## Link to GitHub Issue or related Pull Request, if one exists
#345
## Description of change
**IIDX TDJ rom probe no longer touches removable media** —
`C:\000rom.txt` and `D:\001rom.txt` are not emulated paths; they hit
whatever is actually mounted on the user's machine. `D:` is commonly an
optical drive or card reader, and the launcher clears
`SEM_FAILCRITICALERRORS` process-wide before attach, so an empty drive
raises the modal *"insert a disk"* dialog and blocks the attaching
thread. The probe now checks `GetDriveTypeW` and only reads fixed and
RAM disks.
**`iat_find` no longer calls `log_fatal` on an unparseable module** —
`iat_try(nullptr)` walks every loaded module, including foreign ones
(injected, manually mapped, header wiped by AV/EDR/overlays). A non-`MZ`
DOS header called `log_fatal`. There is nothing to hook in such a
module, so it is skipped.
**`logger::stop()` can no longer hang forever** — hook installation
suspends every other thread, including the logging thread. `stop()`
unconditionally joined that thread, so `log_fatal` and the 30-second
`show_popup` watchdog both wedged instead of terminating, and logging is
asynchronous so nothing reached log.txt either. It now waits with a
timeout, then detaches and flushes synchronously.
**`GetFileSizeEx` was never hooked** — the hook was registered under the
name `"GetFileSize"`, so it re-patched that slot instead.
**Warn when `-modules` is set** — it changes where the game is run from,
and is usually set accidentally.
## Testing
*how was the code tested?*
## Link to GitHub Issue or related Pull Request, if one exists
Fixes#855
## Description of change
Legacy camera hooks are specifically for IIDX 25/26 and they only
perform redirection of device discovery (emulates USB vendor/device ID
and USB port). It has very limited use since most cameras are
practically unusable in IIDX 25/26. Don't enable it, unless explicitly
requested by the user.
New truth table for `-iidxcabcams` :
| Mode | `-iidx` off (cab setup) | `-iidx` on |
|---|---|---|
| `auto` | Native cameras enabled (same as `on`) | Cameras disabled
(same as `off`) |
| `off` | Cameras disabled | Cameras disabled |
| `on` | Native cameras enabled | Native cameras enabled |
| `legacy` | Native cameras enabled | IIDX 25/26 discovery emulation
enabled |
## Testing
## Link to GitHub Issue or related Pull Request, if one exists
Fixes#833
## Description of change
Last couple PRs - such as #820#827#828 - made the native touch hook &
touch injection using `InjectTouchInput` the default path, since it
performs much more reliably with both real touch screens and mouse (or
any other synthetic source).
However, user has reported that WINE lacks `InjectTouchInput` which
means this won't work.
As a fix, revive the old wintouchemu code. Native touch is still the
default, but under following circumstances:
1. if `-touchemuforce` is set, or
2. if any of the required Windows touch APIs are unavailable
then we fail over from native touch to wintouchemu code.
For Linux, condition #2 would be hit during init, and gracefully switch
over.
Caveat: the poke code for IIDX and Nost will continue to require native
touch, I do not want to maintain two paths for this. This means that
iidx poke will stop working on Linux, unfortunately.
## Testing
Tested on Windows with `-touchemuforce` set. This is mostly reverting
Linux code path back to where we were last release, so this should just
work with wine.
## Link to GitHub Issue or related Pull Request, if one exists
Fixes#814
## Description of change
Remove iidx/sdvx/popon `native touch` options.
Remove dead code in wintouchemu that deals with these games.
Native touch is now at feature-parity with wintouchemu. Native touch
options work better with touch screens, while rawinput-based wintouchemu
has compat issues on some touchscreens. For these subscreen games
deprecate the usage of wintouchemu and make them use native touch stack
by default.
### For future consideration
Gitadora - not sure what to do with this one. We only use wintouchemu
for the single window case. For all other configurations, the game
accepts mouse and touch input without any hooks, so perhaps nothing
needs to be done here.
Nostalgia - consider moving away from wintouchemu and adopt native touch
hook here as well.
## Testing
WIP
## Link to GitHub Issue or related Pull Request, if one exists
Part 1 of many fixes for #814.
## Description of change
For the native touch hook - add code to inject synthetic touches using
Windows API (`InjectTouchInput`).
Note that this is Windows 8+ only, but we can make an assumption that we
are running on Win10+ for these games (TDJ/UFC/High Cheers) since the
cabs assume Win10.
Detect mouse events and allow IIDX poke to call into this to inject
synthetic touches.
Also, update the nativetouchhook to independently calculate window size
and rotation, instead of relying on rawinput layer.
## Testing
Tested to work with native touch option on IIDX, SDVX, POPN, all full
screen / windowed / sub on/off combinations.
Edge cases:
* sdvx main monitor rotated 270 deg
* touch invert option
* windowed mode resize / moved
All seem to work.
## Link to GitHub Issue or related Pull Request, if one exists
n/a
## Description of change
For cab usage, when `-exec bm2dx.dll` is used without `-iidx` then
SOUND_OUTPUT_DEVICE never gets set.
Change this so that `SOUND_OUTPUT_DEVICE` gets set unconditionally if
`-iidxsounddevice` is set.
## Testing
## Link to GitHub Issue or related Pull Request, if one exists
n/a
## Description of change
Create `WrappedAsio`, similar to how we wrap `IAudioEndpoint`
So far, the wrapper does these things:
1. logging (for diagnosis, since iidx and gfdm don't produce any logs
when asio succeeds)
2. iidx32+ hack to work around refcount mismatch issue
3. sdvx valk cab hack to force 2-channel audio ("downmixing" by taking
only the front channels)
4. honor volume boost
As a result of `#2` the mempatch was removed from `iidx.cpp` since we
can tackle it cleanly in the hook. `#3` also removes the need for manual
patches.
Real downmixing is hard & expensive on the CPU so it was not
implemented.
## Testing
Tested iidx/sdvx/gfdm with xonar and flexasio
## 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
#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.
- 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
#345
## Description of change
When DLL is configured to use TDJ I/O but spice is in LDJ mode, show an
error in LED ticker suggesting the user to turn on `-iidxtdj`.
When DLL is configured to use LDJ I/O but spice is in TDJ mode, show an
error in TDJ overaly suggesting the user to fix the DLL.
Fix a small bug that caused a white window to be created when `-w` is
enabled even when `-iidxtdj` is not, but DLL is using TDJ I/O.
## 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
see my previous attempt #496, which has been reverted by #500
## Description of change
Two issues:
1. the original implementation of bi2x_hook for iidx misunderstood what
`aioNMgrIob2_Create` does. In the original I/O code it returns a pointer
to a C++ class instance, which would also have a vptr (pointer to a
vtable) in the beginning. The original author of this code of the hook
in spice thought that `aioNMgrIob2_Create` returns a pointer to a
pointer. This may happen to work but it's not 100% accurate, so this has
been fixed by separating out the class and the vtable allocation.
Without this, the game could have accessed memory outside this buffer.
2. And then the SDVX implementation blindly copy-pasted the IIDX
`bi2x_hook`. Along with the issue above, they also forgot to check the
I/O DLLs to see how much memory needs to be allocated and change that.
Instead, they kept the same value as IIDX, which was too small. Fix that
as well.
## Testing
Doing some extensive testing with IIDX (27-33) and SDVX versions (EG).
## 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
For IIDX31+, detect if BI2A or BI2X I/O emulation becomes active, and
see if there is a mismatch between the -iidxtdj setting.
Right now a mismatch results in warning in log + deferred error log, but
in the future we could turn this into a fatal error and crash the game
to make it more obvious.
## Testing
Tested 4 combinations:
1. DLL in LDJ mode + -iidxtdj off (pass)
2. DLL in LDJ mode + -iidxtdj on (error)
3. DLL in TDJ mode + -iidxtdj off (error)
4. DLL in TDJ mode + -iidxtdj on (pass)
## 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
Fixes#432
## Description of change
Newer versions of iidx33+ reintroduces `SOUND_OUTPUT_DEVICE` env var.
iidx module must account for its return
## Testing
## 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.
## 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
#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
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)
## Description of change
iidx: 9on12 crashes iidx31+
popn: special message for createdevice failures (resolution issue)
## Testing
manually test both cases
## 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.
## Link to GitHub Issue, if one exists
n/a
## Description of change
Apply this fix automatically when needed -
https://github.com/two-torial/sp2xpatcher/pull/33
## Testing
Tested iidx31 to see that the patch does not apply
Checked -audiohookdisable to see that the logic gets skipped
Tested 2025041500 and 2025082500.
## Link to GitHub Issue, if one exists
#345
## Description of change
If we see SuperstepSound failure during boot, remember it, and when the
game eventually crashes, log a series of warning messages to surface why
the game likely failed to launch.
## Testing
Tested both iidx and sdvx with an audio device set to not allow
exclusive mode.
## 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
n/a
## Description of change
When RegOpenKey* hooks fail when substituting user's ASIO driver, log a
warning message.
This can happen when the user types in the wrong value for `-iidxasio`
or `-sdvxasio`, which is a common issue.
## Compiling
🥇
## Testing
Tested LDJ/KFC