## Link to GitHub Issue or related Pull Request, if one exists
#618
## Description of change
Add overlay for subscreen.
Add an option for no subscreen window.
Use the same "force redraw subscreen" logic we used in SDVX to fix the
same issue.
Known issues:
* still crashing when running windowed if there is only one monitor
* having only one monitor causes sunscreen overlay to not work
(NumberOfAdaptersInGroup issue?)
## Testing
## Link to GitHub Issue or related Pull Request, if one exists
#618
## Description of change
Turns out running this with bi2x doesn't process buttons properly, so we
have to use bi3a.
## Testing
Seems playable now.
## Link to GitHub Issue or related Pull Request, if one exists
#618
## Description of change
Implement BI2X hook I/O for service/test/coin/headphones and the deka
pop-kuns.
## Link to GitHub Issue or related Pull Request, if one exists
#616
## Description of change
Adds preliminary support for XInput controllers. Enough to manually bind
buttons and map analogs.
## Link to GitHub Issue or related Pull Request, if one exists
#592
## Description of change
* when custom DLLs are detected (`d3d9.dll`) print out some basic data
from the PE header
* for our own NVIDIA DLL stubs, add manifest files to identify ourselves
* as a bonus, when DLL hooks are loaded from `-k`, print DLL info there
as well
This is mainly to detect when DXVK is in use.
## Link to GitHub Issue or related Pull Request, if one exists
Implements #579.
## Description of change
### Controller Presets
Add a new "Presets" tab to spicecfg that allows users to save, load, and
manage controller binding presets.
#### Save Presets
- Capture all current button, analog, and light bindings as a preset
- "Assign Labels" dialog prompts the user to name each source device
(e.g. "Player 1", "Player 2") before saving
- Device IDs are replaced with these labels, making presets portable
across different machines
- Presets are stored in `%APPDATA%/spice2x/spicetools_presets.xml`
#### Load / Apply Presets
- Preset list shows name, type (Built-in / User), and binding counts
- Apply dialog maps each preset source label to a connected device or
keyboard
- Bindings are applied per-source, supporting multi-device setups (e.g.
two PHOENIXWAN controllers)
#### Edit / Delete Presets
- Rename source labels in saved presets (propagates to all bindings)
- Delete user presets
#### Built-in Presets
- PHOENIXWAN preset for Beatmania IIDX: P1/P2 buttons (1-7, Start,
EFFECT, VEFX), turntable analogs, and button lights
## Testing
* [x] Open spicecfg, go to Buttons tab, verify Presets section loads
* [x] Verify PHOENIXWAN builtin preset appears for Beatmania IIDX
* [x] Save a new preset: confirm "Assign Labels" dialog appears with
device descriptions as defaults
* [x] Apply a preset: confirm source column shows labels, popup does not
shrink
* [x] Edit labels on a saved preset: confirm rename propagates to all
bindings
* [x] Hover over a device source tooltip: confirm vKey shows as number
- Allow overriding the toolchains so I can avoid changes in my working
tree
- Squash warnings that the deps use, can't just add them as PRIVATE
compile flags because it's in the headers :(
- Squash those d3d9 warnings with a suppression instead of trying to
rewrite 400 lines of code
Doing dumb things and building inside a path that contains spaces.
Quoted the relevant bits in the build script (and a couple more
shellcheck brought up that realistically won't ever be an issue, but the
squigglies annoy me.
## 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
n/a
## Description of change
Apply SOCD cleaner algorithm to deal with the case where both
counter-clockwise and clockwise buttons are pressed at the same time.
In SDVX, default algorithm is to prefer the most recently pressed
direction. This is better for dealing with slams in rapid succession,
for example, as you don't have to completely let go of one direction to
hit the other now.
In IIDX, default algorithm is neutral (same behavior as before). Using
last or first algorithm results in double scratches which means you'll
likely end up with an excessive poor after hitting a scratch, so neutral
is actually beneficial. Besides, if you are serious about playing on the
keyboard, you should be using `TT +/-` and `TT +/- Alternate`.
## Testing
Tested SDVX 3, EG (old cab), EG valk cab modes, IIDX 24, 27, 33
(tdj/ldj)
## Link to GitHub Issue, if one exists
#477
## Description of change
Arena cab has two sound cards and it uses `WrappedIMMDeviceCollection`
to set the volume to 100% on boot on both, instead of the typical
`GetDefaultAudioEndpoint`.
## Testing
Testing Delta, testing other games as well as they are affected.
## 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
n/a
## Description of change
When touch monitors send touch area size information
(`TOUCHEVENTFMASK_CONTACTAREA` flag and `cxContact` / `cyContact` fields
of `TOUCHINPUT` struct) from `GetTouchInputInfo`, IIDX gets confused and
does some unexpected things when interacting with the subscreen.
As a workaround, hook `GetTouchInputInfo` and clear out the flag &
values.
This is only done for IIDX AND when -iidxnativetouch is on.
## Testing
Tested on a Dell touch monitor, simulating "bad" values.
## Link to GitHub Issue, if one exists
n/a
## Description of change
`acmFormatSuggest` is known to cause significant perf issues on Linux;
add a hook to return cached results.
The fix is only active in the Linux variant.
For discussion, see
* https://codeberg.org/nixac/spicetools/issues/2
* https://codeberg.org/nixac/spicetools/issues/4
## Testing
I've only tested this on Windows, checking if iidx and popn can boot,
play songs without audio issues.
## 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
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
#388
## Description of change
Instead of setting flags in `signal` and logging when we crash, create a
class for logging deferred semi-fatal messages, and dump them to the log
immediately before crashing or shutting down.
## Testing
Tested each failure case by injection.
## Description of change
When the game library fails to load, recursively iterate its import
table to narrow down the missing library.
If the dependency is a commonly missing one, give the user a hint on
where to find it.
## Testing
System with an AMD GPU and LDJ-010 IIDX:
```
[2025/10/01 00:32:41] M:dependencies: bm2dx.dll
[2025/10/01 00:32:41] M:dependencies: |-- nvEncodeAPI64.dll
[2025/10/01 00:32:41] W:dependencies: | |-- [!] NVIDIA Graphics Driver
[2025/10/01 00:32:41] W:dependencies: | |-- For non-NVIDIA GPUs, copy the stub file from the spice2x release .zip.
[2025/10/01 00:32:41] F:libutils: DLL failed to load - this is a common error. Please carefully read ALL of the following steps for a fix:
```
Same system, but with SDVX:
```
[2025/10/01 00:33:53] M:dependencies: soundvoltex.dll
[2025/10/01 00:33:53] M:dependencies: |-- nvcuda.dll
[2025/10/01 00:33:53] W:dependencies: | |-- [!] NVIDIA Graphics Driver
[2025/10/01 00:33:53] W:dependencies: | |-- For non-NVIDIA GPUs, copy the stub file from the spice2x release .zip.
[2025/10/01 00:33:53] M:dependencies: |-- nvcuvid.dll
[2025/10/01 00:33:53] W:dependencies: | |-- [!] NVIDIA Graphics Driver
[2025/10/01 00:33:53] W:dependencies: | |-- For non-NVIDIA GPUs, copy the stub file from the spice2x release .zip.
[2025/10/01 00:33:53] F:libutils: DLL failed to load - this is a common error. Please carefully read ALL of the following steps for a fix:
```
Contrived example of a missing dependency of a dependency:
```
[2025/10/01 00:30:59] M:dependencies: bm2dx.dll
[2025/10/01 00:30:59] M:dependencies: |-- libaio.dll
[2025/10/01 00:30:59] W:dependencies: | |-- [!] The library could not be loaded. (126)
[2025/10/01 00:30:59] M:dependencies: |-- libaio-iob.dll
[2025/10/01 00:30:59] M:dependencies: | |-- libaio.dll
[2025/10/01 00:30:59] M:dependencies: |-- libaio-iob2_video.dll
[2025/10/01 00:30:59] M:dependencies: | |-- libaio.dll
[2025/10/01 00:30:59] M:dependencies: | |-- libaio-iob.dll
[2025/10/01 00:30:59] F:libutils: DLL failed to load - this is a common error. Please carefully read ALL of the following steps for a fix:
```
Another example of a missing file, but with 32-bit IIDX 24:
```
[2025/10/01 00:42:13] M:dependencies: bm2dx.dll
[2025/10/01 00:42:13] M:dependencies: |-- libafp-win32.dll
[2025/10/01 00:42:13] W:dependencies: | |-- [!] The library could not be loaded. (126)
[2025/10/01 00:42:13] M:dependencies: |-- libafputils-win32.dll
[2025/10/01 00:42:13] M:dependencies: | |-- libafp-win32.dll
[2025/10/01 00:42:13] F:libutils: DLL failed to load - this is a common error. Please carefully read ALL of the following steps for a fix:
```
---------
Co-authored-by: aixxe <me@aixxe.net>
## 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
n/a
## Description of change
Add a stub for `cpusbxpkm.dll`. The stub doesn't work, it's only enough
to allow the game to load; but that is irrelevant since spice hooks the
printer at runtime.
## Testing
Observed the game boot, and was able to print out the test image from
test menu. Will do more testing on a real server.
## 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.
## Link to GitHub Issue, if one exists
n/a
## Description of change
Update ImGui to `v1.91.4`. We can't update to `v1.91.5` or newer just
yet because impl_spice depends on the old IO model of ImGui which got
removed in `v1.91.5`.
We also can't update the DX9 renderer right now, because at some point
overlay breaks in TDJ (and only in TDJ...)
Enable the new debug logging functionality in ImGui. Add a button in
overlay to toggle debug log window.
Fix some minor bugs spotted by the new ImGui debug log: mismatched API
calls, font loading issues.
## Compiling
👍
## Testing
In progress.
## Link to GitHub Issue, if one exists
n/a
## Description of change
Functionally, no change.
Move ImGui library files around so that they mirror how they are
structured in imgui releases. This will make it easier to migrate to a
future version of ImGui.
Add a handful of static asserts to check that we have the necessary
features enabled / disabled in imgui header.
## Compiling
👍
## Testing
Tested 32-bit overlay, 64-bit overlay, TDJ, and UFC overlays, and
spicecfg.
Interesting finds during ImGui testing (not part of this PR, but for
future reference when upgrading imgui version):
* Updating dx9 backend to the newest causes TDJ to stop rendering the
overlay completely (fine in UFC or any other game)
* Omitting `IMGUI_USE_BGRA_PACKED_COLOR` causes spicecfg software
renderer to use the wrong color (RGB format parsing error probably)
* At some point - v1.90? the `About` and `Licenses` buttons in spicecfg
stop responding after an upgrade, maybe our improper usage of MenuItem?
* Using the docking branch of ImGui is not required but we should just
stick to it for multi-viewport functionality which we may want to use
later.
## Link to GitHub Issue, if one exists
n/a
## Description of change
Adds Mahjong Fight Girl Support
## Compiling
+
## Testing
Tested with VFG:J:E:A:2024100800 in HG mode with VFG IO. No
modifications made to data, other than avs-config.xml and
ea3-config.xml. B and C modes don't work because of serial touchscreen.
UKS mode doesn't work because of IO.
## Link to GitHub Issue, if one exists
Fixes#263
## Description of change
Add "scenes" to screen resize.
* UI changes - F11 menu now has a "scene switcher" for `Scene 1/2/3/4`.
Clean up other UI bits.
* Add hotkeys for `Screen Resize Scene 1`, `Screen Resize 2`, and so on.
* Detect hot key and trigger resizes.
* Add additional objects to screen_resize.json for saving and loading
the new scene settings.
* Existing screen resize data is backwards compatible (can be
loaded/saved to JSON), and is treated as `Scene 1`.
* Add API endpoint for `Resize`, allow toggling resize on/off, switching
active scene
* Add Python wrapper. Did not bother with the other wrappers (Dart, C++,
etc)...
## Compiling
🥇
## Testing
Still testing, but seems to work fine for TDJ.