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193 lines
8.3 KiB
Markdown
193 lines
8.3 KiB
Markdown
# Game list
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The following games are compatible with this version of iidxhook:
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* DistorteD
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The games must be bootstrapped using [inject](../inject.md).
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# Data setup and running the game
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Ensure your folder with your unpacked data looks like this:
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- JAx (Game binary revision folder where 'x' can be A, B, C, D, E, F, G)
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- data
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- sidcode.txt
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Any further files are optional and not required to just run the game.
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Unpack the package containing iidxhook2 into the revision folder of your choice.
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Most likely, you want to target the latest revision you have to run the latest
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binary of the game with any bugfixes by developers.
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If you don't run this on old hardware that uses an analog version of a Realtek
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integrated sound chip, you have to replace RtEffect.dll with a stubbed/patched
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version (RtEffect_patched.dll). Otherwise, the game might crash instantly when
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trying to start it.
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Run the gamestart-13.bat file as admin.
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# Configuring iidxhook
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The hook library can be configured via cmd arguments or a configuration file.
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The latter is generated (*iidxhook.conf* in the same directory) on the first
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start of the game using the gamestart-13.bat file. It contains default values
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for all available parameters and comments explaining each parameter. Please
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follow the comments when configuring your setup.
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Add the argument *-h* when running gamestart-13.bat
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(e.g. *gamestart-13.bat -h*) to print help/usage information with a list of
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all available parameters. Every parameter can be either set as command line
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argument or using a configuration file.
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To set a parameter from the command line, just add it as an argument after
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the bat file like this
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```
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gamestart-09.bat -p gfx.windowed=true -p gfx.framed=true
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```
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The syntax for the "key=value" is the same as in the config file. Make sure
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to have a pre-ceeding "-p" for every parameter added.
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However, if a parameter is specifed in the configuration file and as a command
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line argument, the command line argument overrides the config file's value.
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# Use d3d8to9 wrapper
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In order to use the gfx feature patches, e.g. window mode, monitor check,
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frame rate locking, framebuffer up/-downscaling etc. you **must** use the
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d3d8to9 wrapper library (get it from the bemanitools-supplement package).
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Bemanitools removed the old d3d8 hooking module to provide native d3d8 hooks
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due to compatibility and maintainability reasons.
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# Eamuse network setup
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If you want to run the games online, you have to set a valid PCBID in the
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configuration file or as a command line argument. You also have to set the
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url of the eamuse server you want to connect to.
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Run the game with the gamestart-13.bat file and enable network on the operator
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menu. When enabled, the game seems to hang and expects you to power
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cycle the machine (i.e. quit the game and restart it).
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# Real hardware support
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## USB IO (ezusb)
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Use the specific iidxio API implementations, e.g. iidxio-ezusb.dll to use
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an old C02 EZUSB IO board, to run the game on real hardware. Thanks to a common
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abstraction layer, you can also use more modern IO, e.g. IO2 boards with
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iidxio-ezusb2.dll, even with old games that do not support them.
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## Slotted/Wave pass card readers
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Replace the default *eamio.dll* with the *eamio-icca.dll* and have either your
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slotted (IIDX, DDR Supernova or GF/DM type) or new wave pass card readers
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conencted and and assigned to *COM1*.
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### ICCA device settings (device manager)
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* Port: COM1
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* BAUD rate: 57600
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* Data bits: 8
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* Parity: None
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* Stop bits: 1
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* Flow control: None
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If you encounter issues after the game opened the device, e.g. application
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stuck, try a USB <-> COM dongle instead of using one of the COM ports of the
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mainboard.
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# Known bugs
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## USBIO (FM-DL TIMEOUT)
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IIDX occasionally fails to boot with a "USBIO (FM-DL TIMEOUT)" error. If this
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happens, run the game again.
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# Troubleshooting and FAQ
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## Window mode or any other gfx related options do not work when changing them in the config file or using cmd args
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See [this](#Use-d3d8to9-wrapper) section.
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## The game does not run "well" (frame drops, drifting offsync etc)
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This can be related to various issues:
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* Make sure to run the game as (true) Administrator especially on Windows 7 and
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newer. This will also get rid of various other errors (see below) that are
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related to permission issues.
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* Run the game's process with a higher priority:
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```
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start "" /relatime "gamestart.bat"
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```
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* Enforce v-sync enabled in your GPU settings.
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* Ensure that you have a constant refresh rate around the 60 hz (59.9xx or 60.0xx)
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that is not jumping around. Use the timebase feature of one of the newer games to
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check that or enable iidxhook's timebase and check the log output for the
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determined value. Run this a few times and check if the results differ.
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* Use iidxhook's frame rate limiter feature (see further below) to software lock
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the refresh rate. This might be necessary on Windows 7 and newer for D3D8 games,
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e.g. iidx 9 to 12, which seem to ignore GPU side v-sync.
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* Use iidxhook's auto timebase feature (see further below) or set a pre-determined
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value to cut down start-up times.
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### The game still stutters (randomly) and drifts off-sync
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If this concerns a d3d8 based game, i.e. IIDX 9 to 13, use the d3d8to9 wrapper from
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the bemanitools-supplement package (follow the included instructions).
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## "NETWORK WARNING" instead of "NETWORK OK"
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This can be caused by:
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* Invalid PCBID
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* Firewall blocking connections
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* Invalid eamuse url or port specified
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* Game is not run using the Administrator account
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Make sure to check these things first
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## My songs are offsync
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* Make sure your machine's refresh rate is stable
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* If you don't get a close to 59.94hz refresh rate, use the software monitor
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check/auto timebase that's built into iidxhook (refer to help/config file)
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## The game crashes instantly
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Replace the original RtEffects.dll with the patched version
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RtEffects_patched.dll from utils (for explanation see above).
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## My game runs too fast
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iidxhook can limit the frame rate for you (refer to help/config file)
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## My game crashes when I try fullscreen
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Use dxwnd and set settings like "Acquire admin caps" and "Fullscreen only"
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## Background videos aren't working. When starting a song, windows is playing the error sound and a message box appears
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You are missing a codec to decode and play the videos. There are different
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methods available to get background videos working. Probably, the easiest
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solution: grab the CLVSD.ax file and go to Start -> Run -> regsvr32 clvsd.ax
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Make sure to run cmd.exe as Administrator, otherwise you will get errors caused
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by invalid permissions.
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## All background videos are looking streched (starting with HAPPY SKY)
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The game requires on a hardware feature that is not present on newer GPUs.
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Refer to the help/config file and turn on the UV fix.
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## I installed the CLVSD.ax codec but the game crashes or displays a message box that tells me to disable my debugger
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If songs keep crashing upon start and you get an error message that says
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```
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DirectShow Texture3D Sample
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Could not create source filter to graph! hr=0x80040266
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```
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despite having the codec (CLVSD.ax) installed, remove the debug flag (*-D*)
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from gamestart or use a CLVSD.ax codec which has the debugger checks removed.
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## I used the auto timebase option and/or limited my refresh rate but the songs are still going offsync
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There aren't many options left. The old games were developed for specific
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hardware and are not guaranteed to work well on (especially) newer hardware.
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Multiple monitor setups can also have a bad impact on a stable refresh rate.
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Try a setup with just a single monitor you want to use for gameplay physically
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connected. Furthermore, dedicated and tested/verified hardware by other users
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is recommended if you want to save yourself a lot of fiddling.
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## Over-/underscan, bad image quality or latency caused by my monitor's/TV's upscaler
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Many modern monitors/TVs cannot upscale 640x480 output properly. This can lead to
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over-/underscan, bad image quality or even latency caused by the upscaler of the device
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you are using.
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If one or multiple of these issues apply, use the built in scaling options by setting
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*gfx.scale_back_buffer_width* and *gfx.scale_back_buffer_height* to a target resolution
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to scale to. Usually, you want to set this to the monitor's native resolution, e.g.
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1920x1080 for full HD. You can play around with a few different filters using
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*gfx.scale_back_buffer_filter* which impacts image quality/blurriness on upscaling.
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