## Link to GitHub Issue, if one exists
n/a
## Description of change
Add plug&play hooks for RGB camera in DRS.
## Testing
Seems to work with my crappy Logitech C270
Camera options (brightness etc) seem to work in test menu as well).
Tested by another user with realsense camera + logitech camera, both
cams were detected correctly.
## Link to GitHub Issue, if one exists
#477
## Description of change
This is a work in progress.
What works:
- [x] subscreen overlay shows the touch screen image (in windowed mode)
- [x] touch works in the overlay
- [x] only the main window is shown, other windows are not launched
What doesn't:
- [ ] game occasionally crashes when entering test menu?
- [ ] full screen mode is not tested at all due to monitor requirements
- [ ] need more polish (various options to control the behavior)
## Link to GitHub Issue, if one exists
Fixes#512
## Description of change
Fix digital wailing not being recognized consistently.
Also address the fact that wailing was completely broken when lefty mode
was on. This requires a new option that the user needs to check off in
the configurator since we can't magically guess if the user is holding
the guitar in lefty mode.
- [x] fix downward wail
- [x] digital lefty mode
- [x] implement all of this for arena model i/o
- [x] test dx cab 2p
- [x] lefty toggle in overlay
- [x] fix analog not working for 2p guitar
- [ ] analog lefty mode?
## Testing
Checked GW and GW Delta
## Description of change
Add an option that forces requested refresh rate value for the second
monitor; i.e., instead of 60Hz allow the user to override the adapter to
be 70Hz.
Useful for people who have a touch screen that can't do 60Hz.
I don't know if this would cause any timing issues in IIDX or SDVX, but
it seems to boot and monitor check is unaffected.
## Testing
Tested TDJ And UFC mode with a submonitor that can only do 61Hz.
## Link to GitHub Issue, if one exists
#477
## Description of change
Add a new option for scaling the overlay.
Gitadora Arena will receive 250% by default.
Various overlay windows have been updated to scale properly, not perfect
but they are at least usable.
## Link to GitHub Issue, if one exists
None
## Description of change
- Added bi2x_hook
- Added J32D (drum) and J33I (guitar) emulations
- AMI2000 card reader (this game uses this instead of ICCA)
## Testing
Played through a 15-minute session on Drummania.
Guitar mode works with keyboard input.
## Link to GitHub Issue, if one exists
https://codeberg.org/nixac/spicetools/issues/4
## Description of change
Inspired by the Linux issue above in the fork, cache lstat calls for
thumbnail. IIDX 32 and 33 make a call for this every frame which can
cause significant overhead on Linux.
This is being enabled for all versions and not just the Linux variant of
the executables since it provides some marginal performance gain on
Windows.
## Testing
Tested IIDX 32/33, with the option on/off, and with AVS verbose logging
on/off.
Tested with ifs_layeredfs hook as well just to verify functionality.
## Link to GitHub Issue, if one exists
#345
## Description of change
If TDJ / VM mode is active AND user is enabled `-monitor` option (and
the value isn't 0, the primary monitor)
then disable the subscreen overlay, show an error message instead.
We're doing this because both games cannot accept emulated touch input
if `-monitor` option is in use. There is not much point in displaying
the second screen's image, other than to REALLY confuse people when
nothing happens when they click on it.
## Testing
Tested both games with `-monitor`.
## Link to GitHub Issue, if one exists
#345
## Description of change
In the main menu (Esc key), instead of just saying `Show subscreen`,
detect game and say `Show TDJ Subscreen` `Show LDJ LED Ticker` etc.
For the LED ticker window, show the title bar by default, and add an
option to hide it back.
This is to help with cases where people get stuck with being in LDJ mode
when they meant to turn on TDJ.
## Testing
Tested all configurations (IIDX LDJ/TDJ, SDVX UFC, DRS)
## Link to GitHub Issue, if one exists
#452
## Description of change
* Split the MDXF I/O option into three: auto, thread, and backfill.
`auto` is the same as what `thread` used to be before this change (based
on I/O poll rate), but `thread` now always forces thread poll mode.
`auto` is the default (behavior wise, same as before)
* For the poll rate measurement, start polling after 20s mark to avoid
frame drops during game boot
* Minor code clean up
## Testing
manual test in windowed + full screen
## Description of change
Extension of #460
An option was exposed to `spicecfg` (`P4IOBufferMode`) for toggling
between the Thread and Backfill buffer fill implementations from the
prior PR.
## Testing
- Verified the option properly toggled between the two implementations
## Link to GitHub Issue, if one exists
#442
## Description of change
Adds a new option that intentionally fails the recording functionality.
## Testing
Tested on iidx32.
## Link to GitHub Issue, if one exists
For #345
Similar idea as https://github.com/spice2x/spice2x.github.io/pull/350
## Description of change
Disable camera access by default by setting `CONNECT_CAMERA` environment
var to 0 before launching. This was one of those "required" things
people clicked on, but now it's done automatically to reduce friction
for new users.
On cab setups (i.e., running without -iidx module), cameras will remain
on, unless user overrides it.
On franken setups (partial I/O) - user will need to specify what they
want via the new option, we can't guess correctly.
## Testing
## Link to GitHub Issue, if one exists
n/a
## Description of change
They moved some DLLs around so MFC wasn't being auto-detected, and I/O
hooks were not being performed. Fix that.
## Testing
The game boots into test menu, some i/o works, touch doesn't, not
playable yet.
## Link to GitHub Issue, if one exists
#410
## Description of change
When raising fatal errors via `log_fatal`, also show a modal popup.
Update instances of `log_fatal` where the message was too long to fit.
## Testing
Tested various failure conditions.
## Link to GitHub Issue, if one exists
#345
## Description of change
Add auto-troubleshooter messages for when audio hooks are disabled, and
when 9on12 is turned on by user.
## Testing
Manual verification
## Link to GitHub Issue, if one exists
n/a
## Description of change
Create a "full" version of the archive with api and extra binaries. The
normal archive remains in place with just src and stubs.
## Link to GitHub Issue, if one exists
n/a
## Description of change
Add a "Linux" variant of spicecfg/spice/spice64.exe - currently these
are the same as Windows binaries but built without dependency on
WinSCard, which makes it easier to run on WINE.
Split dist archive into two, move api and extras into the new extras
zip.
## Testing
I only checked to see that Linux variants run fine on Windows, and
checked with dumpbin to confirm that the dependency on winscard DLL is
removed. No official support will be provided for Linux builds.
## Link to GitHub Issue, if one exists
Fixes#403
## Description of change
Set CONNECT_CAMERA env var even when iidx module is not enabled, so that
camhook can work without -iidx being set with real IO
## Testing
tested with emulated i/o and real i/o by user (see linked issue)
## Link to GitHub Issue, if one exists
n/a
## Description of change
Add CMake option to disable SCard functionality. Needed by some builds
of WINE, where distributor opted to not enable scard functionality for
whatever reason
## Testing
Building with `cmake -DWITH_SCARD=OFF` does not link against winscard
Building without this option at all links against winscard
## Link to GitHub Issue, if one exists
#0
## Description of change
The original launcher::detect_bootstrap_release_code() wasn't detecting
user specified bootstrap.xml path, and was causing issues for
patch_manager and other ext check spots prior to ea3 init (as ea3 does
proper path check itself).
I've added the user path check and proper xml parsing from
detect_gameversion().
## Testing
Tested with prop/bootstrap.xml presents.
Tested with prop/bootstrap.xml not presents and -b
/path/to/bootstrap.xml
## Description of change
Detect and log troubleshooter messages for:
* (early) hook DLL load failure
* data_mods folder without ifs_hook.dll
* spice version (print out current version and add a link to github
download)
## Testing
## Link to GitHub Issue, if one exists
n/a
## Description of change
Recently distributed iidx data has this enabled in ea3-config.xml by
default, exposing people's PCBID in the logs.
Find the node in the XML and remove it on boot, unless user overrides it
with a new option.
## Testing
Tested using asphyxia.
## Link to GitHub Issue, if one exists
n/a
## Description of change
Add a new option that allows absolute position analog input, such as
SDVX controller knobs and IIDX turntables, to be bound as input for
Polaris Chord faders.
In practice this means turning a knob counter-clockwise results in fader
being held left (relative to velocity), and vice versa.
## Testing
Tested using FauceTwo and a mouse.
## Link to GitHub Issue, if one exists
#345
## Description of change
If `-exec` is specified, log a giant warning.
Also, fix some compiler warnings in MFG.
## Testing
Confirmed message being logged in log.txt.
## Link to GitHub Issue, if one exists
n/a
## Description of change
Adds support for Polaris Chord
## Testing
Tested with XIF:J:A:A:2024122300. IO/ICCA works, game successfully
connects to server and is playable.
## Link to GitHub Issue, if one exists
#345
## Description of change
On launch of spice.exe / spice64.exe, call `regsvr32` on known codecs in
the `com` directory.
Add an option to skip this (`-ddrnocodec`) as a chicken bit.
## Testing
Tested 32 and 64 bit DDR.
## Link to GitHub Issue, if one exists
#345
## Description of change
Simplify camera hook in SDVX5/6. Camera hook will always be installed
and return 0 cameras.
Deprecate `-sdvxdisablecams` option as it is no longer needed as a
result of this change.
## Testing
Tested SDVX5 final, SDVX6 year 1, and a recent SDVX6 build.
## Link to GitHub Issue, if one exists
#345
## Description of change
On launch of spice/spice64, dump bindings in Buttons and Analog tab
## Testing
Tested on 32 bit and 64 bit
## Link to GitHub Issue, if one exists
N/A
## Description of change
Minor fix for a warning in the log. Moves the check for IFS LayeredFS
_after_ loading hooks. Also checks for the module with `GetModuleHandle`
instead, which should cover all paths as long as `ifs_hook.dll` hasn't
been renamed. 😅
## Testing
Before:
```
[2025/07/19 15:59:56] W:launcher: data_mods directory was found, but ifs_hook.dll is not present; your mods will not load
[2025/07/19 15:59:56] W:launcher: to fix this, download ifs_layeredfs and add it as a DLL hook (-k)
[2025/07/19 15:59:56] W:launcher: https://github.com/mon/ifs_layeredfs
[2025/07/19 15:59:56] I:launcher: msvcrt!__argc value before: 0
[2025/07/19 15:59:56] I:launcher: msvcrt!__argc value after: 57
[2025/07/19 15:59:56] I:launcher: loading hook DLL C:\Users\Emma\AppData\Local\Programs\SpiceTools\hooks\64\ifs_hook.dll
[2025/07/19 15:59:56] I:libraryhook: LibraryHook Attach
```
After changes - no warning observed:
```
[2025/07/19 15:59:08] I:launcher: msvcrt!__argc value before: 0
[2025/07/19 15:59:08] I:launcher: msvcrt!__argc value after: 57
[2025/07/19 15:59:08] I:launcher: loading hook DLL C:\Users\Emma\AppData\Local\Programs\SpiceTools\hooks\64\ifs_hook.dll
[2025/07/19 15:59:08] I:libraryhook: LibraryHook Attach
```
## Link to GitHub Issue, if one exists
n/a
## Description of change
Complain if nvcuda.dll, nvcuvid.dll, or nvEncodeAPI64.dll are found in
modules or in root directory. This would complain for spice-provided
stubs as well.
## Testing
## Link to GitHub Issue, if one exists
Fixes#190
## Description of change
When `-cmdoverride` is specified, any command line arguments are taken
first before merging with what is in the config file.
## Testing
Still testing...
## Link to GitHub Issue, if one exists
#316
(this does not fix the issue!)
## Description of change
Add an option to omit `-noCamera` option. Doing so allows the game to
boot and search for a compatible camera using KS API, but will likely
fail since we don't know what cameras are compatible. You end up with a
camera error during boot, which can be ignored by flipping a switch in
the test menu to disable the camera.
No hooks are currently done to make the camera work!
## Testing
Tested to see that turning this on triggers the camera error. No known
camera at the moment.
## Link to GitHub Issue, if one exists
Fixes#139
## Description of change
Add an option for detecting window focus when accepting input.
The new default will be to have the following:
* naive bindings will check for window focus
* rawinput binds are not affected, will continue to be accepted
regardless of focus
Other options (always / never choices) can be picked by the user to
tweak the behavior if needed.
Clean up usage of `0xff` constant to represent invalid naive vkey.
## Testing
Still in progress, especially in regards to performance.
On a i7-9700 system, 10000 calls to `superexit::has_focus()` takes
250-350 microseconds, so this should not be a big deal at all.
## Link to GitHub Issue, if one exists
n/a
## Description of change
Allow the server to override client's quality options for screen
mirroring.
On Windows / Android versions (flutter-based) clients, this is already
in the options of those apps. However, the iOS version lacks the quality
options.
## Testing
Tested with iOS and Windows clients.
## Link to GitHub Issue, if one exists
n/a
## Description of change
Log a message if d3d9.dll (and friends) are found in the game root or
the modules directory.
This is to help with troubleshooting in cases where the user is unaware
that d3d9 is being used to inject other DLLs (e.g., ifs_layeredfs), or
when DX9 reimplementation is causing issues / crashes (e.g., dxvk).
## Testing
Observed the new messages being logged in both modules / root directory.
## Link to GitHub Issue, if one exists
Fixes#307
## Description of change
Add an option for making TDJ/UFC subscreen window borderless in windowed
mode
Add another option for keeping the subscreen "always on top".
Add size / position arguments to SDVX windowed subscreen, exactly the
same as what is allowed for IIDX.
## Testing
Seems to work....
## Link to GitHub Issue, if one exists
#304
## Description of change
Complain loudly about DLL conflicts. Show warnings for each DLL that
exists in both modules directory and the root.
This is not based on LoadLibrary hooks, just enumerating DLLs via
filesystem access.
Deliberately not using `log_fatal` since these are not necessarily going
to crash the game. Some people just love to have messy installs and if
the game booted fine before, it should continue to boot.
## Testing
Tested with/without `-modules`, with/without duplicate DLLs.
## Link to GitHub Issue, if one exists
Fixes#280
## Description of change
Introduce a variant of 32bit spice.exe that is large address aware.
## Compiling
👍
## Testing
Minimal testing has been done to see if the LAA variant can boot
existing 32 bit games.