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popn: boot with 3 monitors (#636)
## Link to GitHub Issue or related Pull Request, if one exists #618 ## Description of change Take the monitor hooks added for IIDX/SDVX #612 and apply it to popn as well now that popn has a subscreen. There is a debug option in game that actually uses three monitors, which can be activated via hex edits. This will prevent that from working. ## Testing Tested with 3 monitors, fs and windowed.
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@@ -594,6 +594,9 @@ int main_implementation(int argc, char *argv[]) {
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GRAPHICS_FORCE_SINGLE_ADAPTER = true;
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GRAPHICS_PREVENT_SECONDARY_WINDOW = true;
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}
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if (options[launcher::Options::PopnSubMonitorOverride].is_active()) {
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sysutils::SECOND_MONITOR_OVERRIDE = options[launcher::Options::PopnSubMonitorOverride].value_text();
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}
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if (options[launcher::Options::LoadMetalGearArcadeModule].value_bool()) {
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attach_mga = true;
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}
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@@ -997,6 +997,17 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
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.game_name = "Pop'n Music",
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.category = "Game Options",
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},
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{
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// PopnSubMonitorOverride
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.title = "Pop'n Music PikaPika Subscreen Monitor Override",
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.name = "popnsubmonitor",
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.desc = "If you have three or more monitors, this option can be set to tell the game which monitor is the subscreen.",
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.type = OptionType::Text,
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.setting_name = "\\\\.\\DISPLAY3",
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.game_name = "Pop'n Music",
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.category = "Monitor",
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.picker = OptionPickerType::Monitor,
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},
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{
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.title = "Force Load HELLO! Pop'n Music Module",
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.name = "hpm",
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@@ -100,6 +100,7 @@ namespace launcher {
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PopnMusicForceHDMode,
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PopnMusicForceSDMode,
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PopnNoSub,
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PopnSubMonitorOverride,
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LoadHelloPopnMusicModule,
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LoadGitaDoraModule,
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GitaDoraTwoChannelAudio,
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