## Link to GitHub Issue or related Pull Request, if one exists
n/a
## Description of change
Add a new option under `Monitor` group to change the monitor resolution
before booting the game, very similar to how orientation / refresh rate
options work.
This would be useful for games like Polaris Chord that boots at current
resolution but manages to have graphical issues when not in 1080p.
## Testing
## Description of change
There was enough feedback that the current algorithm is not ideal for
most touch screens because most touch screens are not 24". In the
current algorithm touching the gap is no-op, so people think the game is
dropping touches.
This PR introduces a new algorithm that inspect touches on the gap and
triggers the nearest square.
## Testing
Tested landscape and portrait jubeat.
## Link to GitHub Issue or related Pull Request, if one exists
continuation of #677
## Description of change
When overlay was hidden, when mouse buttons were clicked, they were
queued up and replayed when overlay became visible again.
This is due to improper usage of `GetAsyncKeyState`, per documentation.
## Testing
## Link to GitHub Issue or related Pull Request, if one exists
Fixes#681
## Description of change
`Sleep` and `sleep_for()` can be very inaccurate and varies depending on
what the OS gives us...
### `timeBeginPeriod(1)`
On boot, we are now calling `timeBeginPeriod(1)`, which affects the
whole process but makes `Sleep` more accurate. There is some risk here
if any game was relying on doing things like `Sleep(1)` and expecting it
to run for 15.6ms. Most games already call `timeBeginPeriod(1)` in the
game engine, though not the whole time, so I'm hoping that this is not
too impactful.
### Opt out of Win11 power throttling
Ensure that timer resolution change above is respected even when the
window is occluded / minimized by opting out of throttling via
`PROCESS_POWER_THROTTLING_IGNORE_TIMER_RESOLUTION`.
### Use Win10 high resolution timer instead of Sleep
On Win10 1803 and above, there is a new OS-level API for high resolution
timers; if this is available, use it
(`CREATE_WAITABLE_TIMER_HIGH_RESOLUTION`). Worth noting that WINE
doesn't support this currently.
If not, fall back to `Sleep`, which is significantly better than
`sleep_for()` in my experiments.
Callers of Sleep / sleep_for were replaced with this new timer. Most of
them anyway; calls to Sleep() with more than 100ms+ was left alone.
### Add an option as a chicken bit
To opt out I'm adding a new option called `Use Legacy Timers` which will
revert to behavior before this PR. The code paths that switched from
`sleep_for` to `Sleep` will remain in place though, not affected by the
option.
## Expected changes
In some I/O emulation modules, poll threads may run more frequently,
resulting in lower latency.
It also means that spice overall may use more CPU resources and power.
If you don't like this, you can always enable the option to opt out;
e.g., if you're on old arcade cab PC.
## Testing
DDR p4io - ok
drs touch hook - ok
IIDX camera hook - ok
CCJ trackball - ok
## Description of change
Seems to be an oversight when it was initially implemented; hooks should
not load when launching `spicecfg` (or `spice -cfg` or `spice64 -cfg`).
## Link to GitHub Issue or related Pull Request, if one exists
n/a
## Description of change
Adds a flat-C, headers-only library for writing DLL plugins with spice.
This is meant to be an alternative to writing applications over spice
API which doesn't suit some scenarios like writing custom
high-performance I/O modules.
All you have to do is:
1. Create a 32-bit or 64-bit DLL with `spice_sdk_entry_point` as a
DLLExport
1. Include `spicesdk.h`, and optionally `spicesdk_io.h` (see
`extras\sdk\include`)
1. `spice_sdk_entry_point` will be called when hooks get initialized.
Call `init` with valid parameters.
1. When `init` returns, `SPICE_SDK_V0` will be filled out with a series
of function pointers; your DLL can now start calling into it.
1. Compile your DLL and add it as a DLL hook (`-k`) in spice when
launching the game.
See `v0_cpp.cpp` for an example.
V0 implements the following functions:
```
log;
get_game_info;
get_avs_info;
get_button;
set_button;
get_analog;
set_analog;
get_light;
set_light;
set_touch;
clear_touch;
insert_card;
set_keypad;
```
V0 is focused on providing common utility functions needed in a lot of
DLL hooks (get AVS info, log messages to file), and implementing I/O.
In the future, we could have more interesting things like:
* scanning and modifying memory
* installing DLL hooks
* having direct hooks into I/O emulation modules
* getting full tape LEDs
* having a callback into DX9 `Present` call
* drawing an ImGui window
More detailed documentation is coming soon in form of a wiki page.
## Testing
See included sample DLL.
## Link to GitHub Issue or related Pull Request, if one exists
#181
## Description of change
Implement analog relative mode and delay option using a new
millisecond-based algorithm.
## Testing
WIP
## Link to GitHub Issue or related Pull Request, if one exists
#181
## Description of change
Use millisecond-based calculation to add artificial delay to the TT
input.
## Testing
Tested 64 bit TDJ and LDJ.
## Link to GitHub Issue or related Pull Request, if one exists
Re-implements fix for #181 as it was removed by #668
## Description of change
Add two options to add artificial delay to turntable input. These
operate directly on the input logic (`get_tt`) which is called by I/O
emulation code.
Functionally, it's **identical** to the `Delay (experimental)` option we
had in the analog tab, just moved to Options tab.
## Testing
64 bit tdj: ok
64 bit ldj bi2a: ok
32 bit ldj ezusb: ok
Worth noting that TDJ bi2x_hook polls at 120Hz, bi2a at ~500Hz, and
ezusb at ~170Hz
## Link to GitHub Issue or related Pull Request, if one exists
Fixes#663
## Description of change
Apply monitor rotation and refresh rate again when fullscreen focus is
regained.
## Testing
Tested with sdvx7
## Description of change
This code adds a window title to FutureTomTom when running in windowed
mode and allows the windowed graphics hooks to take effect.
## Testing
I ran the game and made sure fullscreen mode still worked as well as all
window move/resize functionality.
## 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
## Description of change
This adds a toggleable option to remove the rounded window corners when
running a game, or a subscreen, in a window on Windows 11 and upwards.
## Testing
On Windows 11: Resort Anthem, MÚSECA and EPOLIS were tested and the
window corners were removed from both main windows and the TDJ subscreen
when running in windowed mode, with no change in fullscreen mode.
On Windows 7: IIDX18 was tested with no change, the call to
`DwmSetWindowAttribute` is ignored as `DWMWA_WINDOW_CORNER_PREFERENCE`
doesn't exist.
For XP builds, the call is compiled out to avoid linking against dwmapi
and windows_dll_compat_checker returns successfully when testing against
the XP Embedded image. I can't test it on XP, but it ran on Vista.
## 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
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
Get windowed mode to work.
## Testing
tbd... i/o doesn't work right now but it launches two windows at
least...
## 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.
## Description of change
Rotate monitor & change the refresh rate **well before** the game is
launched.
This is much faster and more reliable compared to what we do now, which
is trying to do monitor changes during CreateWindow hooks. For example,
SDVX makes a bunch of OS / NVAPI calls to figure out monitor geometry
while it's booting, and by the time CreateWindow is called, the game
already made up its mind, which leads to weird graphical issues.
This affects both windowed mode and full screen.
In addition, add options for normal orientation (landscape) and upside
down (landscape, flipped) options. This can be used if the monitor is
normally rotated to portrait, but the game needs to be in landscape.
## Link to GitHub Issue or related Pull Request, if one exists
#287
## Description of change
Switch over to new event-based I/O system in ImGui so that we can keep
up with ImGui updates.
Unlike #287, this change does not modify how mouse position is handled.
That continues to be supported by newer versions of ImGui.
## Testing
wip
## Link to GitHub Issue or related Pull Request, if one exists
#596
## Description of change
Adds call to `libutils::print_dll_info` for early hooks too.
## Testing
```
[2026/03/27 09:51:16] I:launcher: SpiceTools Bootstrap (x64) (spice2x)
[2026/03/27 09:51:16] I:launcher: 1.0-V-2026-03-27T07:46:10
[2026/03/27 09:51:16] I:launcher: spice2x is free & open source; if you paid money for it, you got scammed
[2026/03/27 09:51:16] I:launcher: visit https://spice2x.github.io to download the latest version for free
[2026/03/27 09:51:16] I:launcher: arguments:
[...]
-z C:\Users\Noe\AppData\Local\Programs\SpiceTools\hooks\64\mempatcher64.dll
[...]
[2026/03/27 09:51:16] I:launcher: loading early hook DLL C:\Users\Noe\AppData\Local\Programs\SpiceTools\hooks\64\mempatcher64.dll
[2026/03/27 09:51:16] I:superexit: enabled
[2026/03/27 09:51:16] I:libutils: DLL info for mempatcher64.dll: CompanyName = aixxe, ProductName = mempatcher, Version = 4975386c637a86e8daa89d479a0c67ab28d792ec
```
## 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
For #587
## Description of change
`Invert Touch` option is now honored by the IIDX/SDVX touch handler.
## Link to GitHub Issue or related Pull Request, if one exists
related to #154 though this PR doesn't fix it
## Description of change
1. Add an option for cam hook so that the game can be launched without
any camera
1. Rotate image printed out by print-to-file so that it's right side up
(portrait orientation)
## Testing
Able to boot the game without any cameras, and tested printing in test
menu.
"Holo" printing remains broken.
## Link to GitHub Issue or related Pull Request, if one exists
## Description of change
Introduce a new modal dialog for picking out some of the options to
improve UX.
Implemented a few for now:
1. UI for picking ASIO drivers from a list (for -iidxasio, -sdvxasio,
-asioconvert, etc)
2. Button to generate card numbers for -card0 and card1
3. Processor Affinity selector (very similar to what's in Windows Task
Manager, list of checkboxes)
4. file selector (file open dialog for various file path overrides like
log file)
5. folder selector (folder override)
I wrote a selector for COM ports as well but how we use the value was
inconsistent (\\\\.\\COMx vs. COMx) and didn't see a huge point in it so
I didn't check it in.
## Testing
## Link to GitHub Issue or related Pull Request, if one exists
## Description of change
Deprecate backend conversion options and replace with one unified option
for enabling WASAPI exclusive conversion to ASIO.
The new option takes in a string (ASIO driver name) and when filled out,
it automatically enables the ASIO backend.
This is to avoid confusion that was caused by the previous option - the
fact that it was split into two (one to enable the conversion, another
to optionally pick which ASIO driver to use) and that user needed to
specify an integer as opposed to the driver name.
## Testing
Tested on IIDX33. Old options should continue to work.
## Link to GitHub Issue, if one exists
n/a
## Description of change
Allow user to specify a custom resolution for the sub monitor, in
addition to the existing refresh rate option
This would allow practically any touch monitor (including ones with
weird resolution / aspect ratio / refresh rate) to be used with
IIDX/SDVX.
## Testing
Tested with various resolution / refresh rate combinations on IIDX /
SDVX.
## Link to GitHub Issue, if one exists
## Description of change
Some parts of the UI (e.g., Card tab) rely on early auto detection of
the game, which relies on file hints and not the game code. Two games
(PC and MFG) rely on directory presence and not file presence.
## Link to GitHub Issue, if one exists
n/a
## Description of change
Some people have weird DLLs that keep calling
`AddVectoredExceptionHandler` which ends up spamming the log.
## Testing
Tested IIDX with error + signaldisable to confirm the warning message
being shown, ran Polaris Chord once to check "hook hit" message.
## 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
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
n/a
## Description of change
Turning on Image Resize feature completely tanks performance of Live2D
in some SDVX songs. Add a giant warning next to the UI.
On my system with RTX 4070, Sudden Death is normally a rock solid
120FPS, but drops to 30-40FPS when resizing is on.
* linear filter does not affect this at all
* window resize options also have no effect
It's really just rendering on a larger surface + calling `StretchRect`
that does this.
Additionally, hide the resolution swap option since it sees very low
usage & has potential gotchas likes this.