10 seconds is what the nvidia control panel also
has for the test timeout. Can still be changed if
shorter or longer timeouts are desired, but 10
seconds should be a general fine timeout value
to have this optional.
Co-authored-by: icex2 <djh.icex2@gmail.com>
A separate application to run the infamous IIDX “monitor check”.
The on-screen output has been enhanced to provide more
detailed information about the on-going process. The tool
furthermore allows basic querying of adapter and adapter
modes information from the command line. These additional
options can be useful to gather more debug information
or select correct parameters for the monitor test from actually
supported mode parameters by the adapter.
The tool has been tested on an actual cabinet with nvgpu
setting different custom timings. The accuracy seems to be
even higher than what IIDX’s monitor check is actually showing.
For example, with a custom timing of 59.900, the tool yields 59.902.
Meanwhile, the monitor check of iidx 29 59.8981 hz to 59.8997 hz
on screen.
This doesn’t mean the game’s getting inaccurate values. The game
actually syncs and plays just fine. However, the game’s monitor check
cannot be used as a reference for “getting the avg. refresh rate”
value as an input parameter for other tools, e.g. chart patching with
btools.
Co-authored-by: icex2 <djh.icex2@gmail.com>
No changes required, just make support visible by reflecting
it in distribution package naming, documentation and
filenaming
Co-authored-by: icex2 <djh.icex2@gmail.com>
An open source re-implementation of the “NvDisplayConfigLDJ"
tool with additional enhancements.
This can be used to tweak your nvidia GPU driver settings to
create custom display timings to address IIDX’s requirement
if expecting proper display timings. This can also be used for
any legacy IIDX versions that even expect very specific display
timings, e.g. 59.95 or 60.05 hz.
Furthermore, creating application profiles allows further tweaks
to important GPU settings such as the current performance mode
setting. This is crucial to ensure the GPU is not going into any
kind of power saving states which results in non-smooth
scrolling during gameplay and micro stuttering that cannot
be measured on application level.
A shim library implementing the same concept as the already
existing ddrio-async library. The iidxio implementation takes
another iidxio library and runs it asynchronously which may
improve performance for certain iidxio implementations,
e.g. if the send and receive functions are driving actual IO
calls synchrously and are expensive.
This is not a replacement for a well engineered and proper
implementation of a iidxio library for any specific use-case.
It does not fix bad performance of existing implementations,
i.e. if the poll rate is too low because actual IO is too slow.
Use with caution and know why and when you need to use
it.
* popnhook1 for pop'n 15 - 18 has been added
* popnio has been added
* inject.exe has new syntax for loading hook DLLs, `real.dll=hook.dll`. This will trigger an early IAT hook where it will load the EXE suspended without resolving imports, replace the reference to real.dll in the import table with hook.dll, and then resolve everything before launching. This allows for ezusb.dll to be hooked properly.
* launcher.exe also has a new early IAT hook feature now. Use `-I real.dll=hook.dll`. The idea is the same as described above for inject.exe.
* Updated ezusb constant namings based on what is visible in ezusb.dll's debug statements.
The launcher.exe implementation of early IAT hooking means that someone can implement popnhook2.dll for 19 and above. I have tried pop'n music Sunny Park using a modified version of popnhook1 and it seems to work to some degree: the I/O check and security check returns OK which means the ezusb hooking used in popnhook1 is also working for the later games using `launcher.exe -I ezusb.dll=ezusb2-popn-shim.dll ...`. The process is rather invasive (manually resolving all imports means more chances to fail) so it has been implemented in such a way that the launcher will work the same as it has before as long as `-I` isn't specified.
One questionable thing I am not confident about is the `texture_usage_fix` hack flag I added in the conf. As the comment says, pop'n music 16 will work in Windows XP without the flag being set, but the game will immediately crash on later OSes without the flag being set in my experience. No other games had this issue in my experience. Enabling it in other games doesn't seem to have any negative effects.
Add some additional symptoms and reasoning as this is different
for 14 to 17 compared to any other iidx version on how to use
the PCBID you get from server operators.