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mirror of https://github.com/djhackersdev/bemanitools.git synced 2024-09-24 02:48:21 +02:00
bemanitools/doc/api.md
QCDLZCLW3K f8a09580ea Support pop'n music 15-18
* 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.
2022-06-10 22:46:59 +00:00

2.1 KiB

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).

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).

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

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-mm.dll: Minimaid hardware
    • ddrio-smx.dll: StepManiaX platforms
  • Beatmania IIDX
  • jubeat
    • jbio.dll (default): Keyboard, joystick and mouse input
  • pop'n music
    • popnio.dll (default): Keyboard, joystick and mouse input
  • SOUND VOLTEX

Eamuse hardware support is implemented separately:

  • eamio.dll (default): Keyboard and joystick input

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

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