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https://github.com/djhackersdev/bemanitools.git
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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.
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@ -355,7 +355,9 @@ $(zipdir)/iidx-25-to-26.zip: \
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build/bin/indep-64/vefxio.dll \
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dist/iidx/config.bat \
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dist/iidx/gamestart-25.bat \
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dist/iidx/gamestart-26.bat \
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dist/iidx/iidxhook-25.conf \
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dist/iidx/iidxhook-26.conf \
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dist/iidx/vefx.txt \
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$(V)echo ... $@
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dist/iidx/gamestart-26.bat
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dist/iidx/gamestart-26.bat
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@ -0,0 +1,16 @@
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@echo off
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cd /d %~dp0
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if not exist dev mkdir dev
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if not exist dev\e mkdir dev\e
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if not exist dev\g mkdir dev\g
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if not exist dev\nvram mkdir dev\nvram
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if not exist dev\raw mkdir dev\raw
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if not exist dev\raw\log mkdir dev\raw\log
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if not exist dev\raw\fscache mkdir dev\raw\fscache
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for /R prop\defaults %%D in (*.*) do (
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if not exist dev\nvram\%%~nxD copy /y prop\defaults\%%~nxD dev\nvram
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)
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launcher -H 134217728 -K iidxhook8.dll bm2dx.dll --config iidxhook-26.conf %*
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dist/iidx/iidxhook-26.conf
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dist/iidx/iidxhook-26.conf
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@ -0,0 +1,47 @@
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# Fix stretched BG videos on newer GPUs. Might appear on Red and newer
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gfx.bgvideo_uv_fix=false
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# Run the game in a framed window (requires windowed option)
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gfx.framed=false
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# Software limit the frame rate of the rendering loop in hz, e.g. 60 or 59.95 (0.0 = no software limit)
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gfx.frame_rate_limit=0.0
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# 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)
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gfx.pci_id=1002:7146
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# Run the game windowed
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gfx.windowed=false
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# Windowed width, 0 for default size
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gfx.window_width=0
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# Windowed height, 0 for default size
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gfx.window_height=0
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# Up-/downscale the back buffer's width. This does not change the game's rendering resolution but scales the final frame. Use this to target the native resolution of your monitor/TV, e.g. to avoid over-/underscan, bad image quality or latency caused by the monitors internal upscaler. 0 to disable this feature. Must be set in combination with the corresponding height parameter.
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gfx.scale_back_buffer_width=0
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# Up-/downscale the back buffer's height. This does not change the game's rendering resolution but scales the final frame. Use this to target the native resolution of your monitor/TV, e.g. to avoid over-/underscan, bad image quality or latency caused by the monitors internal upscaler. 0 to disable this feature. Must be set in combination with the corresponding width parameter.
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gfx.scale_back_buffer_height=0
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# Filter type to use for up-/downscaling the back buffer. Only used if scaling feature was enabled by setting the scaling width and height parameters. Available types: none, linear, point (refer to D3DTEXTUREFILTERTYPE for explanation).
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gfx.scale_back_buffer_filter=none
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# Disables the camera emulation
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cam.disable_emu=false
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# Override camera device ID 1 detection (copy from device manager, do not escape)
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cam.device_id1=
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# Override camera device ID 2 detection (copy from device manager, do not escape)
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cam.device_id2=
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# Disable card reader emulation and enable usage of real card reader hardware on COM0 (for games supporting slotted readers)
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io.disable_card_reader_emu=false
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# Disable BIO2 emulation and enable usage of real BIO2 hardware
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io.disable_bio2_emu=false
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# Disables the poll limiter, warning very high CPU usage may arise
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io.disable_poll_limiter=false
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