Commit Graph

522 Commits

Author SHA1 Message Date
cchike e5808257ca MDX: Fixed Status Control Buffer Emulators (P4IO Timing Fix) (#439)
## Description of change
In its current state, the emulated `libacio2.dll` functions
`ac_io_mdxf_get_control_status_buffer` and
`ac_io_mdxf_update_control_status_buffer` only operate using a single
head pointer (`COUNTER`) for the ring buffers of
`[panel_state,timestamp]` (simplified for brevity here) polls for both
players, when they should be maintaining a separate head pointer for
each ring buffer. On every frame, `arkmdxp4.dll` makes calls to
`ac_io_mdxf_update_control_status_buffer`, which [in this emulated
version] advances the head pointer, creates a new entry for the latest
panel state info along with the current time, and stores it at the head
of the ring buffer. This function is called for each player: After the
call for 1P, the head pointer is advanced by 1, so by the time it's
called for 2P, the head pointer had already been advanced by 1, meaning
the new entry for 2P's panel state ring buffer is written two entries
ahead of where the last entry for 2P was written. This is an example of
how the entries were written for each ring buffer:

```
Frame 1:
1P[0] = t0
2P[1] = t0

Frame 2: 
1P[2] = t1
2P[3] = t1

Frame 3:
1P[4] = t2
2P[5] = t2

Frame 4:
1P[6] = t3
2P[0] = t3

...

Frame 7:
1P[5] = t6
2P[6] = t6

Frame 8:
1P[0] = t7
2P[1] = t7
```

This is an issue because `arkmdxp4.dll` calls
`ac_io_mdxf_get_control_status_buffer` on every frame to load the last 7
polls for each player, which depends on the ring buffer entries being in
reverse chronological order to properly determine when an arrow is
pressed and when it was released, but this is what it sees from the ring
buffers after 8 frames:

```
1P: t7 -> t3 -> t6 -> t2 -> t5 -> t1 -> t4
2P: t7 -> t3 -> t6 -> t2 -> t5 -> t1 -> t4
```

In this case, `arkmdxp4.dll` assigns step times based on polls that are
out of order, resulting in unpredictable timestamp assignment to each
step, with the issue compounding at lower framerates since the timestamp
deltas between each poll will be greater (see side note). After
implementing two separate head pointers for each ring buffer, those same
two arrays become:

```
1P: t7 -> t6 -> t5 -> t4 -> t3 -> t2 -> t1
2P: t7 -> t6 -> t5 -> t4 -> t3 -> t2 -> t1
```

This is how `arkmdxp4.dll` expects this data to be structured, so timing
should become more consistent after this change.

Side note: in this particular p4io implementation, the only place the
polls are updated is once per frame on the calls to
`ac_io_mdxf_update_control_status_buffer`, meaning the polling rate of
the controller used is locked to the framerate of the game. There should
be another thread not tied to the main one that listens to input from
the OS and updates these ring buffers on a much faster cadence.

## Testing
I played a few songs to make sure nothing was broken. I also attached a
debugger and verified the ring buffer entries are now being returned in
reverse chronological order as intended.
2025-12-09 19:15:15 -08:00
bicarus-dev 283ec3960a ea3: add warning message for missing <soft> node (#440)
## Link to GitHub Issue, if one exists
#345 

## Description of change
Add some descriptive error message for the case where we couldn't find
softid in prop files.

## Testing
manual
2025-12-09 19:14:58 -08:00
bicarus-dev 0ec37ac6ea troubleshooter: log soft id (#436)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Log soft ID (game datecode etc) at the top of auto-troubleshooter output
2025-12-08 17:35:59 -08:00
duel0213 0ef0b84308 mdx: change init_code instead of security_code for gold cab (#438)
## Link to GitHub Issue, if one exists
n/a

## Description of change
This changes previous security code change to init code change (#435)

## Testing
2025-12-08 17:14:35 -08:00
duel0213 62c30d8895 mdx: fix io mode bio2 boot crash (#435)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Currently when 'bio2' specified on 'io' parameter of app-config the game
crashed due to security code check.
These codes changes security code to corresponding one and adds fake
BIO2 entry to satisfy BIO2 check.

## Testing
Tested with MDX-003 and J:I:B ident.
The game boots and A3 now displays gold cab theme and displays MATCHING
GROUP, MATCHING SIDE on NETWORK OPTIONS test mode menu.
2025-12-08 10:16:16 -08:00
bicarus-dev 4e86cb16a2 cfg: tweaks to analog binding UI (#434)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Add the raw device handle string to tooltip.
Add `Reset` button that clears all values.

## Testing
manual testing
2025-12-06 01:47:00 -08:00
bicarus-dev 76f401de95 iidx: rework wasapi/asio detection for iidx33+ (#433)
## Link to GitHub Issue, if one exists
Fixes #432 

## Description of change
Newer versions of iidx33+ reintroduces `SOUND_OUTPUT_DEVICE` env var.
iidx module must account for its return

## Testing
2025-12-05 15:33:09 -08:00
bicarus-dev 5947779502 iidx,sdvx: warn user when using -monitor with TDJ/UFC mode (#431)
## Link to GitHub Issue, if one exists
#345 

## Description of change
Warn user via warning message in log + auto-troubleshooter entry when
-monitor option is used in full screen with TDJ and UFC mode.

This covers yet another case where TDJ subscreen does not respond to
mouse clicks (because the game expects them to come through the primary
display). For UFC, -monitor usually results in a failure to create DX
adapter.

## Testing
Manual verification with TDJ/UFC modes and two monitors.
2025-12-04 21:57:36 -08:00
bicarus-dev 61c97ccaab net: ignore -ea if -url is set (#430)
## Link to GitHub Issue, if one exists
#345 

## Description of change
Ignore -ea if -url is provided

## Testing
2025-12-01 16:04:32 -08:00
bicarus-dev 12d6a88c60 iidx: turn off camera access by default (#428)
## 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
2025-11-30 16:13:34 -08:00
bicarus-dev 984b41a1ae cfg: fix combo boxes (#429)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Combo boxes for options were not highlighting the currently selected
item. Also, when there were no description provided for an option, it
was still showing the empty `()` in the selected value.

## Testing
2025-11-30 01:59:25 -08:00
duel0213 d06b8bd731 mfc: fix 2025 version touch (#426)
## Link to GitHub Issue, if one exists
n/a

## Description of change
HG cabinet uses wintouch and it requires TOUCHEVENTF_PRIMARY flag in
order to accept touch inputs.
Added wintouchemu on game hook and TOUCHEVENTF_PRIMARY flag on
wintouchemu.
 
## Testing
The game boots into test menu, touch now works. (tested in I/O TEST ->
TOUCH PANEL CHECK with '-s' flag)
TDJ subscreen overlay and nostalgia seems works fine regardless added
TOUCHEVENTF_PRIMARY flag but more testing required.
2025-11-25 17:14:07 -08:00
bicarus-dev 0dad96b876 check for standalone cfg for fatal options 2025-11-23 09:36:38 -08:00
bicarus-dev def296095b reword log message to avoid confusion 2025-11-22 16:45:27 -08:00
bicarus-dev 750b1fea80 patches: disable patches tab for unity games (#425)
## Description of change
To redirect confused users why no one is developing a remote patch
server for PolCho

## Testing
checked spicecfg in working vs non-working games
2025-11-17 19:16:19 -08:00
aixxe 4c87078807 Refactor IIDX camhook texture replacement (#424)
## Link to GitHub Issue, if one exists
Fixes #393 

## Description of change
- Fixes compatibility with IIDX 33
- Adjusts the pattern scan for "hook A" to be compatible with IIDX 27
- Refactors texture replacement to use Camera::CCameraManager2, removing
the need for a second hook

Related: https://github.com/aixxe/2dxcamhook/compare/0.4.0.0...0.5.0.0

## Testing
Booted with `-iidxcamhook` on IIDX 27, 28, 29, 30, 31, 32 & 33
Confirmed both cameras were visible in I/O test, music select settings &
gameplay
2025-11-17 01:21:39 -08:00
bicarus-dev 052698afa3 rawinput: use UTF-8 for device descriptor (#422)
## 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.
2025-11-16 00:08:30 -08:00
bicarus-dev 9e2b04d5db troubleshooter: update link for vcredist (#423)
## Description of change
RIP abbodi1406
2025-11-16 00:07:36 -08:00
bicarus-dev 5641e06a19 iidx: fix kana input broken in subscreen when system language is not Japanese (#421)
## Link to GitHub Issue, if one exists
user-reported

## Description of change
When the system non-Unicode language is not set to Japanese, TDJ
subscreen katakana keyboard was broken (weird behavior with characters
not erasing, ending with corrupt characters, etc)

To fix this, add a hook for `IsDBCSLeadByte`. `IsDBCSLeadByte` assumes
system ACP (which may not be SHIFT_JIS). Instead, redirect bm2dx.dll to
use `IsDBCSLeadByteEx` instead with SHIFT_JIS explicitly specified as a
parameter.

Presumably the game was using IsDBCSLeadByte to manage the keyboard
typing logic.... which is weird because SDVX doesn't do the same.

## Testing
Tested iidx 31 and tried to do searches.
2025-11-10 11:35:46 -08:00
bicarus-dev 88ec6dbcee launcher: hide pcbid when -cmdoverride specified (#420)
## Link to GitHub Issue, if one exists
Fixes #419 

## Description of change
-cmdoverride caused pcbid to be logged in plain text

## Testing
2025-11-07 14:20:37 -08:00
bicarus-dev 1b614c94a7 mfc: remove log spam (#418)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Remove mutex lock/unlock log spam

Are they important? Idk

## Testing
2025-11-06 17:51:39 -08:00
bicarus-dev 37c5913f69 mfc: detect 2025 version (#416)
## 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.
2025-11-05 19:23:10 -08:00
wrigglebug 2eca668593 update readme.txt (#415)
please merge this important code
2025-11-02 23:29:48 -08:00
bicarus-dev aec1da9d16 troubleshooter: detect ea3_report_posev error (#413)
## Link to GitHub Issue, if one exists
#345 

## Description of change
When `ea3-pos: ea3_report_posev: no such node:` is detected, add a
deferred error message and guide user to the FAQ.

## Testing
Tested SDVX with the missing XML node.
2025-11-02 14:13:04 -08:00
sp2xdev 548b441f1f update build script 2025-11-01 17:33:40 -07:00
bicarus-dev 98bc285d98 logger: show message popup for log_fatal (#412)
## 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.
2025-11-01 13:41:58 -07:00
bicarus-dev 553c180bee signal: force minimize widnows before showing crash handler dialog (#411)
## 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.
2025-11-01 02:08:14 -07:00
bicarus-dev 537252440e signal: show Windows popup window on crash (#410)
## 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.
2025-10-31 20:54:56 -07:00
sp2xdev 13a0877d38 fix up deferred messages formatting 2025-10-28 16:49:14 -07:00
bicarus-dev 50691b79f1 troubleshooter: add cases for audio hook and dx9on12 (#408)
## 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
2025-10-28 16:29:49 -07:00
bicarus-dev ad229dabdb update build script (#407)
## 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.
2025-10-27 23:00:32 -07:00
bicarus-dev bdff33a420 overlay: fix font loading (#406)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Fix font loading - when the code was refactored in #286 I used the wrong
file extension for couple of them.
2025-10-20 00:53:28 -07:00
bicarus-dev 4b21821aa4 Introduce builds for Linux, split archive into release and extras (#405)
## 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.
2025-10-16 16:19:10 -07:00
bicarus-dev 6b47b5db50 iidx: set CONNECT_CAMERA env var even when iidx module is not enabled (#404)
## 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)
2025-10-15 13:50:12 -07:00
kazakhstan-sila a10ca5236b add option to remove winscard dependency (#400)
## 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
2025-10-13 14:13:51 -07:00
bicarus-dev be2dab9a1a Image duplication for screen resize (#401)
## Link to GitHub Issue, if one exists
#399 

## Description of change
Add image duplication option to screen resize, allowing overflow images
to wrap around the other side.

## Testing
Tested with DDR, IIDX (windowed and full screen TDJ), SDVX (orientation
swap)
2025-10-12 20:34:45 -07:00
AllanCat 02711cdee1 Fixed an issue where ext (release_code) wasn't detected and replaced correctly when using user specified bootstrap.xml path. (#398)
## 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
2025-10-10 21:35:34 -07:00
sp2xdev c6b10402f4 remove changelog from binary 2025-10-06 19:24:36 -07:00
bicarus-dev 58ea6ce17e troubleshooter: add more detection (#397)
## 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
2025-10-06 08:03:06 -07:00
bicarus-dev 8cc00c371a troubleshooter: address common issues in iidx and popn (#396)
## Description of change
iidx: 9on12 crashes iidx31+

popn: special message for createdevice failures (resolution issue)

## Testing
manually test both cases
2025-10-04 15:21:33 -07:00
bicarus-dev 8e2985d8d0 troubleshooter: properly fix deadlock (#395)
## 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.
2025-10-04 13:50:04 -07:00
bicarus-dev 8d3b15641f logger: more fixes to deferred logging (troubleshooter) (#394)
## 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
2025-10-04 02:13:39 -07:00
bicarus-dev 033e9f926a logger: warn about log level being set too high (#392)
## Link to GitHub Issue, if one exists
n/a

## Description of change
If log level is anything but `misc` or `all`, complain using the
deferred logger.

## Testing
Tested legacy AVS (DDR X2) and newer games.
2025-10-03 19:16:59 -07:00
sp2xdev da58503b47 use lock_guard and not unique_lock unless unlocking is needed 2025-10-03 00:07:54 -07:00
bicarus-dev cffee2b7f8 logger: add mutex to deferred logger (#391)
## 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
2025-10-02 23:38:11 -07:00
bicarus-dev 32801319fa Create a class for deferred error logging (#390)
## 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.
2025-10-02 18:42:49 -07:00
s2 afbe013811 pcm: support 2024091200 version (#389)
## Link to GitHub Issue, if one exists
none

## Description of change
Supports PCM version 2024091200.

## Testing
1. After starting the PCM, touch card and auth.
2. Press the bill insert button.
3. Check account balance has increased.
2025-10-02 15:26:12 -07:00
sp2xdev 862e4717f6 point users to vcredist aio package 2025-09-30 22:29:09 -07:00
bicarus-dev d3fa27ae4a Detect D3D9 CreateDevice / CreateDeviceEx failures (#388)
## Link to GitHub Issue, if one exists
#345 

## Description of change
Show a block of warning text if the game crashes after CreateDevice(Ex)
fails.

## Testing
Tested by injecting invalid resolution into spicecfg.
2025-09-30 22:13:02 -07:00
llm96 b487cf2bcf Print missing DLLs on library load failure (#387)
## 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>
2025-09-30 22:12:08 -07:00