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mirror of https://github.com/djhackersdev/bemanitools.git synced 2025-01-31 04:03:43 +01:00

iidxhook8: Add missing dist files for iidx 26

I know this is slightly redundant but we should stick to this
pattern as we have multiple old games that do not use identical
conf and gamestart files.
This commit is contained in:
icex2 2019-10-18 20:24:08 +02:00
parent d60a1e0c0f
commit 5aa9ad1e02
3 changed files with 65 additions and 0 deletions

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@ -355,7 +355,9 @@ $(zipdir)/iidx-25-to-26.zip: \
build/bin/indep-64/vefxio.dll \
dist/iidx/config.bat \
dist/iidx/gamestart-25.bat \
dist/iidx/gamestart-26.bat \
dist/iidx/iidxhook-25.conf \
dist/iidx/iidxhook-26.conf \
dist/iidx/vefx.txt \
| $(zipdir)/
$(V)echo ... $@

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dist/iidx/gamestart-26.bat vendored Normal file
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@ -0,0 +1,16 @@
@echo off
cd /d %~dp0
if not exist dev mkdir dev
if not exist dev\e mkdir dev\e
if not exist dev\g mkdir dev\g
if not exist dev\nvram mkdir dev\nvram
if not exist dev\raw mkdir dev\raw
if not exist dev\raw\log mkdir dev\raw\log
if not exist dev\raw\fscache mkdir dev\raw\fscache
for /R prop\defaults %%D in (*.*) do (
if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram
)
launcher -H 134217728 -K iidxhook8.dll bm2dx.dll --config iidxhook-26.conf %*

47
dist/iidx/iidxhook-26.conf vendored Normal file
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@ -0,0 +1,47 @@
# Fix stretched BG videos on newer GPUs. Might appear on Red and newer
gfx.bgvideo_uv_fix=false
# Run the game in a framed window (requires windowed option)
gfx.framed=false
# Software limit the frame rate of the rendering loop in hz, e.g. 60 or 59.95 (0.0 = no software limit)
gfx.frame_rate_limit=0.0
# Patch the GPU device ID detection (leave empty to disable), format XXXX:YYYY, two 4 digit hex numbers (vid:pid). Examples: 1002:7146 (RV515, Radeon X1300), 1002:95C5 (RV620 LE, Radeon HD3450)
gfx.pci_id=1002:7146
# Run the game windowed
gfx.windowed=false
# Windowed width, 0 for default size
gfx.window_width=0
# Windowed height, 0 for default size
gfx.window_height=0
# Up-/downscale the back buffer's width. This does not change the game's rendering resolution but scales the final frame. Use this to target the native resolution of your monitor/TV, e.g. to avoid over-/underscan, bad image quality or latency caused by the monitors internal upscaler. 0 to disable this feature. Must be set in combination with the corresponding height parameter.
gfx.scale_back_buffer_width=0
# Up-/downscale the back buffer's height. This does not change the game's rendering resolution but scales the final frame. Use this to target the native resolution of your monitor/TV, e.g. to avoid over-/underscan, bad image quality or latency caused by the monitors internal upscaler. 0 to disable this feature. Must be set in combination with the corresponding width parameter.
gfx.scale_back_buffer_height=0
# Filter type to use for up-/downscaling the back buffer. Only used if scaling feature was enabled by setting the scaling width and height parameters. Available types: none, linear, point (refer to D3DTEXTUREFILTERTYPE for explanation).
gfx.scale_back_buffer_filter=none
# Disables the camera emulation
cam.disable_emu=false
# Override camera device ID 1 detection (copy from device manager, do not escape)
cam.device_id1=
# Override camera device ID 2 detection (copy from device manager, do not escape)
cam.device_id2=
# Disable card reader emulation and enable usage of real card reader hardware on COM0 (for games supporting slotted readers)
io.disable_card_reader_emu=false
# Disable BIO2 emulation and enable usage of real BIO2 hardware
io.disable_bio2_emu=false
# Disables the poll limiter, warning very high CPU usage may arise
io.disable_poll_limiter=false