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# beatmania IIDX 13 DistorteD
< img src = "/img/iidx13/distorted_logo.png" >
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!!! danger "Please make sure you downloaded your data from an appropriate source.< br > This guide is unable to troubleshoot any problems related to bad or poorly managed data."
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---
### Preparing data
!!! tip ""
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After downloading and extracting your data, we need to make sure your files aren't set to `Read-only` .
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- Right click the folder containing your data, then click on `Properties` .
- In the `General` tab go down to `Attributes` , untick `Read-only` and click `Apply` .
- A popup will appear, select `Apply changes to this folder, subfolder and files` and press `OK` .
- Finally, click `OK` again to exit out of properties.
---
### Installing Bemanitools
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!!! tip ""
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- Download :material-package-down:[Bemanitools](https://github.com/djhackersdev/bemanitools/releases/download/5.48/bemanitools-5.48.zip).
- Inside :material-zip-box:`bemanitools-5.48.zip` locate :material-zip-box:`iidx-13.zip`.
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- Extract everything inside the folder that contains the :material-file:`bm2dx.exe` which is located in :material-folder:`\FDD\JAG`.
Pictured below is what your folder should look like. We've removed any files not necessary for **DistorteD** .
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< img src = "/img/iidx13/setup/1.png" >
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#### Using iidxhook-13.conf & RtEffect.dll
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!!! tip ""
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- Download the :material-package-down:[Bemanitools supplements](https://github.com/djhackersdev/bemanitools-supplement/releases/download/1.6/bemanitools-supplement-1.6.zip)
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- Open :material-zip-box:`bemanitools-supplement-v1.6.zip` and navigate inside :material-zip-box:`misc.zip`
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- Inside :material-folder:`misc\d3d8to9`, extract :material-file-cog-outline:`d3d8.dll` to :material-folder:`\FDD\JAG`.
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This enables us to use the graphic options inside :material-file-code:`iidxhook-13.conf` which we will take advantage of.
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- Open :material-zip-box:`bemanitools-supplement-v1.6.zip` and navigate inside :material-zip-box:`iidx.zip`
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- Inside :material-folder:`iidx/misc`, extract :material-file-cog-outline:`RtEffect_stub.dll` to :material-folder:`\FDD\JAG`.
- Delete the already existing :material-file-remove-outline:`RtEffect.dll` and rename :material-file-edit-outline:`RtEffect_stub.dll` to :material-file-cog-outline:`RtEffect.dll`.
This will eliminate any immediate crashes relating to needing specific old hardware.
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#### Installing CLVSD.ax
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!!! tip ""
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We need to install a codec so that background videos will work and won't cause an error.
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- Open :material-zip-box:`bemanitools-supplement-v1.6.zip` and navigate to :material-folder:`\iidx.zip\iidx\misc\` where :material-file:`CLVSD.ax` is located.
- Extract :material-file:`CLVSD.ax` inside a :material-folder: folder that you know won't be moved or renamed.
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- Open the :material-console:command prompt as ** *administrator***. Now type `regsvr32 "<location of the file>\CLVSD.ax"` into the command prompt.
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As an example, it could look like this: `regsvr32 "D:\BEMANI\IIDX\CLVSD.ax"`
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A prompt should appear telling you that it has been installed successfully.
This applies for all styles that require this codec, not just **HAPPY SKY** .
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If an error occurs, you didn't run the command prompt as administrator or you messed up the location of the file.
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!!! danger "You **can not** move or delete :material-file:`CLVSD.ax` **at all** , otherwise it will revert the changes and you have to install it again."
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---
### Configuring Bemanitools
!!! info "To configure your keybinds, open your :material-file:`config.bat` file."
#### Buttons
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!!! tip ""
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Double click on the right on a button that you wish to bind, then press the key you want associated with the action.
With your controller and/or keyboard plugged in, configure your keys for:
- **Maintenance**: `Service, Test`
- **P1 Game buttons**: `1 to 7, Start, EFFECT, VEFX`
- **P1 Keypad**: `Keypad Insert Card`
**Only if** you're playing using a keyboard:
- **Turntable**: `TT+, TT-` **and optionally** `TT+/-` which alternates between `TT+` and `TT-` on each press.
#### Analogs (controller/cab only)
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!!! tip ""
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With a controller rather than binding buttons to `TT+` and `TT-` , you need to:
- Head to the `Analogs` tab at the top.
- In `Device` , pick your controller.
- In `Control` , pick whichever one corresponds to the turntable.
- Turn your turntable ensuring that the preview turns along with it.
- Click `OK` , leaving the rest of the settings alone.
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#### Lights (controller/cab only)
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!!! tip ""
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Your controller might support having its lights controlled by the game through bemanitools.
If it does, here's how you may link different actions to your lights:
- In `Device` , pick your controller.
- In `Game Light` , select the corresponding button that will be used for that light.
- Repeat for your other lights.
!!! info "If you'd like to play offline, you can head straight to [Game resolution and locking FPS ](#game-resolution-and-locking-fps )"
#### Configuring Bemanitools for a network
!!! tip "Head over to the `Network` tab."
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!!! tip ""
Now we will set up our PIN pad and card.
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- Click on `Keyboard device`
- You may or may not have more than one option. To figure out which one is your actual keyboard, select a device inside that list and press a button on the numpad.
- Once you have found your correct device, the `Keyboard status` will change ** (the number and location of the number does not matter, it only matters that it changed)**.
- Grab your card, create a :material-file-document-edit:`.txt` and name it however you like. In this example it's called :material-file-document-edit:`card.txt`
- Place the file in a location that is easily accessible and you won't forget. In this case it's in a seperate folder.
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!!! info "If you don't have a numpad, make sure to tick `Use top keyboard row for PIN pad input` . This will also change the `Card In` button to `Backspace` ."
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< img src = "/img/iidx13/setup/2.png" >
---
### Connecting to a network
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!!! tip ""
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- Locate your :material-file-code:`iidxhook-13.conf`
- Open it with your desired text editor (we're using [Notepad++ ](https://notepad-plus-plus.org/ ))
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- Replace the `eamuse.server=localhost:80` with your desired network URL
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- Replace `eamuse.pcbid=XXXXXXXXXXXXXXXXXXXX` **and** `eamuse.eamid=XXXXXXXXXXXXXXXXXXXX` with your PCBID of your network of choice.
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```
# URL (e.g. http://my.eamuse.server:80/whatever) or IPV4 (e.g. 127.0.0.1:80) of the target eamuse server. The port is optional but defaults to 80.
eamuse.server=localhost:80
# PCBID
eamuse.pcbid=XXXXXXXXXXXXXXXXXXXX
# EAMID
eamuse.eamid=XXXXXXXXXXXXXXXXXXXX
```
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---
### Game resolution and locking FPS
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!!! tip ""
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We'd like to mention that there are two options when it comes to how the game renders. You can choose between `Linear` and `Point` .
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Below is an example of how both look like.
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??? info "Linear"
< img src = "/img/iidx12/iidx12_linear.png" >
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??? info "Point"
< img src = "/img/iidx12/iidx12_point.png" >
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It comes down to your own prefrence what you decide on, `Linear` is less sharp but doesn't have pixel perfect edges. `Point` is sharp and is pixel perfect.
!!! tip ""
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Next up, we'll setup borderless window and configure the proper resolution. We're using a `1920x1080` monitor so we will use that.
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Repeat the previous step and open your :material-file-code:`iidxhook-12.conf`. We want to find these lines:
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```
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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)
gfx.frame_rate_limit=0.0
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# 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
```
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If you can't seem to find them, press `CTRL` + `F` and search for `gfx.frame_rate_limit=0.0` . This will bring you to the first line we want to edit.
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!!! tip ""
Listed below are the values we want to change them to.
```
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gfx.frame_rate_limit=59.95
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gfx.windowed=true
gfx.window_width=1920
gfx.window_height=1080
gfx.scale_back_buffer_width=1920
gfx.scale_back_buffer_height=1080
gfx.scale_back_buffer_filter=linear
```
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Unless you'd like to have the game properly windowed you can safely ignore `gfx.framed=false` .
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Make sure to decide on whether you want `Linear` or `Point` rendering.
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```
gfx.scale_back_buffer_filter=linear
gfx.scale_back_buffer_filter=point
```
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### Final Steps and Setting up the Game
!!! tip ""
We can now focus on starting the game and getting it running. Open `gamestart.bat` (if you kept the name as is)
You will be greeted by the initialization screen and shortly after this screen:
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---
### First launch
!!! danger "If you have any issues running the game, refer to the [Troubleshooting ](troubleshooting.md ) page."
#### BACKUP DATA
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!!! tip ""
If you've followed all instructions correctly, you're now finally ready to launch the game!
**First plug your controller if you have one** and run :material-file:`gamestart.bat`.
If it's your first time running the game, you'll immediately be greeted with this screen.
< img src = "/img/iidx13/firstlaunch/1.png" >
< img src = "/img/iidx13/firstlaunch/2.png" >
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!!! tip ""
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Press your `Start` key to confirm to get to the next error message.
#### CLOCK ERROR
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< img src = "/img/iidx13/firstlaunch/3.png" >
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!!! tip ""
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Press your `Start` key to confirm. This will bring you into it's service menu.
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< img src = "/img/iidx13/firstlaunch/4.png" >
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!!! tip ""
Instructions on how to navigate the menu are shown at the bottom of the screen.
- Press `1` and `2` to go up and down.
- Press `6` to select/execute.
Navigate to `CLOCK` . You do not need to manually change it. Navigate to `SAVE AND EXIT` .
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< img src = "/img/iidx13/firstlaunch/5.png" >
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!!! info "If you'd like to play offline, you can head straight to [Final Notes ](#final-notes )"
#### Enabling e-AMUSEMENT for Online Play
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!!! tip ""
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From the service menu, go to `NETWORK OPTIONS` then `e-AMUSEMENT SETTINGS` .
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< img src = "/img/iidx13/firstlaunch/6.png" >
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< img src = "/img/iidx13/firstlaunch/7.png" >
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!!! tip ""
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It'll bring you to this screen, change it so that `e-AMUSEMENT` switches to `ON` and it will look like this:
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< img src = "/img/iidx13/firstlaunch/8.png" >
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< img src = "/img/iidx13/firstlaunch/9.png" >
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!!! tip ""
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We will need to set a `SHOP NAME SETTING` and change our `PREFECTURE` otherwise the game will throw errors at us.
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< img src = "/img/iidx13/firstlaunch/10.png" >
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!!! tip ""
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- Name your shop to whatever you'd like. Instructions on how to navigate are at the bottom of the screen.
- Navigate to `EXIT` and select it.
- Change your prefecture once or how many times you'd like, it doesn't matter as long as it's not the default one.
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< img src = "/img/iidx13/firstlaunch/11.png" >
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!!! tip ""
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Select `SAVE AND EXIT` . The game will now give you a message, which translated means:
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`e-AMUSEMENT settings have been changed. Please turn the power off and on again.`
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So, close the game and open it again.
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< img src = "/img/iidx13/firstlaunch/12.png" >
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---
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### Final Notes
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!!! success "You're all done! From the service menu select `GAMEMODE` and the game should load ready to be played. Make sure to insert two credits by pressing your `SERVICE` key. Have fun!"
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!!! warning "Have any other errors?"
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Check out the [Troubleshooting ](troubleshooting.md ) section.