## Link to GitHub Issue or related Pull Request, if one exists
#618
## Description of change
Add rest of the LED strip lights.
## Testing
Tested U region.
## Description of change
`std::ostringstream.str()` returns a temporary string so it's invalid to
obtain c_str from it and pass it around.
## Testing
wip
## 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.
## Link to GitHub Issue or related Pull Request, if one exists
#618
## Description of change
The game insists on having two monitors. Hook various DX9 and Win32
monitor APIs to fake a monitor if the user only has one. This correctly
convinces the game that it needs to draw two screens instead of just
one.
## Testing
WIP
## Link to GitHub Issue or related Pull Request, if one exists
#618
## Description of change
The game expects the main display to be *not* HDMI, and at port 2.
Hooking DisplayConfigGetDeviceInfo allows us to boot the game on any
monitor.
Add basic I/O hook. It gets stuck in `USB I/O Checking...` for a couple
minutes but it'll eventually skip and boot to title screen.
## Testing
ugh.
## Link to GitHub Issue or related Pull Request, if one exists
#345
Hoping that #180 is also addressed by this change, but I can't test it.
## Description of change
IIDX (TDJ) and SDVX (Valk) will now be able to boot in full screen even
with 3 or more monitors attached.
spice will "hide" from the game any monitors other than the primary
monitor and one other monitor for subscreen, allowing it to boot without
crashing - accomplished by clearing `DISPLAY_DEVICE_ATTACHED_TO_DESKTOP`
flag when monitors are enumerated over `EnumDisplayDevicesA`, and
fortunately both games seem to respect that flag.
Add options (one for IIDX, another for SDVX) that lets you specify the
monitor ID of the second monitor.
When the option is set, user-specified monitor will be used as the
subscreen. When the option is not set, spice will just pick the
lowest-indexed monitor as the subscreen, not counting the primary one of
course.
## Testing
Tested both games with three monitors. Should probably work for four or
more.
This was a lot more background work than expected, but that is the
nature of unnecessary hobbies I guess. Most things in here are obvious,
so here's the non-obvious thoughts and notes:
1. All the XP stuff is optional, if the toolchain isn't available it
won't even try
2. The docker build is the "known good" build and now has all the
required tools for XP and checking binaries
a. If you're OK with it, can add the XP_MUST_BUILD flag to
build_docker.sh
4. New `SPICE_XP` flag to comment out blocks
5. We could technically build using the Docker image I've made for my XP
compatible LLVM toolchain, but combining the binaries into a single zip
at the end of it is somewhat tedious, so I've chosen to grab the
binaries from my release
6. I also wrote a DLL checker to make sure the final binaries are
_actually_ XP compatible, which found some issues on x86_64 (I don't
know a single game that runs on 64 bit XP, but it wasn't too much effort
so whatever). This also won't run if missing, just to save the trouble.
7. The build script is still pretty shit, I've made some minor
improvements
a. `/usr/bin/env bash` instead of `/bin/bash` as it's more correct
b. Adding `-it` to the docker build, so Ctrl+C actually halts it
c. Main issue is that failures don't halt, because of the custom error
catching function. This has caused a lot of frustration, maybe we can
change that
## Testing
It runs on 32 and 64 bit installs of XP. My jubeat cab is on Win10 these
days and I haven't got around to testing an actual game, but I've
distributed test builds of this to people who *have* confirmed it works
as expected.
## Description of change
Adds `-mainmonitor` option which changes the monitor layout before
launching the game. This is much more reliable than the old `-monitor`
option which operated at DX9 level. This works for TDJ/UFC subscreens,
for example.
Rename `-monitor` option to `-dx9mainadapter` to discourage use.
`-monitor` will continue to work, of course.
Changing of primary monitor happens first before any orientation changes
/ refresh rate changes, which means those options will result in the
logically correct configuration.
Create a new option category for `Monitor` (rotate, refresh rate, etc).
Add a monitor selection widget for `-mainmonitor` option in the
configurator.
Improve how we log names of monitors in the log during boot - should be
less of "Generic PnP Monitor" after this.
## 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.
- Include order and forward decls were breaking button.h because a
declared but not defined struct can't be initiated (honestly this file
was cooked, crazy include order).
- `MAXINT` is GCC specific, `INT_MAX` is portable.
- InterlockedDecrement takes a LONG, not ULONG
- an imgui printf-style call using a direct string instead of %s (let's
ignore the fact that it's actually safe based on how the str is
constructed)
- missing `override` on a virtual subclass
- `CALLBACK` on a lambda threw me for a loop, but I believe moving it
after the arg list is the correct approach (see if it builds on gcc I
guess)
- `std::result_of` was removed in C++20, which the project is built with
## Link to GitHub Issue, if one exists
n/a
## Description of change
Adds an option to pick from four algorithms for guitar picking input.
The default behavior is being switched from legacy (rising edge only,
always 1 frame of input) to SOCD "prefer recent" algorithm. This makes
it slightly easier to navigate the menu with the guitar.
## Testing
Validated gw, gwdelta, and sdvx just in case.
## 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
## Link to GitHub Issue, if one exists
n/a
## Description of change
Use fmt library for formatting time
Round down sub-second units so that the FPS counter only updates once
per second (instead of Time and Uptime ticking independently)
clean up usage of `localtime` in `logging.cpp`
## 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
n/a
## Description of change
Make the text color cyan to make the messages stand out.
## Testing
Verified in terminal.
## 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
For HID device descriptor, use the "W" version of Windows API, and make
sure UTF-8 is being used throughout since that's the only format IMGUI
supports.
Before this change, non-Latin characters would have shown up as `HID ???
?????` for a mouse, for example.
Due to the way ImGui loads fonts, only the following languages are
supported:
* Simplified Chinese
* Cyrillic
* Japanese
* Korean
* Thai
* Vietnamese
## Testing
Tested various combination of Windows UI language and non-Unicode
language.
## 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
#410
## Description of change
Forcibly minimize all windows before showing the crash dialog. Without
this, the dialog shows "behind" the game when launching multi-monitor
fullscreen games (TDJ, VM)
## Testing
Tested TDJ and VM in fullscreen.
## Link to GitHub Issue, if one exists
#345
## Description of change
Show a MessageBox when signal detects a crash.
## Testing
Tested full screen and windowed games.
## 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
## Description of change
Finally figured out where the deadlock was coming from - it's because
the `dump_to_logger` was writing `SuperstepSound: Audio device is not
available` to the logger which calls back into the log hook, and then
emits another deferred message, trying to acquire the lock again on the
same stack.
## Testing
Tested the superstep sound failure case again.
## Description of change
Various fixes to deferred logger -
* Rename to "auto troubleshooter"
* Fix potential deadlock
* Reword the error messages to fit in a narrower column
## Testing
tested all the error cases
## Link to GitHub Issue, if one exists
[#390 ](https://github.com/spice2x/spice2x.github.io/pull/390)
## Description of change
Just like the normal logger, deferred logging can be called from any
component at any time, so accessing the vector needs to be guarded.
## Testing
## 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
#41 (partially)
## Description of change
This PR adds support for outputting IIDX tape LED data via spiceapi
(`iidx_tapeled_get()`). It returns the data as a `dict`, with the key
being the LED name and the value being the list of RGB values. You can
optionally pass in a variadic list of names to filter the returned data.
The new API function is only implemented in Python since I'm not able to
test the wrappers in other languages.
An example script using the new API is available in this Beef Board PR:
https://github.com/HWXLR8/beef-board/pull/133.
Demo use case: https://streamable.com/pq5e1e
## Testing
Tested in IIDX 32 with custom Beef Board firmware along with a Python
script to read and send the tape LED data over USB.
## Link to GitHub Issue, if one exists
Fixes#320
## Description of change
Replacing the existing logic that searches for game window to hook touch
on.
Eventually, we should fix all the other games that hook touch by
matching on window title with a call to `FindProcessWindowBeginsWith`.
## Testing
Tested with notepad open that was also titled `LovePlusAC`. Game hooked
correctly when the game was in focus during boot, and also when notepad
was in focus.
## Link to GitHub Issue, if one exists
n/a
## Description of change
Dump monitor resolution and refresh rate to the log on launch.
## Testing
Tested with two monitors.
## 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
#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
n/a
## Description of change
For JSON config files of the following features:
* patch manager
* screen resize
* IIDX camera hook
* card manager
when saving a new file, store them in %appdata%\spice2x instead of
%appdata%.
On load:
1. If the JSON file exists in %appdata%\spice2x, use that (new path)
1. If the JSON file exists in %appdata%, continue to use that (legacy
path)
It's common for people to have mixed versions of spicetools/spice2x so
we'll continue to read from the %appdata% root if the files are there,
but with a preference for the new path. We will not forcibly move files.
spicetools.xml will continue to live in the %appdata% root. Moving this
will confuse a lot of people, so I'm avoiding this.
Also, this fixes `-patchcfgpath` and `-resizecfgpath` to create
directories as needed (previously the parent directory must have existed
first)
## Testing
Tested -
* existing config files are continued to be read from %appdata%
* new files get created in %appdata%\spice2x\... (both in spicecfg and
in overlay)
* can provide custom path for `-patchcfgpath` `-resizecfgpath` and
observe directories + file created in custom path, try absolute or local
relative paths