package containing iidxhook6 into the root folder so iidxhook6.dll and all other files
are located in the same folder as *data*, *prop*, *bm2dx.dll*, etc.
- Run the gamestart-20.bat file as admin.
# Configuring iidxhook
The hook library can be configured via cmd arguments or a configuration file.
The latter is generated (*iidxhook-20.conf* in the same directory) on the first
start of the game using the gamestart-20.bat file. It contains default values
for all available parameters and comments explaining each parameter. Please
follow the comments when configuring your setup.
The hook library can be configured via cmd arguments or a configuration file. The latter is
generated (*iidxhook-20.conf* in the same directory) on the first start of the game using the
gamestart-20.bat file. It contains default values for all available parameters and comments
explaining each parameter. Please follow the comments when configuring your setup.
Add the argument *-h* when running gamestart-20.bat
(e.g. *gamestart-20.bat -h*) to print help/usage information with a list of
all available parameters. Every parameter can be either set as command line
argument or using a configuration file.
Add the argument *-h* when running gamestart-20.bat (e.g. *gamestart-20.bat -h*) to print help/usage
information with a list of all available parameters. Every parameter can be either set as command
line argument or using a configuration file.
To set a parameter from the command line, just add it as an argument after the bat file like this
To set a parameter from the command line, just add it as an argument after
the bat file like this
```
gamestart-09.bat -p gfx.windowed=true -p gfx.framed=true
```
The syntax for the "key=value" is the same as in the config file. Make sure
to have a pre-ceeding "-p" for every parameter added.
The syntax for the "key=value" is the same as in the config file. Make sure to have a pre-ceeding
"-p" for every parameter added.
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.
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.
# Eamuse network setup
If you want to run the games online, you need a valid PCBID and the service URL.
Open *prop/ea3-config.xml* and set the values of the *ea3/id/pcbid* and
*ea3/network/services* nodes accordingly.
If you want to run the games online, you need a valid PCBID and the service URL. Open
*prop/ea3-config.xml* and set the values of the *ea3/id/pcbid* and *ea3/network/services* nodes
accordingly.
Run the game with the gamestart-20.bat file and enable network on the operator
menu. When enabled, the game seems to hang and expects you to power
cycle the machine (i.e. quit the game and restart it).
Run the game with the gamestart-20.bat file and enable network on the operator menu. When enabled,
the game seems to hang and expects you to power cycle the machine (i.e. quit the game and restart
it).
# Real hardware support
## USB IO (ezusb)
You have the following options:
* Set `io.disable_io_emu=true` in the `iidxhook.conf` file to not hook ezusb
IO communication with an emulation layer. The game will directly talk to the IO.
The game supports the ezusb (C02) as well as ezusb FX2 (IO2) boards.
* Set `io.disable_io_emu=false` in the `iidxhook.conf` file.
Use the specific iidxio API implementations, e.g. `iidxio-ezusb2.dll` to use
the IO2 EZUSB board. The common `iidxio` abstraction layer also allows you to
use custom IO boards or whatever Konami hardware is going to be available in
the future. Obviously, someone has to write an imlementation of the `iidxio`
API, first.
- Set `io.disable_io_emu=true` in the `iidxhook.conf` file to not hook ezusb IO communication with
an emulation layer. The game will directly talk to the IO. The game supports the ezusb (C02) as
well as ezusb FX2 (IO2) boards.
- Set `io.disable_io_emu=false` in the `iidxhook.conf` file. Use the specific iidxio API
implementations, e.g. `iidxio-ezusb2.dll` to use the IO2 EZUSB board. The common `iidxio`
abstraction layer also allows you to use custom IO boards or whatever Konami hardware is going to
be available in the future. Obviously, someone has to write an imlementation of the `iidxio` API,
first.
## Slotted/Wave pass card readers
You have the following options:
* Set `io.disable_card_reader_emu=true` in the `iidxhook.conf` file to not hook
card reader communication with an emulation layer. The game will directly talk
to the real readers though this only supports whatever readers the game
directly supports (wave pass readers)
* Set `io.disable_card_reader_emu=false` in the `iidxhook.conf` file.
Replace the default `eamio.dll` with the `eamio-icca.dll` and have either your
slotted (IIDX, DDR Supernova or GF/DM type) or new wave pass card readers
conencted and and assigned to `COM1`. Other custom implementations of of the
`eamio` API also work.
- Set `io.disable_card_reader_emu=true` in the `iidxhook.conf` file to not hook card reader
communication with an emulation layer. The game will directly talk to the real readers though this
only supports whatever readers the game directly supports (wave pass readers)
- Set `io.disable_card_reader_emu=false` in the `iidxhook.conf` file. Replace the default
`eamio.dll` with the `eamio-icca.dll` and have either your slotted (IIDX, DDR Supernova or GF/DM
type) or new wave pass card readers conencted and and assigned to `COM1`. Other custom
implementations of of the `eamio` API also work.
### ICCA device settings (device manager)
* Port: COM1
* BAUD rate: 57600
* Data bits: 8
* Parity: None
* Stop bits: 1
* Flow control: None
If you encounter issues after the game opened the device, e.g. application
stuck, try a USB <-> COM dongle instead of using one of the COM ports of the
mainboard.
- Port: COM1
- BAUD rate: 57600
- Data bits: 8
- Parity: None
- Stop bits: 1
- Flow control: None
If you encounter issues after the game opened the device, e.g. application stuck, try a USB \<-> COM
dongle instead of using one of the COM ports of the mainboard.
# Known bugs
## USBIO (FM-DL TIMEOUT)
IIDX occasionally fails to boot with a "USBIO (FM-DL TIMEOUT)" error. If this
happens, run the game again.
IIDX occasionally fails to boot with a "USBIO (FM-DL TIMEOUT)" error. If this happens, run the game
again.
# Troubleshooting and FAQ
## The game does not run "well" (frame drops, drifting offsync etc)
This can be related to various issues:
* Make sure to run the game as (true) Administrator especially on Windows 7 and
newer. This will also get rid of various other errors (see below) that are
related to permission issues.
* Run the game's process with a higher priority:
- Make sure to run the game as (true) Administrator especially on Windows 7 and newer. This will
also get rid of various other errors (see below) that are related to permission issues.
- Run the game's process with a higher priority:
```
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.
- 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.
## "NETWORK WARNING" instead of "NETWORK OK"
This can be caused by:
* Invalid PCBID
* Firewall blocking connections
* Invalid eamuse url or port specified
* Game is not run using the Administrator account
Make sure to check these things first
- Invalid PCBID
- Firewall blocking connections
- Invalid eamuse url or port specified
- Game is not run using the Administrator account Make sure to check these things first
## 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.
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.
## My game runs too fast
iidxhook can limit the frame rate for you (refer to help/config file)
## My game crashes when I try fullscreen
Use dxwnd and set settings like "Acquire admin caps" and "Fullscreen only"
## Background videos aren't working. When starting a song, windows is playing the error sound and a message box appears
If you are running in window mode, you can see an error pop-up window with the title
`DirectShow Texture3D Sample` and error message
`Could not create source filter to graph! hr=<some number>`.
When running fullscreen, you only hear a windows error sound and the game appears to be frozen
when trying to play a background video.
When running fullscreen, you only hear a windows error sound and the game appears to be frozen when
trying to play a background video.
You are missing a codec to decode and play the videos. There are different
methods available to get background videos working. Probably, the easiest
solution: grab the CLVSD.ax file and go to Start -> Run -> regsvr32 clvsd.ax
Make sure to run cmd.exe as Administrator, otherwise you will get errors caused
by invalid permissions.
You are missing a codec to decode and play the videos. There are different methods available to get
background videos working. Probably, the easiest solution: grab the CLVSD.ax file and go to Start ->
Run -> regsvr32 clvsd.ax Make sure to run cmd.exe as Administrator, otherwise you will get errors
caused by invalid permissions.
## I installed the CLVSD.ax codec but the game crashes or displays a message box that tells me to disable my debugger
If songs keep crashing upon start and you get an error message that says
```
DirectShow Texture3D Sample
Could not create source filter to graph! hr=0x80040266
```
despite having the codec (CLVSD.ax) installed, remove the debug flag (*-D*)
from gamestart or use a CLVSD.ax codec which has the debugger checks removed.
despite having the codec (CLVSD.ax) installed, remove the debug flag (*-D*) from gamestart or use a
CLVSD.ax codec which has the debugger checks removed.
## I am getting a message box with a japanese error message and a black window immediately after starting the game
The game checks the vendor and product ID of your GPU installed. If it doesn't
match a hardcoded whitelist, the game won't boot. Use the option *gfx.pci_id*
either in the config file or as a cmd argument to spoof these IDs. See the
help message for instructions and possible IDs.
The game checks the vendor and product ID of your GPU installed. If it doesn't match a hardcoded
whitelist, the game won't boot. Use the option *gfx.pci_id* either in the config file or as a cmd
argument to spoof these IDs. See the help message for instructions and possible IDs.
## Over-/underscan, bad image quality or latency caused by my monitor's/TV's upscaler
Many modern monitors/TVs cannot upscale some lower resolutions, e.g. 640x480, properly.
This can lead to over-/underscan, bad image quality or even latency caused by the upscaler
of the device you are using.
If one or multiple of these issues apply, use the built in scaling options by setting
*gfx.scale_back_buffer_width* and *gfx.scale_back_buffer_height* to a target resolution
to scale to. Usually, you want to set this to the monitor's native resolution, e.g.
1920x1080 for full HD. You can play around with a few different filters using
*gfx.scale_back_buffer_filter* which impacts image quality/blurriness on upscaling.
Many modern monitors/TVs cannot upscale some lower resolutions, e.g. 640x480, properly. This can
lead to over-/underscan, bad image quality or even latency caused by the upscaler of the device you
are using. If one or multiple of these issues apply, use the built in scaling options by setting
*gfx.scale_back_buffer_width* and *gfx.scale_back_buffer_height* to a target resolution to scale to.
Usually, you want to set this to the monitor's native resolution, e.g. 1920x1080 for full HD. You
can play around with a few different filters using *gfx.scale_back_buffer_filter* which impacts
image quality/blurriness on upscaling.

View File

@ -1,32 +1,36 @@
# Game list
The following games are compatible with this version of iidxhook:
* SPADA
* PENDUAL
* copula
* SINOBUZ
- SPADA
- PENDUAL
- copula
- SINOBUZ
The games must be bootstrapped using [launcher](../launcher.md).
# Data setup and running the game
We assume that you are using a clean/vanilla data dump. Ensure your ("concents")
folder with your unpacked data looks like this:
We assume that you are using a clean/vanilla data dump. Ensure your ("concents") folder with your
unpacked data looks like this:
- data
- modules
- prop
* Copy/Move all files from the *modules* directory to the root folder, so they
are located next to the *data* and *prop* folders.
* Copy/Move all files from the *modules* directory to the root folder, so they are located next to
the *data* and *prop* folders.
* Copy all files from *prop/defaults* to the *prop* folder.
* Create a new file *app-config.xml* in the *prop* folder with the following
content:
* Create a new file *app-config.xml* in the *prop* folder with the following content:
```
<?xml version="1.0"?>
<param></param>
```
* Setup proper paths for *dev/nvram* and *dev/raw* in *prop/avs-config.xml* by
replacing the *<fs>*-block in that file with the following block:
- Setup proper paths for *dev/nvram* and *dev/raw* in *prop/avs-config.xml* by replacing the
*<fs>*-block in that file with the following block:
```
<fs>
<root>
@ -44,8 +48,9 @@ replacing the *<fs>*-block in that file with the following block:
<nr_filedesc __type="u16">256</nr_filedesc>
</fs>
```
* Setup valid logger configuration by replacing the *<log>*-block in
*prop/avs-config.xml* with:
- Setup valid logger configuration by replacing the *<log>*-block in *prop/avs-config.xml* with:
```
<log>
<netsci>
@ -55,168 +60,174 @@ replacing the *<fs>*-block in that file with the following block:
<level __type="str">misc</level>
</log>
```
* Unpack the package containing iidxhook7 into the root folder so iidxhook7.dll
and all other files are located in the same folder as *data*, *prop*,
*bm2dx.dll*, etc.
* Run the gamestart-XX.bat file as admin. Where XX matches the version you
want to run.
- Unpack the package containing iidxhook7 into the root folder so iidxhook7.dll and all other files
are located in the same folder as *data*, *prop*, *bm2dx.dll*, etc.
- Run the gamestart-XX.bat file as admin. Where XX matches the version you want to run.
# Configuring iidxhook
The hook library can be configured via cmd arguments or a configuration file.
The latter is generated (*iidxhook-XX.conf* in the same directory) on the first
start of the game using the gamestart-XX.bat file (again, XX matches your target
game version). It contains default values for all available parameters and
comments explaining each parameter. Please follow the comments when configuring
your setup.
The hook library can be configured via cmd arguments or a configuration file. The latter is
generated (*iidxhook-XX.conf* in the same directory) on the first start of the game using the
gamestart-XX.bat file (again, XX matches your target game version). It contains default values for
all available parameters and comments explaining each parameter. Please follow the comments when
configuring your setup.
Add the argument *-h* when running gamestart-XX.bat
(e.g. *gamestart-XX.bat -h*) to print help/usage information with a list of
all available parameters. Every parameter can be either set as command line
argument or using a configuration file.
Add the argument *-h* when running gamestart-XX.bat (e.g. *gamestart-XX.bat -h*) to print help/usage
information with a list of all available parameters. Every parameter can be either set as command
line argument or using a configuration file.
To set a parameter from the command line, just add it as an argument after the bat file like this
To set a parameter from the command line, just add it as an argument after
the bat file like this
```
gamestart-09.bat -p gfx.windowed=true -p gfx.framed=true
```
The syntax for the "key=value" is the same as in the config file. Make sure
to have a pre-ceeding "-p" for every parameter added.
The syntax for the "key=value" is the same as in the config file. Make sure to have a pre-ceeding
"-p" for every parameter added.
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.
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.
# Eamuse network setup
If you want to run the games online, you need a valid PCBID and the service URL.
Open *prop/ea3-config.xml* and set the values of the *ea3/id/pcbid* and
*ea3/network/services* nodes accordingly.
If you want to run the games online, you need a valid PCBID and the service URL. Open
*prop/ea3-config.xml* and set the values of the *ea3/id/pcbid* and *ea3/network/services* nodes
accordingly.
Run the game with the gamestart-XX.bat file and enable network on the operator
menu. When enabled, the game seems to hang and expects you to power
cycle the machine (i.e. quit the game and restart it).
Run the game with the gamestart-XX.bat file and enable network on the operator menu. When enabled,
the game seems to hang and expects you to power cycle the machine (i.e. quit the game and restart
it).
# Real hardware support
## USB IO (ezusb)
You have the following options:
* Set `io.disable_io_emu=true` in the `iidxhook.conf` file to not hook ezusb
IO communication with an emulation layer. The game will directly talk to the IO.
The game supports the ezusb (C02) as well as ezusb FX2 (IO2) boards.
* Set `io.disable_io_emu=false` in the `iidxhook.conf` file.
Use the specific iidxio API implementations, e.g. `iidxio-ezusb2.dll` to use
the IO2 EZUSB board. The common `iidxio` abstraction layer also allows you to
use custom IO boards or whatever Konami hardware is going to be available in
the future. Obviously, someone has to write an imlementation of the `iidxio`
API, first.
- Set `io.disable_io_emu=true` in the `iidxhook.conf` file to not hook ezusb IO communication with
an emulation layer. The game will directly talk to the IO. The game supports the ezusb (C02) as
well as ezusb FX2 (IO2) boards.
- Set `io.disable_io_emu=false` in the `iidxhook.conf` file. Use the specific iidxio API
implementations, e.g. `iidxio-ezusb2.dll` to use the IO2 EZUSB board. The common `iidxio`
abstraction layer also allows you to use custom IO boards or whatever Konami hardware is going to
be available in the future. Obviously, someone has to write an imlementation of the `iidxio` API,
first.
## Slotted/Wave pass card readers
You have the following options:
* Set `io.disable_card_reader_emu=true` in the `iidxhook.conf` file to not hook
card reader communication with an emulation layer. The game will directly talk
to the real readers though this only supports whatever readers the game
directly supports (wave pass readers)
* Set `io.disable_card_reader_emu=false` in the `iidxhook.conf` file.
Replace the default `eamio.dll` with the `eamio-icca.dll` and have either your
slotted (IIDX, DDR Supernova or GF/DM type) or new wave pass card readers
conencted and and assigned to `COM1`. Other custom implementations of of the
`eamio` API also work.
- Set `io.disable_card_reader_emu=true` in the `iidxhook.conf` file to not hook card reader
communication with an emulation layer. The game will directly talk to the real readers though this
only supports whatever readers the game directly supports (wave pass readers)
- Set `io.disable_card_reader_emu=false` in the `iidxhook.conf` file. Replace the default
`eamio.dll` with the `eamio-icca.dll` and have either your slotted (IIDX, DDR Supernova or GF/DM
type) or new wave pass card readers conencted and and assigned to `COM1`. Other custom
implementations of of the `eamio` API also work.
### ICCA device settings (device manager)
* Port: COM1
* BAUD rate: 57600
* Data bits: 8
* Parity: None
* Stop bits: 1
* Flow control: None
If you encounter issues after the game opened the device, e.g. application
stuck, try a USB <-> COM dongle instead of using one of the COM ports of the
mainboard.
- Port: COM1
- BAUD rate: 57600
- Data bits: 8
- Parity: None
- Stop bits: 1
- Flow control: None
If you encounter issues after the game opened the device, e.g. application stuck, try a USB \<-> COM
dongle instead of using one of the COM ports of the mainboard.
# Known bugs
## USBIO (FM-DL TIMEOUT)
IIDX occasionally fails to boot with a "USBIO (FM-DL TIMEOUT)" error. If this
happens, run the game again.
IIDX occasionally fails to boot with a "USBIO (FM-DL TIMEOUT)" error. If this happens, run the game
again.
# Troubleshooting and FAQ
## The game does not run "well" (frame drops, drifting offsync etc)
This can be related to various issues:
* Make sure to run the game as (true) Administrator especially on Windows 7 and
newer. This will also get rid of various other errors (see below) that are
related to permission issues.
* Run the game's process with a higher priority:
- Make sure to run the game as (true) Administrator especially on Windows 7 and newer. This will
also get rid of various other errors (see below) that are related to permission issues.
- Run the game's process with a higher priority:
```
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.
- 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.
## "NETWORK WARNING" instead of "NETWORK OK"
This can be caused by:
* Invalid PCBID
* Firewall blocking connections
* Invalid eamuse url or port specified
* Game is not run using the Administrator account
Make sure to check these things first
- Invalid PCBID
- Firewall blocking connections
- Invalid eamuse url or port specified
- Game is not run using the Administrator account Make sure to check these things first
## 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.
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.
## My game runs too fast
iidxhook can limit the frame rate for you (refer to help/config file)
## My game crashes when I try fullscreen
Use dxwnd and set settings like "Acquire admin caps" and "Fullscreen only"
## Background videos aren't working. When starting a song, windows is playing the error sound and a message box appears
If you are running in window mode, you can see an error pop-up window with the title
`DirectShow Texture3D Sample` and error message
`Could not create source filter to graph! hr=<some number>`.
When running fullscreen, you only hear a windows error sound and the game appears to be frozen
when trying to play a background video.
When running fullscreen, you only hear a windows error sound and the game appears to be frozen when
trying to play a background video.
You are missing a codec to decode and play the videos. There are different
methods available to get background videos working. Probably, the easiest
solution: grab the CLVSD.ax file and go to Start -> Run -> regsvr32 clvsd.ax
Make sure to run cmd.exe as Administrator, otherwise you will get errors caused
by invalid permissions.
You are missing a codec to decode and play the videos. There are different methods available to get
background videos working. Probably, the easiest solution: grab the CLVSD.ax file and go to Start ->
Run -> regsvr32 clvsd.ax Make sure to run cmd.exe as Administrator, otherwise you will get errors
caused by invalid permissions.
## I installed the CLVSD.ax codec but the game crashes or displays a message box that tells me to disable my debugger
If songs keep crashing upon start and you get an error message that says
```
DirectShow Texture3D Sample
Could not create source filter to graph! hr=0x80040266
```
despite having the codec (CLVSD.ax) installed, remove the debug flag (*-D*)
from gamestart or use a CLVSD.ax codec which has the debugger checks removed.
despite having the codec (CLVSD.ax) installed, remove the debug flag (*-D*) from gamestart or use a
CLVSD.ax codec which has the debugger checks removed.
## I am getting a message box with a japanese error message and a black window immediately after starting the game
The game checks the vendor and product ID of your GPU installed. If it doesn't
match a hardcoded whitelist, the game won't boot. Use the option *gfx.pci_id*
either in the config file or as a cmd argument to spoof these IDs. See the
help message for instructions and possible IDs.
The game checks the vendor and product ID of your GPU installed. If it doesn't match a hardcoded
whitelist, the game won't boot. Use the option *gfx.pci_id* either in the config file or as a cmd
argument to spoof these IDs. See the help message for instructions and possible IDs.
## Over-/underscan, bad image quality or latency caused by my monitor's/TV's upscaler
Many modern monitors/TVs cannot upscale some lower resolutions, e.g. 640x480, properly.
This can lead to over-/underscan, bad image quality or even latency caused by the upscaler
of the device you are using.
If one or multiple of these issues apply, use the built in scaling options by setting
*gfx.scale_back_buffer_width* and *gfx.scale_back_buffer_height* to a target resolution
to scale to. Usually, you want to set this to the monitor's native resolution, e.g.
1920x1080 for full HD. You can play around with a few different filters using
*gfx.scale_back_buffer_filter* which impacts image quality/blurriness on upscaling.
Many modern monitors/TVs cannot upscale some lower resolutions, e.g. 640x480, properly. This can
lead to over-/underscan, bad image quality or even latency caused by the upscaler of the device you
are using. If one or multiple of these issues apply, use the built in scaling options by setting
*gfx.scale_back_buffer_width* and *gfx.scale_back_buffer_height* to a target resolution to scale to.
Usually, you want to set this to the monitor's native resolution, e.g. 1920x1080 for full HD. You
can play around with a few different filters using *gfx.scale_back_buffer_filter* which impacts
image quality/blurriness on upscaling.

View File

@ -1,8 +1,9 @@
# Game list
The following games are compatible with this version of iidxhook:
* CANNON BALLERS
* Rootage
- CANNON BALLERS
- Rootage
The games must be bootstrapped using [launcher](../launcher.md).
@ -10,34 +11,37 @@ The games must be bootstrapped using [launcher](../launcher.md).
## Supported versions of Windows
This version requires at least Win 7 x64 and will not run, like the
former versions, on Win XP x86!
This version requires at least Win 7 x64 and will not run, like the former versions, on Win XP x86!
## Dependencies
Make sure to have the following dependencies installed:
* DirectX 9
* Visual C++ 2010 Redistributable Package (x64)
- DirectX 9
- Visual C++ 2010 Redistributable Package (x64)
## Data setup
We assume that you are using a clean/vanilla data dump. Ensure your ("concents")
folder with your unpacked data looks like this:
We assume that you are using a clean/vanilla data dump. Ensure your ("concents") folder with your
unpacked data looks like this:
- data
- modules
- prop
* Copy/Move all files from the *modules* directory to the root folder, so they
are located next to the *data* and *prop* folders.
* Copy/Move all files from the *modules* directory to the root folder, so they are located next to
the *data* and *prop* folders.
* Copy all files from *prop/defaults* to the *prop* folder.
* Create a new file *app-config.xml* in the *prop* folder with the following
content:
* Create a new file *app-config.xml* in the *prop* folder with the following content:
```
<?xml version="1.0"?>
<param></param>
```
* Setup proper paths for *dev/nvram* and *dev/raw* in *prop/avs-config.xml* by
replacing the *<fs>*-block in that file with the following block:
- Setup proper paths for *dev/nvram* and *dev/raw* in *prop/avs-config.xml* by replacing the
*<fs>*-block in that file with the following block:
```
<fs>
<root>
@ -51,174 +55,178 @@ replacing the *<fs>*-block in that file with the following block:
<nr_filedesc __type="u16">256</nr_filedesc>
</fs>
```
* Unpack the package containing iidxhook8 into the root folder so iidxhook8.dll
and all other files are located in the same folder as *data*, *prop*,
*bm2dx.dll*, etc.
* Run the gamestart-XX.bat file as admin. Where XX matches the version you
want to run.
- Unpack the package containing iidxhook8 into the root folder so iidxhook8.dll and all other files
are located in the same folder as *data*, *prop*, *bm2dx.dll*, etc.
- Run the gamestart-XX.bat file as admin. Where XX matches the version you want to run.
# Configuring iidxhook
The hook library can be configured via cmd arguments or a configuration file.
The latter is generated (*iidxhook-XX.conf* in the same directory) on the first
start of the game using the gamestart-XX.bat file (again, XX matches your target
game version). It contains default values for all available parameters and
comments explaining each parameter. Please follow the comments when configuring
your setup.
The hook library can be configured via cmd arguments or a configuration file. The latter is
generated (*iidxhook-XX.conf* in the same directory) on the first start of the game using the
gamestart-XX.bat file (again, XX matches your target game version). It contains default values for
all available parameters and comments explaining each parameter. Please follow the comments when
configuring your setup.
Add the argument *-h* when running gamestart-XX.bat
(e.g. *gamestart-XX.bat -h*) to print help/usage information with a list of
all available parameters. Every parameter can be either set as command line
argument or using a configuration file.
Add the argument *-h* when running gamestart-XX.bat (e.g. *gamestart-XX.bat -h*) to print help/usage
information with a list of all available parameters. Every parameter can be either set as command
line argument or using a configuration file.
To set a parameter from the command line, just add it as an argument after the bat file like this
To set a parameter from the command line, just add it as an argument after
the bat file like this
```
gamestart-09.bat -p gfx.windowed=true -p gfx.framed=true
```
The syntax for the "key=value" is the same as in the config file. Make sure
to have a pre-ceeding "-p" for every parameter added.
The syntax for the "key=value" is the same as in the config file. Make sure to have a pre-ceeding
"-p" for every parameter added.
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.
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.
# Eamuse network setup
If you want to run the games online, you need a valid PCBID and the service URL.
Open *prop/ea3-config.xml* and set the values of the *ea3/id/pcbid* and
*ea3/network/services* nodes accordingly.
If you want to run the games online, you need a valid PCBID and the service URL. Open
*prop/ea3-config.xml* and set the values of the *ea3/id/pcbid* and *ea3/network/services* nodes
accordingly.
Run the game with the gamestart-XX.bat file and enable network on the operator
menu. When enabled, the game seems to hang and expects you to power
cycle the machine (i.e. quit the game and restart it).
Run the game with the gamestart-XX.bat file and enable network on the operator menu. When enabled,
the game seems to hang and expects you to power cycle the machine (i.e. quit the game and restart
it).
# Real hardware support
### BIO2 hardware
Set `io.disable_bio2_emu=true` in the `iidxhook.conf` file to not hook the BIO2
communication with an emulation layer. The game will directly talk to the IO.
In this mode, tthe game supports the BIO2 board only.
Set `io.disable_bio2_emu=true` in the `iidxhook.conf` file to not hook the BIO2 communication with
an emulation layer. The game will directly talk to the IO. In this mode, tthe game supports the BIO2
board only.
### Ezusb and other
Set `io.disable_bio2_emu=false` in the `iidxhook.conf` file.
Use the specific iidxio API implementations, e.g. `iidxio-ezusb2.dll` to use
the IO2 EZUSB board. The common `iidxio` abstraction layer also allows you to
use custom IO boards or whatever Konami hardware is going to be available in
the future. Obviously, someone has to write an imlementation of the `iidxio`
API, first.
Set `io.disable_bio2_emu=false` in the `iidxhook.conf` file. Use the specific iidxio API
implementations, e.g. `iidxio-ezusb2.dll` to use the IO2 EZUSB board. The common `iidxio`
abstraction layer also allows you to use custom IO boards or whatever Konami hardware is going to be
available in the future. Obviously, someone has to write an imlementation of the `iidxio` API,
first.
## Slotted/Wave pass card readers
You have the following options:
* Set `io.disable_card_reader_emu=true` in the `iidxhook.conf` file to not hook
card reader communication with an emulation layer. The game will directly talk
to the real readers though this only supports whatever readers the game
directly supports (wave pass readers)
* Set `io.disable_card_reader_emu=false` in the `iidxhook.conf` file.
Replace the default `eamio.dll` with the `eamio-icca.dll` and have either your
slotted (IIDX, DDR Supernova or GF/DM type) or new wave pass card readers
conencted and and assigned to `COM1`. Other custom implementations of of the
`eamio` API also work.
- Set `io.disable_card_reader_emu=true` in the `iidxhook.conf` file to not hook card reader
communication with an emulation layer. The game will directly talk to the real readers though this
only supports whatever readers the game directly supports (wave pass readers)
- Set `io.disable_card_reader_emu=false` in the `iidxhook.conf` file. Replace the default
`eamio.dll` with the `eamio-icca.dll` and have either your slotted (IIDX, DDR Supernova or GF/DM
type) or new wave pass card readers conencted and and assigned to `COM1`. Other custom
implementations of of the `eamio` API also work.
### ICCA device settings (device manager)
* Port: COM1
* BAUD rate: 57600
* Data bits: 8
* Parity: None
* Stop bits: 1
* Flow control: None
If you encounter issues after the game opened the device, e.g. application
stuck, try a USB <-> COM dongle instead of using one of the COM ports of the
mainboard.
- Port: COM1
- BAUD rate: 57600
- Data bits: 8
- Parity: None
- Stop bits: 1
- Flow control: None
If you encounter issues after the game opened the device, e.g. application stuck, try a USB \<-> COM
dongle instead of using one of the COM ports of the mainboard.
# Troubleshooting and FAQ
## The monitor check is showing high fps and I am using a monitor with high refresh rate features, e.g. 120/144hz
Sync and timing might be screwed up since the game was never meant to run on
such refresh rates. Try setting the option `gfx.forced_refresh_rate` to either
`59` or `60`.
Note: Your GPU driver settings must be configured to allow application overrides
on vertical sync/refresh rate options.
Sync and timing might be screwed up since the game was never meant to run on such refresh rates. Try
setting the option `gfx.forced_refresh_rate` to either `59` or `60`.
Note: Your GPU driver settings must be configured to allow application overrides on vertical
sync/refresh rate options.
On AMD GPUs, set the "V-Sync" option to `On, unless application specifies`.
## The game does not run "well" (frame drops, drifting offsync etc)
This can be related to various issues:
* Make sure to run the game as (true) Administrator especially on Windows 7 and
newer. This will also get rid of various other errors (see below) that are
related to permission issues.
* Run the game's process with a higher priority:
- Make sure to run the game as (true) Administrator especially on Windows 7 and newer. This will
also get rid of various other errors (see below) that are related to permission issues.
- Run the game's process with a higher priority:
```
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.
- 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.
## "NETWORK WARNING" instead of "NETWORK OK"
This can be caused by:
* Invalid PCBID
* Firewall blocking connections
* Invalid eamuse url or port specified
* Game is not run using the Administrator account
Make sure to check these things first
- Invalid PCBID
- Firewall blocking connections
- Invalid eamuse url or port specified
- Game is not run using the Administrator account Make sure to check these things first
## 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.
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.
## My game runs too fast
iidxhook can limit the frame rate for you (refer to help/config file)
## My game crashes when I try fullscreen
Use dxwnd and set settings like "Acquire admin caps" and "Fullscreen only"
## Background videos aren't working. When starting a song, windows is playing the error sound and a message box appears
If you are running in window mode, you can see an error pop-up window with the title
`DirectShow Texture3D Sample` and error message
`Could not create source filter to graph! hr=<some number>`.
When running fullscreen, you only hear a windows error sound and the game appears to be frozen
when trying to play a background video.
When running fullscreen, you only hear a windows error sound and the game appears to be frozen when
trying to play a background video.
You are missing a codec to decode and play the videos. There are different
methods available to get background videos working. Probably, the easiest
solution: grab the CLVSD.ax file and go to Start -> Run -> regsvr32 clvsd.ax
Make sure to run cmd.exe as Administrator, otherwise you will get errors caused
by invalid permissions.
You are missing a codec to decode and play the videos. There are different methods available to get
background videos working. Probably, the easiest solution: grab the CLVSD.ax file and go to Start ->
Run -> regsvr32 clvsd.ax Make sure to run cmd.exe as Administrator, otherwise you will get errors
caused by invalid permissions.
## I installed the CLVSD.ax codec but the game crashes or displays a message box that tells me to disable my debugger
If songs keep crashing upon start and you get an error message that says
```
DirectShow Texture3D Sample
Could not create source filter to graph! hr=0x80040266
```
despite having the codec (CLVSD.ax) installed, remove the debug flag (*-D*)
from gamestart or use a CLVSD.ax codec which has the debugger checks removed.
despite having the codec (CLVSD.ax) installed, remove the debug flag (*-D*) from gamestart or use a
CLVSD.ax codec which has the debugger checks removed.
## I am getting a message box with a japanese error message and a black window immediately after starting the game
The game checks the vendor and product ID of your GPU installed. If it doesn't
match a hardcoded whitelist, the game won't boot. Use the option *gfx.pci_id*
either in the config file or as a cmd argument to spoof these IDs. See the
help message for instructions and possible IDs.
The game checks the vendor and product ID of your GPU installed. If it doesn't match a hardcoded
whitelist, the game won't boot. Use the option *gfx.pci_id* either in the config file or as a cmd
argument to spoof these IDs. See the help message for instructions and possible IDs.
## Over-/underscan, bad image quality or latency caused by my monitor's/TV's upscaler
Many modern monitors/TVs cannot upscale some lower resolutions, e.g. 640x480, properly.
This can lead to over-/underscan, bad image quality or even latency caused by the upscaler
of the device you are using.
If one or multiple of these issues apply, use the built in scaling options by setting
*gfx.scale_back_buffer_width* and *gfx.scale_back_buffer_height* to a target resolution
to scale to. Usually, you want to set this to the monitor's native resolution, e.g.
1920x1080 for full HD. You can play around with a few different filters using
*gfx.scale_back_buffer_filter* which impacts image quality/blurriness on upscaling.
Many modern monitors/TVs cannot upscale some lower resolutions, e.g. 640x480, properly. This can
lead to over-/underscan, bad image quality or even latency caused by the upscaler of the device you
are using. If one or multiple of these issues apply, use the built in scaling options by setting
*gfx.scale_back_buffer_width* and *gfx.scale_back_buffer_height* to a target resolution to scale to.
Usually, you want to set this to the monitor's native resolution, e.g. 1920x1080 for full HD. You
can play around with a few different filters using *gfx.scale_back_buffer_filter* which impacts
image quality/blurriness on upscaling.

View File

@ -1,10 +1,11 @@
# Game list
The following games are compatible with this version of iidxhook:
* Heroic Verse
* BISTROVER
* CASTHOUR
* RESIDENT
- Heroic Verse
- BISTROVER
- CASTHOUR
- RESIDENT
The games must be bootstrapped using [launcher](../launcher.md).
@ -12,29 +13,30 @@ The games must be bootstrapped using [launcher](../launcher.md).
## Supported versions of Windows
This version requires at least Win 7 x64 and will not run, like the
former versions, on Win XP x86!
This version requires at least Win 7 x64 and will not run, like the former versions, on Win XP x86!
## Dependencies
Make sure to have the following dependencies installed:
* DirectX 9
* Visual C++ 2010 Redistributable Package (x64)
- DirectX 9
- Visual C++ 2010 Redistributable Package (x64)
## Data setup
We assume that you are using a clean/vanilla data dump. Ensure your ("contents")
folder with your unpacked data looks like this:
We assume that you are using a clean/vanilla data dump. Ensure your ("contents") folder with your
unpacked data looks like this:
- data
- modules
- prop
* For versions 27-29, only
* Copy/Move all files from the *modules* directory to the root folder, so they
are located next to the *data* and *prop* folders.
- Copy/Move all files from the *modules* directory to the root folder, so they are located next to
the *data* and *prop* folders.
* Copy all files from *prop/defaults* to the *prop* folder.
* Setup proper paths for *dev/nvram* and *dev/raw* in *prop/avs-config.xml* by
replacing the *<fs>*-block in that file with the following block:
* Setup proper paths for *dev/nvram* and *dev/raw* in *prop/avs-config.xml* by replacing the
*<fs>*-block in that file with the following block:
```
<fs>
@ -50,207 +52,212 @@ replacing the *<fs>*-block in that file with the following block:
</fs>
```
* For versions 27-29, only
* Unpack the package containing iidxhook9 into the root folder so iidxhook9.dll
and all other files are located in the same folder as *data*, *prop*,
*bm2dx.dll*, etc.
* For version 30
* Unpack the package containing iidxhook9 into the `modules` folder so iidxhook9.dll
and all other files are located in the same folder as the game's DLLs, e.g.
*bm2dx.dll*, etc.
* Move the `gamestart-30.bat` to the root folder so it is located next to the
`modules`, `data` and `prop` folders
* Run the gamestart-XX.bat file as admin. Where XX matches the version you
want to run.
- For versions 27-29, only
* Note: if you know what you're doing and would like to keep all the dlls in the
*modules* folder then you extract iidxhook9 into that directory, move
gamestart-XX.bat up, and edit the paths.
- Unpack the package containing iidxhook9 into the root folder so iidxhook9.dll and all other
files are located in the same folder as *data*, *prop*, *bm2dx.dll*, etc.
- For version 30
- Unpack the package containing iidxhook9 into the `modules` folder so iidxhook9.dll and all other
files are located in the same folder as the game's DLLs, e.g. *bm2dx.dll*, etc.
- Move the `gamestart-30.bat` to the root folder so it is located next to the `modules`, `data`
and `prop` folders
- Run the gamestart-XX.bat file as admin. Where XX matches the version you want to run.
- Note: if you know what you're doing and would like to keep all the dlls in the *modules* folder
then you extract iidxhook9 into that directory, move gamestart-XX.bat up, and edit the paths.
# Configuring iidxhook
The hook library can be configured via cmd arguments or a configuration file.
The latter is generated (*iidxhook-XX.conf* in the same directory) on the first
start of the game using the gamestart-XX.bat file (again, XX matches your target
game version). It contains default values for all available parameters and
comments explaining each parameter. Please follow the comments when configuring
your setup.
The hook library can be configured via cmd arguments or a configuration file. The latter is
generated (*iidxhook-XX.conf* in the same directory) on the first start of the game using the
gamestart-XX.bat file (again, XX matches your target game version). It contains default values for
all available parameters and comments explaining each parameter. Please follow the comments when
configuring your setup.
Add the argument *-h* when running gamestart-XX.bat
(e.g. *gamestart-XX.bat -h*) to print help/usage information with a list of
all available parameters. Every parameter can be either set as command line
argument or using a configuration file.
Add the argument *-h* when running gamestart-XX.bat (e.g. *gamestart-XX.bat -h*) to print help/usage
information with a list of all available parameters. Every parameter can be either set as command
line argument or using a configuration file.
To set a parameter from the command line, just add it as an argument after the bat file like this
To set a parameter from the command line, just add it as an argument after
the bat file like this
```
gamestart-09.bat -p gfx.windowed=true -p gfx.framed=true
```
The syntax for the "key=value" is the same as in the config file. Make sure
to have a pre-ceeding "-p" for every parameter added.
The syntax for the "key=value" is the same as in the config file. Make sure to have a pre-ceeding
"-p" for every parameter added.
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.
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.
# Eamuse network setup
If you want to run the games online, you need a valid PCBID and the service URL.
Open *prop/ea3-config.xml* and set the values of the *ea3/id/pcbid* and
*ea3/network/services* nodes accordingly.
If you want to run the games online, you need a valid PCBID and the service URL. Open
*prop/ea3-config.xml* and set the values of the *ea3/id/pcbid* and *ea3/network/services* nodes
accordingly.
Run the game with the gamestart-XX.bat file and enable network on the operator
menu. When enabled, the game seems to hang and expects you to power
cycle the machine (i.e. quit the game and restart it).
Run the game with the gamestart-XX.bat file and enable network on the operator menu. When enabled,
the game seems to hang and expects you to power cycle the machine (i.e. quit the game and restart
it).
# Real hardware support
## The game does not go into either 640x480 (SD) or 1280x720 (HD) as expected but rather picks a resolution like 1386x768
The graphics backend of the game is auto detecting the resolution and refresh
rate based on the supported specs reported by the monitor. Depending on that
output, this can lead to the game picking some "odd" resolution like 1386x768
even the game is set to HD mode (expecting 1280x720).
Furthermore, this can lead to different refresh rate values on the automatic
monitor check, e.g. compared to previous versions (59.94 on Rootage but 60.02
on Heroic Verse). Ultimately, the result can be a very offsync gameplay
experience with extremely delayed input.
The graphics backend of the game is auto detecting the resolution and refresh rate based on the
supported specs reported by the monitor. Depending on that output, this can lead to the game picking
some "odd" resolution like 1386x768 even the game is set to HD mode (expecting 1280x720).
If that happens, try forcing the resolution to `1280x720` when the game is
set to HD mode in the operator menu. Note: Your monitor must also be capable
of handling the resolution.
Furthermore, this can lead to different refresh rate values on the automatic monitor check, e.g.
compared to previous versions (59.94 on Rootage but 60.02 on Heroic Verse). Ultimately, the result
can be a very offsync gameplay experience with extremely delayed input.
If that happens, try forcing the resolution to `1280x720` when the game is set to HD mode in the
operator menu. Note: Your monitor must also be capable of handling the resolution.
iidxhook.conf:
```text
gfx.force_screen_res.width=1280
gfx.force_screen_res.height=720
```
## The monitor check is showing high fps and I am using a monitor with high refresh rate features, e.g. 120/144hz
Sync and timing might be screwed up since the game was never meant to run on
such refresh rates. Try setting the option `gfx.forced_refresh_rate` to either
`59` or `60`.
Note: Your GPU driver settings must be configured to allow application overrides
on vertical sync/refresh rate options.
Sync and timing might be screwed up since the game was never meant to run on such refresh rates. Try
setting the option `gfx.forced_refresh_rate` to either `59` or `60`.
Note: Your GPU driver settings must be configured to allow application overrides on vertical
sync/refresh rate options.
On AMD GPUs, set the "V-Sync" option to `On, unless application specifies`.
### BIO2 hardware
Set `io.disable_bio2_emu=true` in the `iidxhook.conf` file to not hook the BIO2
communication with an emulation layer. The game will directly talk to the IO.
In this mode, the game supports the BIO2 board only.
Set `io.disable_bio2_emu=true` in the `iidxhook.conf` file to not hook the BIO2 communication with
an emulation layer. The game will directly talk to the IO. In this mode, the game supports the BIO2
board only.
## Driver notes
You can use the default driver that Windows (7/10) automatically installs once
you connect the BIO2 board via USB to your host. However, these drivers will
not allow the game to detect the board correctly, throwing an IO error.
The drivers will work fine when using the iidxio API implementation
You can use the default driver that Windows (7/10) automatically installs once you connect the BIO2
board via USB to your host. However, these drivers will not allow the game to detect the board
correctly, throwing an IO error. The drivers will work fine when using the iidxio API implementation
[iidxio-bio2](iidxio-bio2.md).
If you want to use the BIO2 with the game without the emulation layer, as
suggested above, you need to install Konami's original driver which is
identical to the stock Windows driver except the device name is different
(which is the crucial part for the stock game's automatic detection).
If you want to use the BIO2 with the game without the emulation layer, as suggested above, you need
to install Konami's original driver which is identical to the stock Windows driver except the device
name is different (which is the crucial part for the stock game's automatic detection).
The driver is available in the bemanitools-supplement repository.
### Ezusb and other
Set `io.disable_bio2_emu=false` in the `iidxhook.conf` file.
Use the specific iidxio API implementations, e.g. `iidxio-ezusb2.dll` to use
the IO2 EZUSB board. The common `iidxio` abstraction layer also allows you to
use custom IO boards or whatever Konami hardware is going to be available in
the future. Obviously, someone has to write an imlementation of the `iidxio`
API, first.
Set `io.disable_bio2_emu=false` in the `iidxhook.conf` file. Use the specific iidxio API
implementations, e.g. `iidxio-ezusb2.dll` to use the IO2 EZUSB board. The common `iidxio`
abstraction layer also allows you to use custom IO boards or whatever Konami hardware is going to be
available in the future. Obviously, someone has to write an imlementation of the `iidxio` API,
first.
## Slotted/Wave pass card readers
You have the following options:
* Set `io.disable_card_reader_emu=true` in the `iidxhook.conf` file to not hook
card reader communication with an emulation layer. The game will directly talk
to the real readers though this only supports whatever readers the game
directly supports (wave pass readers)
* Set `io.disable_card_reader_emu=false` in the `iidxhook.conf` file.
Replace the default `eamio.dll` with the `eamio-icca.dll` and have either your
slotted (IIDX, DDR Supernova or GF/DM type) or new wave pass card readers
conencted and and assigned to `COM1`. Other custom implementations of of the
`eamio` API also work.
- Set `io.disable_card_reader_emu=true` in the `iidxhook.conf` file to not hook card reader
communication with an emulation layer. The game will directly talk to the real readers though this
only supports whatever readers the game directly supports (wave pass readers)
- Set `io.disable_card_reader_emu=false` in the `iidxhook.conf` file. Replace the default
`eamio.dll` with the `eamio-icca.dll` and have either your slotted (IIDX, DDR Supernova or GF/DM
type) or new wave pass card readers conencted and and assigned to `COM1`. Other custom
implementations of of the `eamio` API also work.
### ICCA device settings (device manager)
* Port: COM1
* BAUD rate: 57600
* Data bits: 8
* Parity: None
* Stop bits: 1
* Flow control: None
If you encounter issues after the game opened the device, e.g. application
stuck, try a USB <-> COM dongle instead of using one of the COM ports of the
mainboard.
- Port: COM1
- BAUD rate: 57600
- Data bits: 8
- Parity: None
- Stop bits: 1
- Flow control: None
If you encounter issues after the game opened the device, e.g. application stuck, try a USB \<-> COM
dongle instead of using one of the COM ports of the mainboard.
# Troubleshooting and FAQ
## The turntable input feels laggy/delayed with my BIO2 + sub IO
See the [this readme](hardware/bio2-sub-io-turntable-bypass-cable.md) for
information about the bypass cable.
See the [this readme](hardware/bio2-sub-io-turntable-bypass-cable.md) for information about the
bypass cable.
## The game does not run "well" (frame drops, drifting offsync etc)
This can be related to various issues:
* Make sure to run the game as (true) Administrator especially on Windows 7 and
newer. This will also get rid of various other errors (see below) that are
related to permission issues.
* Run the game's process with a higher priority:
- Make sure to run the game as (true) Administrator especially on Windows 7 and newer. This will
also get rid of various other errors (see below) that are related to permission issues.
- Run the game's process with a higher priority:
```
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.
- 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.
## "NETWORK WARNING" instead of "NETWORK OK"
This can be caused by:
* Invalid PCBID
* Firewall blocking connections
* Invalid eamuse url or port specified
* Game is not run using the Administrator account
Make sure to check these things first
- Invalid PCBID
- Firewall blocking connections
- Invalid eamuse url or port specified
- Game is not run using the Administrator account Make sure to check these things first
## 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.
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.
## My game runs too fast
iidxhook can limit the frame rate for you (refer to help/config file)
## My game crashes when I try fullscreen
Use dxwnd and set settings like "Acquire admin caps" and "Fullscreen only"
## Background videos aren't working. When starting a song, windows is playing the error sound and a message box appears
If you are running in window mode, you can see an error pop-up window with the title
`DirectShow Texture3D Sample` and error message
`Could not create source filter to graph! hr=<some number>`.
When running fullscreen, you only hear a windows error sound and the game appears to be frozen
when trying to play a background video.
When running fullscreen, you only hear a windows error sound and the game appears to be frozen when
trying to play a background video.
You are missing a codec to decode and play the videos. There are different
methods available to get background videos working. Probably, the easiest
solution: grab the CLVSD.ax file and go to Start -> Run -> regsvr32 clvsd.ax
Make sure to run cmd.exe as Administrator, otherwise you will get errors caused
by invalid permissions.
You are missing a codec to decode and play the videos. There are different methods available to get
background videos working. Probably, the easiest solution: grab the CLVSD.ax file and go to Start ->
Run -> regsvr32 clvsd.ax Make sure to run cmd.exe as Administrator, otherwise you will get errors
caused by invalid permissions.
## I installed the CLVSD.ax codec but the game crashes or displays a message box that tells me to disable my debugger
If songs keep crashing upon start and you get an error message that says
```
DirectShow Texture3D Sample
Could not create source filter to graph! hr=0x80040266
```
despite having the codec (CLVSD.ax) installed, remove the debug flag (*-D*)
from gamestart or use a CLVSD.ax codec which has the debugger checks removed.
despite having the codec (CLVSD.ax) installed, remove the debug flag (*-D*) from gamestart or use a
CLVSD.ax codec which has the debugger checks removed.

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@ -1,21 +1,28 @@
# IIDXIO API implementation with BIO2 driver
This implementation of BT5's iidxio API allows you to use native BIO2 hardware with anything that
supports BT5's iidxio API, e.g. all iidxhooks of BT5. Thus, you can play your favorite old IIDX
games with the latest generation of hardware.5.
## Setup
* Have `iidxio-bio2.dll` in the same folder as your `iidxhookX.dll`
* Rename `iidxio-bio2.dll` to `iidxio.dll`
* Ensure that your `gamestart.bat` actually injects the appropriate iidxhook dll, for example:
- Have `iidxio-bio2.dll` in the same folder as your `iidxhookX.dll`
- Rename `iidxio-bio2.dll` to `iidxio.dll`
- Ensure that your `gamestart.bat` actually injects the appropriate iidxhook dll, for example:
```bat
inject iidxhook3.dll bm2dx.exe ...*
```
or
```bat
launcher -K iidxhook4.dll bm2dx.dll ...*
```
* This assumes that the BIO2 is already flashed to the correct firmware. The firmware perists once
flashed and does not need to be re-flashed after a power cycle.
- This assumes that the BIO2 is already flashed to the correct firmware. The firmware perists once
flashed and does not need to be re-flashed after a power cycle.
## Driver notes
See [here](iidxhook9.md#driver-notes).
See [here](iidxhook9.md#driver-notes).

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@ -1,30 +1,31 @@
This library drives a "legacy" ezusb IO board, also known as C02/D01 IO, and
implements the iidxio API of BT5. Thus, it allows you to use this IO board with
*any* version of IIDX that is supported by BT5.
This library drives a "legacy" ezusb IO board, also known as C02/D01 IO, and implements the iidxio
API of BT5. Thus, it allows you to use this IO board with *any* version of IIDX that is supported by
BT5.
# Setup
* Rename iidxio-ezusb.dll to iidxio.dll.
* Ensure that your gamestart.bat actually injects the appropriate iidxhook dll,
for example:
- Rename iidxio-ezusb.dll to iidxio.dll.
- Ensure that your gamestart.bat actually injects the appropriate iidxhook dll, for example:
```
*inject iidxhook3.dll bm2dx.exe ...*
```
or
```
launcher -K iidxhook4.dll bm2dx.dll ...*
```
* Before running the game, you have to flash a set of binaries to your IO board
(base firmware and FPGA). The iidxio-ezusb.dll does NOT take care of this and
only drives the hardware during gameplay. The binary images required are not
included with BT5.
* Use the ezusb-tool.exe binary included in the tools sub-package to flash the
appropriate ezusb base firmware. Once the firmware is flashed successfully,
the status LEDs on the side of the board should show a blinking pattern.
* Use the ezusb-iidx-fpga-flash.exe binary to flash the appropriate FPGA binary
dump to the FPGA.
* There is a script called ezusb-boot.bat which combines the two steps above
and can be integrated into the startup process of a dedicated setup.
* If you are using a D01 IO board, use the `fpga-d01.bin` file instead of the
`fpga.bin` file.
* If you ignore these steps, you will either run into errors or parts of the
IO board won't work (e.g. lights).
- Before running the game, you have to flash a set of binaries to your IO board (base firmware and
FPGA). The iidxio-ezusb.dll does NOT take care of this and only drives the hardware during
gameplay. The binary images required are not included with BT5.
- Use the ezusb-tool.exe binary included in the tools sub-package to flash the appropriate ezusb
base firmware. Once the firmware is flashed successfully, the status LEDs on the side of the board
should show a blinking pattern.
- Use the ezusb-iidx-fpga-flash.exe binary to flash the appropriate FPGA binary dump to the FPGA.
- There is a script called ezusb-boot.bat which combines the two steps above and can be integrated
into the startup process of a dedicated setup.
- If you are using a D01 IO board, use the `fpga-d01.bin` file instead of the `fpga.bin` file.
- If you ignore these steps, you will either run into errors or parts of the IO board won't work
(e.g. lights).

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@ -1,27 +1,28 @@
This library drives the ezusb FX2 IO board, also known as IO2, and
implements the iidxio API of BT5. Thus, it allows you to use this IO2 board with
*any* version of IIDX that is supported by BT5.
This library drives the ezusb FX2 IO board, also known as IO2, and implements the iidxio API of BT5.
Thus, it allows you to use this IO2 board with *any* version of IIDX that is supported by BT5.
# Setup
* Rename iidxio-ezusb2.dll to iidxio.dll.
* Ensure that your gamestart.bat actually injects the appropriate iidxhook dll,
for example:
- Rename iidxio-ezusb2.dll to iidxio.dll.
- Ensure that your gamestart.bat actually injects the appropriate iidxhook dll, for example:
```
*inject iidxhook3.dll bm2dx.exe ...*
```
or
```
launcher -K iidxhook4.dll bm2dx.dll ...*
```
* Before running the game, you have to flash the appropriate firmware to your
IO board. The iidxio-ezusb2.dll does NOT take care of this and only drives the
hardware during gameplay. The binary image required is not included with BT5.
* Use the ezusb2-tool.exe binary included in the tools sub-package to first scan
for the device path of your connected hardware. Then, use the device path to
flash the appropriate ezusb base firmware. Once the firmware is flashed
successfully, the status LEDs on the side of the board should show a blinking
pattern.
* There is a script called ezusb2-boot.bat which combines the two steps above
and can be integrated into the startup process of a dedicated setup.
* If you ignore these steps, your IO board won't work with our iidxio
implementation.
- Before running the game, you have to flash the appropriate firmware to your IO board. The
iidxio-ezusb2.dll does NOT take care of this and only drives the hardware during gameplay. The
binary image required is not included with BT5.
- Use the ezusb2-tool.exe binary included in the tools sub-package to first scan for the device path
of your connected hardware. Then, use the device path to flash the appropriate ezusb base
firmware. Once the firmware is flashed successfully, the status LEDs on the side of the board
should show a blinking pattern.
- There is a script called ezusb2-boot.bat which combines the two steps above and can be integrated
into the startup process of a dedicated setup.
- If you ignore these steps, your IO board won't work with our iidxio implementation.

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@ -1,18 +1,17 @@
# Inject
Inject is a tool that creates a process for a specified application executable
file and injects a specified list of library/dll files into the process before
it is kicked off.
Inject is a tool that creates a process for a specified application executable file and injects a
specified list of library/dll files into the process before it is kicked off.
Typically, the tool is run when you use one of the bat script files to start
any of the games that require its usage, e.g. older IIDX games.
Typically, the tool is run when you use one of the bat script files to start any of the games that
require its usage, e.g. older IIDX games.
It comes with further option switches for development, e.g. Halting until a debugger is attached,
outputting debug output to a logfile etc. Just run the application without any parameters to get a
usage message:
It comes with further option switches for development, e.g. Halting until
a debugger is attached, outputting debug output to a logfile etc.
Just run the application without any parameters to get a usage message:
```
inject.exe
```
How inject.exe is used can be taken from the bat script files of various
(typically older) games.
How inject.exe is used can be taken from the bat script files of various (typically older) games.

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@ -1,59 +1,54 @@
# jbhook
jbhook is a collection of hook libraries for jubeat providing
emulation and various patches to run these games on non BemaniPC hardware and
newer Windows versions.
jbhook is a collection of hook libraries for jubeat providing emulation and various patches to run
these games on non BemaniPC hardware and newer Windows versions.
The hook libraries must be bootstrapped either using [inject](../inject.md) or
[launcher](../launcher.md) depending on the version you want to run. Further
instructions are given in dedicated readme files for each jbhook version
(see below).
[launcher](../launcher.md) depending on the version you want to run. Further instructions are given
in dedicated readme files for each jbhook version (see below).
# Versions
jbhook comes in a few different flavors. The game and its engine changed over
the years. Some game versions might require patches/parameters enabled which
others don't need or have different AVS versions. Here is the list of supported
games:
* [jbhook1](jbhook1.md): jubeat, ripples
* [jbhook2](jbhook2.md): knit, copious
* [jbhook3](jbhook3.md): saucer, prop, qubell, clan, festo
jbhook comes in a few different flavors. The game and its engine changed over the years. Some game
versions might require patches/parameters enabled which others don't need or have different AVS
versions. Here is the list of supported games:
I sure have trouble remembering which jubeat version is which, here's a handy
guide:
* 01 - jubeat
* 02 - ripples
* 03 - knit
* 04 - copious
* 05 - saucer
* 06 - prop
* 07 - qubell
* 08 - clan
* 09 - festo
- [jbhook1](jbhook1.md): jubeat, ripples
- [jbhook2](jbhook2.md): knit, copious
- [jbhook3](jbhook3.md): saucer, prop, qubell, clan, festo
When building bemanitools, independent packages are created for each set of games
which are ready to be dropped on top of vanilla AC data dumps. We recommend
using pristine dumps to avoid any conflicts with other hardcoded hacks or
binary patches.
I sure have trouble remembering which jubeat version is which, here's a handy guide:
- 01 - jubeat
- 02 - ripples
- 03 - knit
- 04 - copious
- 05 - saucer
- 06 - prop
- 07 - qubell
- 08 - clan
- 09 - festo
When building bemanitools, independent packages are created for each set of games which are ready to
be dropped on top of vanilla AC data dumps. We recommend using pristine dumps to avoid any conflicts
with other hardcoded hacks or binary patches.
# How to run
To run your game with jbhook, you have to use the inject tool to inject the
DLL to the game process. `dist/jb` contains bat scripts with all the
important parameters configured. Further parameters can be added but might not
be required to run the game with default settings.
Further information on how to setup the data for each specific version are
elaborated in their dedicated readme files.
To run your game with jbhook, you have to use the inject tool to inject the DLL to the game process.
`dist/jb` contains bat scripts with all the important parameters configured. Further parameters can
be added but might not be required to run the game with default settings. Further information on how
to setup the data for each specific version are elaborated in their dedicated readme files.
# Data setup and running the game
Ensure your folder with your unpacked data looks like this:
- `data`
- `prop`
- Various dll files including `jubeat.dll` **OR** `jubeat.exe`
Unpack the package containing jbhook into the folder containing the jubeat
binary file.
Unpack the package containing jbhook into the folder containing the jubeat binary file.
Run the `gamestart-XX.bat` file where `XX` denotes the version of the game you want to run.
@ -62,10 +57,11 @@ Run the `gamestart-XX.bat` file where `XX` denotes the version of the game you w
Running jubeat or ripples? Modify jbhook-01.conf or jbhook-02.conf.
Running anything newer?
* Open the `prop/ea3-config.xml`
* Replace the `ea3/network/services` URL with network service URL of your
choice (for example http://my.eamuse.com)
* Edit the `ea3/id/pcbid`
- Open the `prop/ea3-config.xml`
- Replace the `ea3/network/services` URL with network service URL of your choice (for example
http://my.eamuse.com)
- Edit the `ea3/id/pcbid`
# Real hardware support
@ -73,5 +69,5 @@ Run the launcher without the hook dll: `launcher jubeat.dll`
# Command line options
Add the argument *-h* when running inject with jbhook to print help/usage
information with a list of parameters you can apply to tweak various things.
Add the argument *-h* when running inject with jbhook to print help/usage information with a list of
parameters you can apply to tweak various things.

View File

@ -1,19 +1,21 @@
# Game list
The following games are compatible with this version of jbhook:
* jubeat
* jubeat ripples
- jubeat
- jubeat ripples
The games must be bootstrapped using [inject](../inject.md).
# Data setup and running the game
Unpack the package containing jbhook1 into the revision folder of your choice.
Most likely, you want to target the latest revision you have to run the latest
binary of the game with any bugfixes by developers.
Unpack the package containing jbhook1 into the revision folder of your choice. Most likely, you want
to target the latest revision you have to run the latest binary of the game with any bugfixes by
developers.
The DLLs in this package should be in the same location as the game DLLs and executable - i.e. all
these files should be in the same folder:
The DLLs in this package should be in the same location as the game DLLs and
executable - i.e. all these files should be in the same folder:
- `inject.exe`
- `jubeat.exe`
- `jbhook-01.conf`
@ -25,18 +27,15 @@ Run the `gamestart-01.bat` file as admin.
# Eamuse network setup
If you want to run the games online, you have to set a valid PCBID in the
configuration file. You also have to set the url of the eamuse server you want
to connect to.
If you want to run the games online, you have to set a valid PCBID in the configuration file. You
also have to set the url of the eamuse server you want to connect to.
# Eamuse network setup
If you want to run the games online, you have to set a valid PCBID and EAMID
(use the PCBID as the EAMID) in the configuration file or as a command line
argument. You also have to set the url of the eamuse server you want to
connect to.
If you want to run the games online, you have to set a valid PCBID and EAMID (use the PCBID as the
EAMID) in the configuration file or as a command line argument. You also have to set the url of the
eamuse server you want to connect to.
Additional note regarding EAMID: This is provided as the identifier of the
"eamuse license" to the server. Depending on the implementation of the server,
this can lead to authentication failure resulting in a network error on boot or
warning during gameplay.
Additional note regarding EAMID: This is provided as the identifier of the "eamuse license" to the
server. Depending on the implementation of the server, this can lead to authentication failure
resulting in a network error on boot or warning during gameplay.

View File

@ -1,19 +1,21 @@
# Game list
The following games are compatible with this version of jbhook:
* jubeat knit
* jubeat copious
- jubeat knit
- jubeat copious
The games must be bootstrapped using [launcher](../launcher.md).
# Data setup and running the game
Unpack the package containing jbhook2 into the revision folder of your choice.
Most likely, you want to target the latest revision you have to run the latest
binary of the game with any bugfixes by developers.
Unpack the package containing jbhook2 into the revision folder of your choice. Most likely, you want
to target the latest revision you have to run the latest binary of the game with any bugfixes by
developers.
The DLLs in this package should be in the same location as the game DLLs and executable - i.e. all
these files should be in the same folder:
The DLLs in this package should be in the same location as the game DLLs and
executable - i.e. all these files should be in the same folder:
- `launcher.exe`
- `jubeat.dll`
- `eamio.dll`
@ -25,18 +27,15 @@ Run the `gamestart-02.bat` file as admin.
# Eamuse network setup
If you want to run the games online, you have to set a valid PCBID in the
configuration file. You also have to set the url of the eamuse server you want
to connect to.
If you want to run the games online, you have to set a valid PCBID in the configuration file. You
also have to set the url of the eamuse server you want to connect to.
# Eamuse network setup
If you want to run the games online, you have to set a valid PCBID and EAMID
(use the PCBID as the EAMID) in the configuration file or as a command line
argument. You also have to set the url of the eamuse server you want to
connect to.
If you want to run the games online, you have to set a valid PCBID and EAMID (use the PCBID as the
EAMID) in the configuration file or as a command line argument. You also have to set the url of the
eamuse server you want to connect to.
Additional note regarding EAMID: This is provided as the identifier of the
"eamuse license" to the server. Depending on the implementation of the server,
this can lead to authentication failure resulting in a network error on boot or
warning during gameplay.
Additional note regarding EAMID: This is provided as the identifier of the "eamuse license" to the
server. Depending on the implementation of the server, this can lead to authentication failure
resulting in a network error on boot or warning during gameplay.

View File

@ -1,18 +1,19 @@
# Game list
The following games are compatible with this version of jbhook:
* jubeat saucer
* jubeat prop
* jubeat qubell
* jubeat clan
* jubeat festo
- jubeat saucer
- jubeat prop
- jubeat qubell
- jubeat clan
- jubeat festo
The games must be bootstrapped using [launcher](../launcher.md).
# Data setup and running the game
Unpack the package containing jbhook3 into the revision folder of your choice.
Most likely, you want to target the latest revision you have to run the latest
binary of the game with any bugfixes by developers.
Unpack the package containing jbhook3 into the revision folder of your choice. Most likely, you want
to target the latest revision you have to run the latest binary of the game with any bugfixes by
developers.
Run the `gamestart-03.bat` file as admin.

View File

@ -1,13 +1,15 @@
This library talks to a MagicBox cab's IO and implements the jbio API of BT5.
Thus, it allows you to use a MagicBox cab with *any* version of jubeat that is supported by BT5.
This library talks to a MagicBox cab's IO and implements the jbio API of BT5. Thus, it allows you to
use a MagicBox cab with *any* version of jubeat that is supported by BT5.
# Setup
* Rename `jbio-magicbox.dll` to `jbio.dll`.
* Make sure `jbio.dll` is in the same folder as both `jbhook.dll` and `jubeat.dll`
* Make sure that you have a copy of the `ch341dll.dll` that comes with MagicBox.
* Ensure that your `gamestart.bat` actually injects the appropriate jbhook dll
for example:
- Rename `jbio-magicbox.dll` to `jbio.dll`.
- Make sure `jbio.dll` is in the same folder as both `jbhook.dll` and `jubeat.dll`
- Make sure that you have a copy of the `ch341dll.dll` that comes with MagicBox.
- Ensure that your `gamestart.bat` actually injects the appropriate jbhook dll for example:
```
launcher -K jbhook.dll jubeat.dll ...*
```
or that the application otherwise uses `jbio.dll`

View File

@ -1,18 +1,22 @@
This library talks to a P4IO (panel) and H44B through ACIO (lights) of a jubeat cab and implements the jbio API of BT5.
Thus, it allows you to use a modern jubeat cab with *any* version of jubeat that is supported by BT5.
This library talks to a P4IO (panel) and H44B through ACIO (lights) of a jubeat cab and implements
the jbio API of BT5. Thus, it allows you to use a modern jubeat cab with *any* version of jubeat
that is supported by BT5.
# Setup
* Rename `jbio-p4io.dll` to `jbio.dll`.
* Make sure `jbio.dll` is in the same folder as both `jbhook.dll`, `aciomgr.dll` and `jubeat.dll`
* If you want IC card support via eamio-icca, ensure you also rename `eamio-icca.dll` to `eamio.dll`
* Ensure that your `gamestart.bat` actually injects the appropriate jbhook dll
for example:
- Rename `jbio-p4io.dll` to `jbio.dll`.
- Make sure `jbio.dll` is in the same folder as both `jbhook.dll`, `aciomgr.dll` and `jubeat.dll`
- If you want IC card support via eamio-icca, ensure you also rename `eamio-icca.dll` to `eamio.dll`
- Ensure that your `gamestart.bat` actually injects the appropriate jbhook dll for example:
```
launcher -K jbhook.dll jubeat.dll ...*
```
or that the application otherwise uses `jbio.dll`
* If you have P4IO but no H44B, lights will be disabled
* You can change the port and baudrate of the H44B node by editing the `jbio-h44b.conf` that should be created by default
* If you are using IC card support, you can edit `eamio-icc.conf` to change the port and baudrate
* If you are playing on a real cab, the port and baud of H44B and ICCA should be identical
- If you have P4IO but no H44B, lights will be disabled
- You can change the port and baudrate of the H44B node by editing the `jbio-h44b.conf` that should
be created by default
- If you are using IC card support, you can edit `eamio-icc.conf` to change the port and baudrate
- If you are playing on a real cab, the port and baud of H44B and ICCA should be identical

View File

@ -1,15 +1,15 @@
# Launcher
Launcher is a tool which is required to run the more recent titles. It sets up
the AVS environment for the target game to boot before it runs the it.
Launcher is a tool which is required to run the more recent titles. It sets up the AVS environment
for the target game to boot before it runs the it.
Typically, the tool is run when you use one of the bat script files to start
any of the games that require its usage, e.g. newer IIDX games.
Typically, the tool is run when you use one of the bat script files to start any of the games that
require its usage, e.g. newer IIDX games.
It comes with option switches to configure the AVS environment and for development, e.g. Halting
until a debugger is attached, outputting debug output to a logfile etc. Just run the application
without any parameters to get a usage message:
It comes with option switches to configure the AVS environment and for
development, e.g. Halting until a debugger is attached, outputting debug
output to a logfile etc.
Just run the application without any parameters to get a usage message:
```
launcher.exe
```
```

View File

@ -1,35 +1,31 @@
# popnhook
popnhook is a collection of hook libraries for pop'n music providing
emulation and various patches to run these games on non BemaniPC hardware and
newer Windows versions.
popnhook is a collection of hook libraries for pop'n music providing emulation and various patches
to run these games on non BemaniPC hardware and newer Windows versions.
The hook libraries must be bootstrapped either using [inject](../inject.md) or
[launcher](../launcher.md) depending on the version you want to run. Further
instructions are given in dedicated readme files for each popnhook version
(see below).
[launcher](../launcher.md) depending on the version you want to run. Further instructions are given
in dedicated readme files for each popnhook version (see below).
# Versions
popnhook comes in a few different flavors. The game and its engine changed over
the years. Some game versions might require patches/parameters enabled which
others don't need or have different AVS versions. Here is the list of supported
games:
* [popnhook1](popnhook1.md): 15 ADVENTURE, 16 PARTY♪, 17 THE MOVIE, 18 せんごく列伝
popnhook comes in a few different flavors. The game and its engine changed over the years. Some game
versions might require patches/parameters enabled which others don't need or have different AVS
versions. Here is the list of supported games:
When building bemanitools, independent packages are created for each set of games
which are ready to be dropped on top of vanilla AC data dumps. We recommend
using pristine dumps to avoid any conflicts with other hardcoded hacks or
binary patches.
- [popnhook1](popnhook1.md): 15 ADVENTURE, 16 PARTY♪, 17 THE MOVIE, 18 せんごく列伝
When building bemanitools, independent packages are created for each set of games which are ready to
be dropped on top of vanilla AC data dumps. We recommend using pristine dumps to avoid any conflicts
with other hardcoded hacks or binary patches.
# How to run
To run your game with popnhook, you have to use the inject tool to inject the
DLL to the game process. `dist/popn` contains bat scripts with all the
important parameters configured. Further parameters can be added but might not
be required to run the game with default settings.
Further information on how to setup the data for each specific version are
elaborated in their dedicated readme files.
To run your game with popnhook, you have to use the inject tool to inject the DLL to the game
process. `dist/popn` contains bat scripts with all the important parameters configured. Further
parameters can be added but might not be required to run the game with default settings. Further
information on how to setup the data for each specific version are elaborated in their dedicated
readme files.
# Eamuse network setup
@ -37,12 +33,13 @@ Running pop'n music 15 through 18? Modify the appropriate popnhook-15.conf, popn
popnhook-17.conf, or popnhook-18.conf.
Running anything newer?
* Open the `prop/ea3-config.xml`
* Replace the `ea3/network/services` URL with network service URL of your
choice (for example http://my.eamuse.com)
* Edit the `ea3/id/pcbid`
- Open the `prop/ea3-config.xml`
- Replace the `ea3/network/services` URL with network service URL of your choice (for example
http://my.eamuse.com)
- Edit the `ea3/id/pcbid`
# Command line options
Add the argument *-h* when running inject with popnhook to print help/usage
information with a list of parameters you can apply to tweak various things.
Add the argument *-h* when running inject with popnhook to print help/usage information with a list
of parameters you can apply to tweak various things.

View File

@ -1,21 +1,23 @@
# Game list
The following games are compatible with this version of popnhook:
* pop'n music 15 ADVENTURE
* pop'n music 16 PARTY♪
* pop'n music 17 THE MOVIE
* pop'n music 18 せんごく列伝
- pop'n music 15 ADVENTURE
- pop'n music 16 PARTY♪
- pop'n music 17 THE MOVIE
- pop'n music 18 せんごく列伝
The games must be bootstrapped using [inject](../inject.md).
# Data setup and running the game
Unpack the package containing popnhook1 into the revision folder of your choice.
Most likely, you want to target the latest revision you have to run the latest
binary of the game with any bugfixes by developers.
Unpack the package containing popnhook1 into the revision folder of your choice. Most likely, you
want to target the latest revision you have to run the latest binary of the game with any bugfixes
by developers.
The DLLs in this package should be in the same location as the game DLLs and executable - i.e. all
these files should be in the same folder:
The DLLs in this package should be in the same location as the game DLLs and
executable - i.e. all these files should be in the same folder:
- `inject.exe`
- `popn15.exe` or `popn16.exe` or `popn17.exe` or `popn18.exe`
- `popnhook-15.conf` or `popnhook-16.conf` or `popnhook-17.conf` or `popnhook-18.conf`
@ -24,22 +26,20 @@ executable - i.e. all these files should be in the same folder:
- `libavs-win32.dll`
- etc
Run the `gamestart-15.bat` or `gamestart-16.bat` or `gamestart-17.bat` or `gamestart-18.bat` file as admin.
Run the `gamestart-15.bat` or `gamestart-16.bat` or `gamestart-17.bat` or `gamestart-18.bat` file as
admin.
# Eamuse network setup
If you want to run the games online, you have to set a valid PCBID in the
configuration file. You also have to set the url of the eamuse server you want
to connect to.
If you want to run the games online, you have to set a valid PCBID in the configuration file. You
also have to set the url of the eamuse server you want to connect to.
# Eamuse network setup
If you want to run the games online, you have to set a valid PCBID and EAMID
(use the PCBID as the EAMID) in the configuration file or as a command line
argument. You also have to set the url of the eamuse server you want to
connect to.
If you want to run the games online, you have to set a valid PCBID and EAMID (use the PCBID as the
EAMID) in the configuration file or as a command line argument. You also have to set the url of the
eamuse server you want to connect to.
Additional note regarding EAMID: This is provided as the identifier of the
"eamuse license" to the server. Depending on the implementation of the server,
this can lead to authentication failure resulting in a network error on boot or
warning during gameplay.
Additional note regarding EAMID: This is provided as the identifier of the "eamuse license" to the
server. Depending on the implementation of the server, this can lead to authentication failure
resulting in a network error on boot or warning during gameplay.

View File

@ -4,32 +4,45 @@ For maintainers, steps for the release process:
1. Update the corresponding section in the [changelog](CHANGELOG.md) with bullet points reflecting
major features merged into master since the previous release
1. Make sure you have the latest `master` state pulled to your local copy
1. Tag the release with the next release number which also be found at the
[top of the readme](../README.md) as it always reflects the current version being worked on
on the `master` branch , e.g. 0.04: `git tag 5.35`
[top of the readme](../README.md) as it always reflects the current version being worked on on
the `master` branch , e.g. 0.04: `git tag 5.35`
1. Push the tag to upstream: `git push origin 5.35`
1. The [build pipeline](https://github.com/djhackersdev/bemanitools/actions) should start
automatically once the tag is pushed including the steps `build` and `publish-release`
1. Once completed successfully, the release is published on the
[releases page](https://github.com/djhackersdev/bemanitools/releases/)
1. Edit the latest release
1. Copy-pate the change log section of the respective version into the description
1. Un-check *Set as pre-release*
1. Check *Set as the latest release*
1. Click *Update release*
1. Notify any other channels, e.g. the pigs in the stall, about the latest release:
1. New post in thread
```
<insert version here> released: <direct link to published version>
Changelog:
<paste changelog here>
```
1. Update the OP title by bumping the version number in it
1. Update the OP post by extending it accordingly (see previous entries)
1. New post in thread
```
<insert version here> released: <direct link to published version>
1. Bump the version number at the [top of the readme](../README.md) and add a new empty section
in the [changelog](../CHANGELOG.md) with the new version number as title. Commit changes and push to
`master` branch
1. Continue developing and merging PRs until you decide its time for another release
Changelog:
<paste changelog here>
```
1. Update the OP title by bumping the version number in it
1. Update the OP post by extending it accordingly (see previous entries)
1. Bump the version number at the [top of the readme](../README.md) and add a new empty section in
the [changelog](../CHANGELOG.md) with the new version number as title. Commit changes and push to
`master` branch
1. Continue developing and merging PRs until you decide its time for another release

View File

@ -1,18 +1,24 @@
This library talks to a BIO2 BI2A node and implements the sdvxio API of BT5.
Thus, it allows you to use a BIO2 SDVX device board with *any* version of SDVX that is supported by BT5.
This library talks to a BIO2 BI2A node and implements the sdvxio API of BT5. Thus, it allows you to
use a BIO2 SDVX device board with *any* version of SDVX that is supported by BT5.
# Setup
* Make sure that your BIO2 is flashed with a SDVX firmware (if you can boot SDVX5 with it, it's already the right firmware)
* The firmware persists between boots, so as long as it's flashed to the correct firmware, you no longer need to do this step
* Rename sdvxio-kfca.dll to sdvxio.dll.
* Ensure that your gamestart.bat actually injects the appropriate sdvxhook dll
for example:
- Make sure that your BIO2 is flashed with a SDVX firmware (if you can boot SDVX5 with it, it's
already the right firmware)
- The firmware persists between boots, so as long as it's flashed to the correct firmware, you no
longer need to do this step
- Rename sdvxio-kfca.dll to sdvxio.dll.
- Ensure that your gamestart.bat actually injects the appropriate sdvxhook dll for example:
```
launcher -K sdvxhook.dll soundvoltex.dll ...*
```
or that the application otherwise uses sdvxio.dll
* sdvxio-bio2 implements BIO2 device autodetection
* if this fails please make a bug report, and set the port manually in the config
* You can change the port and baudrate by editing the sdvxio-bio2.conf that should be created by default
* Please connect any additional acio devices to their own port (ex: SDVX5 expects an ICCA by itself on COM2)
- sdvxio-bio2 implements BIO2 device autodetection
- if this fails please make a bug report, and set the port manually in the config
- You can change the port and baudrate by editing the sdvxio-bio2.conf that should be created by
default
- Please connect any additional acio devices to their own port (ex: SDVX5 expects an ICCA by itself
on COM2)

View File

@ -1,16 +1,21 @@
This library talks to a KFCA node through ACIO and implements the sdvxio API of BT5.
Thus, it allows you to use a KFCA device board with *any* version of SDVX that is supported by BT5.
This library talks to a KFCA node through ACIO and implements the sdvxio API of BT5. Thus, it allows
you to use a KFCA device board with *any* version of SDVX that is supported by BT5.
# Setup
* Rename sdvxio-kfca.dll to sdvxio.dll.
* Ensure that your gamestart.bat actually injects the appropriate sdvxhook dll
for example:
- Rename sdvxio-kfca.dll to sdvxio.dll.
- Ensure that your gamestart.bat actually injects the appropriate sdvxhook dll for example:
```
launcher -K sdvxhook2.dll soundvoltex.dll ...*
```
or that the application otherwise uses sdvxio.dll
* sdvxio-kfca expects a KFCA device on COM3 by default
* You can change the port and baudrate by editing the sdvxio-kfca.conf that should be created by default
* If there is also an ICCA device on the same ACIO bus, it cannot be used with eamio-icca at this time
* Please connect any additional acio devices to their own port (ex: SDVX5 expects an ICCA by itself on COM2)
- sdvxio-kfca expects a KFCA device on COM3 by default
- You can change the port and baudrate by editing the sdvxio-kfca.conf that should be created by
default
- If there is also an ICCA device on the same ACIO bus, it cannot be used with eamio-icca at this
time
- Please connect any additional acio devices to their own port (ex: SDVX5 expects an ICCA by itself
on COM2)

View File

@ -1,43 +1,52 @@
# Tools
Documentation about various additional tooling that is fundamentally not required to run any of
BT5's supported games, but provides additional features for users and developers alike.
## BT5 API
Various command line tools for quick and easy testing of BT5 API implementations witohut having
to run any target games.
* [ddriotest](ddriotest.md): `ddrio` API
* [eamiotest](eamiotest.md): `eamio` API
* [iidxiotest](iidxiotest.md): `iidxio` API
* [jbiotest](jbiotest.md): `jbio` API
Various command line tools for quick and easy testing of BT5 API implementations witohut having to
run any target games.
- [ddriotest](ddriotest.md): `ddrio` API
- [eamiotest](eamiotest.md): `eamio` API
- [iidxiotest](iidxiotest.md): `iidxio` API
- [jbiotest](jbiotest.md): `jbio` API
## IO related
### ACIO
* [aciotest](aciotest.md): Command line tool for quick and easy testing of ACIO devices without
having to run a game.
- [aciotest](aciotest.md): Command line tool for quick and easy testing of ACIO devices without
having to run a game.
### P3IO DDR testing tool
* [p3io-ddr-tool](p3io-ddr-tool.md): Extensive command line tool to test and debug a real P3IO DDR
- [p3io-ddr-tool](p3io-ddr-tool.md): Extensive command line tool to test and debug a real P3IO DDR
(Dragon PCB) IO board + EXTIO
### Ezusb
* [ezusb-iidx-fpga-flash](ezusb-iidx-fpga-flash.md): Tool for flashing the FPGA on ezusb 1 boards.
Required if you want to run games without native ezusb support using BT5's iidxio API.
* [ezusb-iidx-sram-flash](ezusb-iidx-sram-flash.md): Tool for flashing data to the SRAM of ezusb
FX 2 boards. Required if you want to run games without native ezusb FX 2 support using BT5's iidxio
API.
* [ezusb-tool](ezusb-tool.md): Fundamental tool for flashing the base firmware to ezusb 1/2 boards.
Required if you want to run games without native ezusb 1/2 support using BT5's iidxio API.
- [ezusb-iidx-fpga-flash](ezusb-iidx-fpga-flash.md): Tool for flashing the FPGA on ezusb 1 boards.
Required if you want to run games without native ezusb support using BT5's iidxio API.
- [ezusb-iidx-sram-flash](ezusb-iidx-sram-flash.md): Tool for flashing data to the SRAM of ezusb FX
2 boards. Required if you want to run games without native ezusb FX 2 support using BT5's iidxio
API.
- [ezusb-tool](ezusb-tool.md): Fundamental tool for flashing the base firmware to ezusb 1/2 boards.
Required if you want to run games without native ezusb 1/2 support using BT5's iidxio API.
### IIDX exit hooks
Exit hooks allow you to exit the game using a combination of inputs on native IO hardware.
Supported IO hardware:
* [ezusb](iidx-ezusb-exit-hook.md)
* [ezusb 2](iidx-ezusb2-exit-hook.md)
* [bio2](iidx-bio2-exit-hook.md)
- [ezusb](iidx-ezusb-exit-hook.md)
- [ezusb 2](iidx-ezusb2-exit-hook.md)
- [bio2](iidx-bio2-exit-hook.md)
## Misc
* [mempatch-hook]: Hook library to dynamically apply memory address patches during runtime before
your application starts execution. Should be prefered over hardcoded hex-edits if applicable.
* [pcbidgen]: Command line tool to generate random PCBIDs
- \[mempatch-hook\]: Hook library to dynamically apply memory address patches during runtime before
your application starts execution. Should be prefered over hardcoded hex-edits if applicable.
- \[pcbidgen\]: Command line tool to generate random PCBIDs

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Test your real ACIO hardware connected to your machine using this tool. Just
execute it and follow the usage instructions.
Test your real ACIO hardware connected to your machine using this tool. Just execute it and follow
the usage instructions.

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

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Testing tool for development of eamio libraries used for emulating card reader
hardware on bemanitools. Just place eamiotest.exe and the eamio.dll your
custom eamio.dll in the same folder and run eamiotest.exe.
Testing tool for development of eamio libraries used for emulating card reader hardware on
bemanitools. Just place eamiotest.exe and the eamio.dll your custom eamio.dll in the same folder and
run eamiotest.exe.

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@ -1,6 +1,5 @@
Flash a binary FPGA binary (not hex) firmware image to the FPGA of a EZUSB
board. This assumes that your IO board is already flashed using a base
firmware image (either by the game itself or using the *ezusb-tool*
application). Just call the executable and follow the usage instructions.
The type *v1* refers to the first gen protocol used from iidx 9 to 13 and *v2*
to the second gen protocol used from iidx 14 onwards.
Flash a binary FPGA binary (not hex) firmware image to the FPGA of a EZUSB board. This assumes that
your IO board is already flashed using a base firmware image (either by the game itself or using the
*ezusb-tool* application). Just call the executable and follow the usage instructions. The type *v1*
refers to the first gen protocol used from iidx 9 to 13 and *v2* to the second gen protocol used
from iidx 14 onwards.

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@ -1,4 +1,3 @@
Tool to write a binary (not hex) image to the SRAM of a ezusb board.
Just run the executable and follow the usage instructions. Ensure that the
correct base firmware supporting SRAM is flashed to the board prior using this
(either by the game or using the *ezusb-tool* application).
Tool to write a binary (not hex) image to the SRAM of a ezusb board. Just run the executable and
follow the usage instructions. Ensure that the correct base firmware supporting SRAM is flashed to
the board prior using this (either by the game or using the *ezusb-tool* application).

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@ -1,6 +1,5 @@
Tool for fundamental legacy EZUSB management tasks, e.g. scanning for connected
devices, querying basic device info (vid, pid, name) and flashing firmware.
This tool requires the "cyusb" driver to be installed and does NOT work with the
"cyusb3" driver and thus not on anything newer than WinXP.
Tool for fundamental legacy EZUSB management tasks, e.g. scanning for connected devices, querying
basic device info (vid, pid, name) and flashing firmware. This tool requires the "cyusb" driver to
be installed and does NOT work with the "cyusb3" driver and thus not on anything newer than WinXP.
Just run the tool without any arguments to get usage information.
Just run the tool without any arguments to get usage information.

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@ -1,22 +1,17 @@
A hook library for debugging and dumping usb requests of games that use the
ezusb IO board (IIDX C02, IIDX IO2, Pop'n Music IO2). The library creates
a log file *ezusbdbg.log* in the same directory as your library/executable
which contains data dumps of the usb device's traffic.
A hook library for debugging and dumping usb requests of games that use the ezusb IO board (IIDX
C02, IIDX IO2, Pop'n Music IO2). The library creates a log file *ezusbdbg.log* in the same directory
as your library/executable which contains data dumps of the usb device's traffic.
Example usage:
*inject iidxhook1.dll ezusbdbg-hook.dll bm2dx.exe ...*
*launcher -K ezusbdbg-hook.dll bm2dx.dll ...*
Example usage: *inject iidxhook1.dll ezusbdbg-hook.dll bm2dx.exe ...* *launcher -K ezusbdbg-hook.dll
bm2dx.dll ...*
Make sure to provide the following additional arguments:
*--ezusbdbg_path <device path>*
The device path points to the path to open the device, e.g. on the old IIDX
games that was *"\\\\.\\Ezusb-0"*. If you don't know the path, you can run
the hook with dummy data, e.g. *--ezusbdbg_path asdfgqwer* and check the log
for any logged open calls with paths to find your ezusb device.
Make sure to provide the following additional arguments: *--ezusbdbg_path <device path>* The device
path points to the path to open the device, e.g. on the old IIDX games that was *"\\\\.\\Ezusb-0"*.
If you don't know the path, you can run the hook with dummy data, e.g. *--ezusbdbg_path asdfgqwer*
and check the log for any logged open calls with paths to find your ezusb device.
--ezusbdbg_type <1 or 2>
Specify the type of device to debug. *1* is for the legacy ezusb device, e.g.
IIDX C02, and *2* for the FX2 type device, e.g. IIDX IO2, Pop'n IO2.
--ezusbdbg_type \<1 or 2> Specify the type of device to debug. *1* is for the legacy ezusb device,
e.g. IIDX C02, and *2* for the FX2 type device, e.g. IIDX IO2, Pop'n IO2.
Both parameters must be specified, otherwise the hook will error. Make sure
to check the logfile for any errors or warnings as well.
Both parameters must be specified, otherwise the hook will error. Make sure to check the logfile for
any errors or warnings as well.

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Tool for fundamental EZUSB FX2 management tasks, e.g. scanning for connected
devices, querying basic device info (vid, pid, name) and flashing firmware. This
tool requires the newer "cyusb3" driver and does NOT work with the old "ezusb"
driver.
Tool for fundamental EZUSB FX2 management tasks, e.g. scanning for connected devices, querying basic
device info (vid, pid, name) and flashing firmware. This tool requires the newer "cyusb3" driver and
does NOT work with the old "ezusb" driver.
Just run the tool without any arguments to get usage information.
Just run the tool without any arguments to get usage information.

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# IIDX BIO2 exit hook
A hook library that can be used with BeatmaniaIIDX games that run the BIO2 IO board either natively,
e.g. 25+, or using the [iidxio-bio2 backend](../iidxhook/iidx-bio2.md). It allows the player to
exit the game by pressing the buttons `Start P1 + Start P2 + VEFX + Effect` simultaneously. This can
be useful if you want an option to exit back to your desktop without having a keyboard attached.
The exit hook lib must be loaded like any other hook lib you are already injecting to the game
using either `inject` or `launcher` (depending on the game version). The order for the hook libs is important as they are loaded in the order specified for the inject/launcher call. The entry in the `gamestart.bat` file should look like this for inject:
A hook library that can be used with BeatmaniaIIDX games that run the BIO2 IO board either natively,
e.g. 25+, or using the [iidxio-bio2 backend](../iidxhook/iidx-bio2.md). It allows the player to exit
the game by pressing the buttons `Start P1 + Start P2 + VEFX + Effect` simultaneously. This can be
useful if you want an option to exit back to your desktop without having a keyboard attached.
The exit hook lib must be loaded like any other hook lib you are already injecting to the game using
either `inject` or `launcher` (depending on the game version). The order for the hook libs is
important as they are loaded in the order specified for the inject/launcher call. The entry in the
`gamestart.bat` file should look like this for inject:
```bat
inject iidxhook3.dll -K iidx-bio2-exit-hook.dll bm2dx.exe ...
```
...and for launcher:
```bat
launcher -K iidxhook8.dll -K iidx-bio2-exit-hook.dll bm2dx.dll ...
```
Where `iidxhook3.dll` is used for versions 14-15 and `iidxhook8.dll` for versions 25-26.
Where `iidxhook3.dll` is used for versions 14-15 and `iidxhook8.dll` for versions 25-26.

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@ -1,12 +1,11 @@
A hook library that can be used with BeatmaniaIIDX games that run the old ezusb
IO board (e.g. 9-13). It allows you to exit the game by pressing Start P1 +
Start P2 + VEFX + Effect simultaneously. This is very useful if you want an
option to exit back to your desktop without having a keyboard attached.
A hook library that can be used with BeatmaniaIIDX games that run the old ezusb IO board (e.g.
9-13). It allows you to exit the game by pressing Start P1 + Start P2 + VEFX + Effect
simultaneously. This is very useful if you want an option to exit back to your desktop without
having a keyboard attached.
The exit hook lib must be loaded like any other hook lib you are already
injecting to the game using *inject*. The order for the hook libs is important
as they are loaded in the order specified for the inject call. The entry in
the *gamestart.bat* file should look like this:
*inject iidxhook1.dll iidx-ezusb-exit-hook.dll bm2dx.exe ...*
The exit hook lib must be loaded like any other hook lib you are already injecting to the game using
*inject*. The order for the hook libs is important as they are loaded in the order specified for the
inject call. The entry in the *gamestart.bat* file should look like this: *inject iidxhook1.dll
iidx-ezusb-exit-hook.dll bm2dx.exe ...*
Where iidxhook1 is used for version 9-12. Use iidxhook2 for version 13.
Where iidxhook1 is used for version 9-12. Use iidxhook2 for version 13.

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@ -1,15 +1,13 @@
A hook library that can be used with BeatmaniaIIDX games that run the ezusb
FX2 IO board (e.g. 14-24). It allows you to exit the game by pressing Start P1 +
Start P2 + VEFX + Effect simultaneously. This is very useful if you want an
option to exit back to your desktop without having a keyboard attached.
A hook library that can be used with BeatmaniaIIDX games that run the ezusb FX2 IO board (e.g.
14-24). It allows you to exit the game by pressing Start P1 + Start P2 + VEFX + Effect
simultaneously. This is very useful if you want an option to exit back to your desktop without
having a keyboard attached.
The exit hook lib must be loaded like any other hook lib you are already
injecting to the game using either *inject* or *launcher* (depending on the game
version). The order for the hook libs is important as they are loaded in the
order specified for the inject/launcher call. The entry in the *gamestart.bat*
file should look like this for inject:
*inject iidxhook3.dll -K iidx-ezusb2-exit-hook.dll bm2dx.exe ...*
...and for launcher:
*launcher -K iidxhook4.dll -K iidx-ezusb2-exit-hook.dll bm2dx.dll ...*
The exit hook lib must be loaded like any other hook lib you are already injecting to the game using
either *inject* or *launcher* (depending on the game version). The order for the hook libs is
important as they are loaded in the order specified for the inject/launcher call. The entry in the
*gamestart.bat* file should look like this for inject: *inject iidxhook3.dll -K
iidx-ezusb2-exit-hook.dll bm2dx.exe ...* ...and for launcher: *launcher -K iidxhook4.dll -K
iidx-ezusb2-exit-hook.dll bm2dx.dll ...*
Where iidxhook3 is used for 14-15 and iidxhook4 for 20-24.
Where iidxhook3 is used for 14-15 and iidxhook4 for 20-24.

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

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Testing tool for development of jbio libraries used for emulating the main io
hardware on bemanitools for jubeat. Just place jbiotest.exe and your
custom jbio.dll in the same folder and run jbiotest.exe.
Testing tool for development of jbio libraries used for emulating the main io hardware on
bemanitools for jubeat. Just place jbiotest.exe and your custom jbio.dll in the same folder and run
jbiotest.exe.

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# A simple memory patching hook
This is a hook which can be passed along with other hooks to be injected into
the target application of your choice (e.g. when using inject or launcher). It
allows you to patch raw memory contents of either the target application or
any libraries loaded with it. No static hex-edits anymore. Instead, create a
simple script file and also document your patches for others which allows them
to easily disable/enable them.
This is a hook which can be passed along with other hooks to be injected into the target application
of your choice (e.g. when using inject or launcher). It allows you to patch raw memory contents of
either the target application or any libraries loaded with it. No static hex-edits anymore. Instead,
create a simple script file and also document your patches for others which allows them to easily
disable/enable them.
# Setup
Copy the *mempatch-hook.dll* to the target application of your choice and add
it to the list of libraries to inject:
Copy the *mempatch-hook.dll* to the target application of your choice and add it to the list of
libraries to inject:
Example when using *inject.exe*:
```
inject iidxhook3.dll mempatch-hook.dll bm2dx.exe --config iidxhook-16.conf --mempatch myPatch.mph %*
```
When using *launcher.exe*:
```
launcher -K iidxhook4.dll -K mempatch-hook.dll bm2dx.dll --config iidxhook.conf --mempatch myPatch.mph %*
```
To load a patch script, add the *--mempatch <path to patch script>* argument (as
shown above in the example). You can specify this more than once which allows
you to apply multiple scripts in order, e.g.
*--mempatch myPatch1.mph --mempatch myPatch1.mph*.
To load a patch script, add the *--mempatch <path to patch script>* argument (as shown above in the
example). You can specify this more than once which allows you to apply multiple scripts in order,
e.g. *--mempatch myPatch1.mph --mempatch myPatch1.mph*.
# Patch script format
A patch script is a simple list of items seperated by a newline character
(i.e. one item = one line). Example script file:
A patch script is a simple list of items seperated by a newline character (i.e. one item = one
line). Example script file:
```
# This is a comment
@ -69,4 +69,4 @@ bm2dx.exe 137C4C 2121212121 4540
# memory check, only. This can be used for signiture checking of the target
# application
bm2dx.exe 137C4C - 4540
```
```

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

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Tool to generate random and (checksum) valid PCBIDs used on various Konami
Arcade games.
Tool to generate random and (checksum) valid PCBIDs used on various Konami Arcade games.

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# ViGEm: Virtual Gamepad Emulation Framework
Virtual game controller emulation library. Allows us to create in code emulated XBOX controllers.
This is used to hook up BT5's various IO API libraries allowing you to use any of their
implemtations as a game controller on Windows.
References:
* [ViGEmBus](https://github.com/ViGEm/ViGEmBus)
* [ViGEmClient](https://github.com/ViGEm/ViGEmClient)
- [ViGEmBus](https://github.com/ViGEm/ViGEmBus)
- [ViGEmClient](https://github.com/ViGEm/ViGEmClient)
Available ViGEm client implementations:
* [vigem-iidxio](vigem-iidxio.md): Exposes inputs provided by the iidxio API as three XBOX gamepads
* [vigem-sdvxio](vigem-sdvxio.md): Exposes inputs provided by the sdvxio API as one XBOX gamepad
- [vigem-iidxio](vigem-iidxio.md): Exposes inputs provided by the iidxio API as three XBOX gamepads
- [vigem-sdvxio](vigem-sdvxio.md): Exposes inputs provided by the sdvxio API as one XBOX gamepad

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# ViGEm IIDXIO
This application allows you to use any iidxio backend, e.g. `iidxio-ezusb.dll`, `iidxio-ezusb2.dll`
or `iidxio-bio2.dll`, to be exposed as three XBOX 360 game controller on Windows.
@ -7,56 +8,45 @@ Thus, it allows you to use a real cabinet with all its IO with *any* game that s
Note: This will not work with games that require Direct Input (dinput), e.g. IIDX Infinitas.
## Setup
* Install [ViGEmBus](https://github.com/ViGEm/ViGEmBus/releases)
* Source for compiled binaries: [bemanitools-supplement](https://dev.s-ul.eu/djhackers/bemanitools-supplement)
* Place the following in the same folder as `vigem-iidxio.exe`:
* Get a copy of [ViGEmClient.dll](https://bin.jvnv.net/file/ZgMJK/ViGEmClient.zip) (or from bemanitools-supplements)
* Rename your corresponding `iidxio-XXX.dll`, e.g. `iidxio-bio2.dll`, to `iidxio.dll`.
* Run `vigem-iidxio.exe` so that the config file gets created (on first start)
* Edit `vigem-iidxio.conf` if needed. Available options are explained in the file
- Install [ViGEmBus](https://github.com/ViGEm/ViGEmBus/releases)
- Source for compiled binaries:
[bemanitools-supplement](https://dev.s-ul.eu/djhackers/bemanitools-supplement)
- Place the following in the same folder as `vigem-iidxio.exe`:
- Get a copy of [ViGEmClient.dll](https://bin.jvnv.net/file/ZgMJK/ViGEmClient.zip) (or from
bemanitools-supplements)
- Rename your corresponding `iidxio-XXX.dll`, e.g. `iidxio-bio2.dll`, to `iidxio.dll`.
- Run `vigem-iidxio.exe` so that the config file gets created (on first start)
- Edit `vigem-iidxio.conf` if needed. Available options are explained in the file
## Usage
* Depending on the iidxio implementation used, you might have to do some setup, e.g. flashing your
IO board for [ezusb](../iidxhook/iidxio-ezusb.md#setup) or
[ezusb2](../iidxhook/iidxio-ezusb2.md#setup)
* Run `vigem-iidxio.exe` and keep it open/running
* To quit the program, hit the `TEST` and `SERVICE` buttons at the same time
- Depending on the iidxio implementation used, you might have to do some setup, e.g. flashing your
IO board for [ezusb](../iidxhook/iidxio-ezusb.md#setup) or
[ezusb2](../iidxhook/iidxio-ezusb2.md#setup)
- Run `vigem-iidxio.exe` and keep it open/running
- To quit the program, hit the `TEST` and `SERVICE` buttons at the same time
## Input mappings
| Cabinet | XBOX Gamepad 1 | XBOX Gamepad 2 | XBOX Gamepad 3 |
|------------|--------------------|--------------------|--------------------|
| P1 Key 1 | A | | |
| P1 Key 2 | B | | |
| P1 Key 3 | X | | |
| P1 Key 4 | Y | | |
| P1 Key 5 | Left shoulder | | |
| P1 Key 6 | Rights houlder | | |
| P1 Key 7 | Start | | |
| P2 Key 1 | | A | |
| P2 Key 2 | | B | |
| P2 Key 3 | | X | |
| P2 Key 4 | | Y | |
| P2 Key 5 | | Left shoulder | |
| P2 Key 6 | | Rights houlder | |
| P2 Key 7 | | Start | |
| Start P1 | Back | | |
| Start P2 | | Back | |
| VEFX | | | B |
| Effect | | | A |
| Test | | | X |
| Service | | | Y |
| Coin | | | Start |
| TT P1 Up | Thumbstick X axis+ | | |
| TT P1 Down | Thumbstick X axis- | | |
| TT P2 Up | | Thumbstick X axis+ | |
| TT P2 Down | | Thumbstick X axis- | |
| Cabinet | XBOX Gamepad 1 | XBOX Gamepad 2 | XBOX Gamepad 3 |
|------------|--------------------|--------------------|--------------------| | P1 Key 1 | A | | | |
P1 Key 2 | B | | | | P1 Key 3 | X | | | | P1 Key 4 | Y | | | | P1 Key 5 | Left shoulder | | | | P1
Key 6 | Rights houlder | | | | P1 Key 7 | Start | | | | P2 Key 1 | | A | | | P2 Key 2 | | B | | | P2
Key 3 | | X | | | P2 Key 4 | | Y | | | P2 Key 5 | | Left shoulder | | | P2 Key 6 | | Rights houlder
| | | P2 Key 7 | | Start | | | Start P1 | Back | | | | Start P2 | | Back | | | VEFX | | | B | |
Effect | | | A | | Test | | | X | | Service | | | Y | | Coin | | | Start | | TT P1 Up | Thumbstick X
axis+ | | | | TT P1 Down | Thumbstick X axis- | | | | TT P2 Up | | Thumbstick X axis+ | | | TT P2
Down | | Thumbstick X axis- | |
Turntables are either in absolute or relative mode depending on how it's defined in the
`vigem-iidxio.conf`.
## Additional Notes For Cabinets (Running on embedded Windows 7):
* Make sure that you follow the instructions exactly from the release page
([Prerequisites for Windows 7](https://github.com/ViGEm/ViGEmBus/wiki/Prerequisites-for-Windows-7))
* If you get an error while trying to install KB3033929, re-enable windows update
* If you can't find some of these files, see bemanitools-supplements
* Make sure to ewfmgr C: -commit and reboot after installing the drivers (this only needs to be done once)
- Make sure that you follow the instructions exactly from the release page
([Prerequisites for Windows 7](https://github.com/ViGEm/ViGEmBus/wiki/Prerequisites-for-Windows-7))
- If you get an error while trying to install KB3033929, re-enable windows update
- If you can't find some of these files, see bemanitools-supplements
- Make sure to ewfmgr C: -commit and reboot after installing the drivers (this only needs to be done
once)

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@ -1,26 +1,34 @@
This application allows you to use any sdvxio backend, e.g. `sdvxio-kfca.dll`, to be available as a XBOX 360 game controller on windows.
Thus, it allows you to use a real cab with *any* game that supports xinput.
This application allows you to use any sdvxio backend, e.g. `sdvxio-kfca.dll`, to be available as a
XBOX 360 game controller on windows. Thus, it allows you to use a real cab with *any* game that
supports xinput.
# Setup
* Install [ViGEmBus](https://github.com/ViGEm/ViGEmBus/releases)
* Place the following in the same folder as vigem-sdvxio:
* Get a copy of [ViGEmClient.dll](https://bin.jvnv.net/file/ZgMJK/ViGEmClient.zip) (or from bemanitools-supplements)
* Rename your corresponding `sdvxio-XXX.dll`, e.g. `sdvxio-kfca.dll`, to `sdvxio.dll`.
* Run `vigem-sdvxio.exe` so that the config file gets created
* Edit `vigem-sdvxio.conf` so that the config file gets created as needed
- Install [ViGEmBus](https://github.com/ViGEm/ViGEmBus/releases)
- Place the following in the same folder as vigem-sdvxio:
- Get a copy of [ViGEmClient.dll](https://bin.jvnv.net/file/ZgMJK/ViGEmClient.zip) (or from
bemanitools-supplements)
- Rename your corresponding `sdvxio-XXX.dll`, e.g. `sdvxio-kfca.dll`, to `sdvxio.dll`.
- Run `vigem-sdvxio.exe` so that the config file gets created
- Edit `vigem-sdvxio.conf` so that the config file gets created as needed
# Usage
* Run `vigem-sdvxio.exe`
* To quit the program, hit the TEST + SERVICE button at the same time
- Run `vigem-sdvxio.exe`
- To quit the program, hit the TEST + SERVICE button at the same time
# Mapping
* BT ABCD are mapped to ABXY
* FX LR are mapped to LB/RB
* VOL LR are mapped to L thumbstick X/Y (either in absolute or relative mode depending on the config)
- BT ABCD are mapped to ABXY
- FX LR are mapped to LB/RB
- VOL LR are mapped to L thumbstick X/Y (either in absolute or relative mode depending on the
config)
# Additional Notes For Cabinets (Running on embedded Windows 7):
* Make sure that you follow the instructions exactly from the release page
([Prerequisites for Windows 7](https://github.com/ViGEm/ViGEmBus/wiki/Prerequisites-for-Windows-7))
* If you get an error while trying to install KB3033929, re-enable windows update
* If you can't find some of these files, see bemanitools-supplements
* Make sure to ewfmgr C: -commit and reboot after installing the drivers (this only needs to be done once)
- Make sure that you follow the instructions exactly from the release page
([Prerequisites for Windows 7](https://github.com/ViGEm/ViGEmBus/wiki/Prerequisites-for-Windows-7))
- If you get an error while trying to install KB3033929, re-enable windows update
- If you can't find some of these files, see bemanitools-supplements
- Make sure to ewfmgr C: -commit and reboot after installing the drivers (this only needs to be done
once)