Commit Graph

16 Commits

Author SHA1 Message Date
bicarus 4009bb8a84 sc: bone eater preliminary support (#895)
## Link to GitHub Issue or related Pull Request, if one exists
Fixes #114

## Description of change
Initial support for Silent Scope: Bone Eater, enough to be playable;
doesn't include QoS work needed to make this a smoother experience.

* Game detection
* Fix DX11 overlay to work with non-Unity games
* Implements sub monitor i/o (only really needed to get past I/O check)
* Try to make the game reasonably playable with a mouse
* Ignore the game's attempt to move windows, position them in a
reasonable place
* Fix language hook

## Testing
2026-08-28 03:04:43 -07:00
Jiongjia Lu dad88caf01 api: add card lookup endpoint (#891)
## Link to GitHub Issue or related Pull Request, if one exists

N/A

## Description of change

I am developing [spice.nimabe.net](https://spice.nimabe.net), a static
frontend for SpiceAPI. It already supports generating and inserting new
card IDs, but SpiceAPI does not provide a way to discover cards already
configured on the game machine.

This makes the frontend inconvenient for existing users who generated
and saved their card IDs locally. They currently have to open each card
file on the game machine and manually copy its ID into the frontend.

This change adds a `card.get_cards` API function that enumerates the
current cards for readers supported by the running game. Each entry
contains:

- reader index
- canonical 16-character card ID
- `source`, set to `file` or `override`
- `file_name` for file-backed cards

File-backed cards expose only the save-file basename. Active `-card0`
and `-card1` values are returned with `source: "override"` and no
`file_name`, instead of representing an override as a file. spicefe
derives the useful default import names `card0` and `card1` from the
reader index. Reader enumeration uses `eamuse_get_game_keypads()` so
games with only one reader do not expose a second card.

This allows spicefe and other API clients to offer one-click import for
existing cards, without requiring users to manually find and copy their
card IDs.

Because card IDs are sensitive, `card.get_cards` can only be used when
the operator has configured an API password. No full filesystem path is
exposed. Missing, unreadable, and invalid cards are omitted.

The existing `card.insert` function remains unchanged. To avoid
requiring a password for the whole card module, this change adds support
for password requirements on individual API functions while preserving
existing module-wide password behavior.

Access to configured card paths and runtime card overrides is
synchronized because API requests may read them concurrently with
configuration updates.

The Python and Dart API wrappers and README documentation have been
updated for the new function and source metadata.

## Testing

- Ran the complete `src/spice2x/build_docker.sh` build successfully.
- Built all required 32-bit and 64-bit targets.
- Built the Windows XP-compatible 32-bit targets.
- Passed static import checks.
- Passed Windows 7 and Windows XP compatibility checks.
- Completed release packaging successfully.
- Verified both updated Dart wrappers are correctly formatted.
- Ran all 106 spicefe tests successfully.
- `git diff --check` passes.

*This implementation was prepared with assistance from OpenAI Codex.*
2026-08-25 00:49:31 -07:00
bicarus 82e0c053d0 overlay: create a dedicated thread for polling hotkeys (#864)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Create a new thread that polls for the following hotkeys:

* super exit (both alt+f4 and bound key)
* coin insert
* screenshot

The goal is to make the capture of these more reliable, because before
this PR it wasn't.

## Testing
2026-08-12 20:04:59 -07:00
bicarus c590b87cff jb: add t44 support (#845)
With help from certain sea creature.
2026-08-01 01:20:31 -07:00
bicarus 5cabd026ae misc: various performance clean up (#844)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change

- Replace unnecessary precision timers with standard sleeps to reduce
wakeups and background CPU usage.
- Reuse buffers in raw input, touchscreen, and HID output paths to
eliminate steady-state allocations.
- Pre-index HID button groups and correctly process batched HID reports.

No functional changes.

## Testing
2026-07-28 21:05:32 -07:00
bicarus 89602cfcab misc: clean up eamuse_get_game (#713)
No need to allocate a new `std::string` every call...
2026-05-29 09:08:07 -07:00
bicarus 311404f56b overlay: toast notifications (#704)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Adds toast notifications to the overlay.

Toast notifications are transient windows (shown for about 4 seconds).
These are drawn on top of the game even when the overlay is inactive
(i.e., when no window is open), and does not cause any input sink
behavior.

Add toasts for some common user-driven actions that could use a
notification, such as:

* screenshot
* card insert
* PIN macro
* API client connect/disconnect
* virtual printer
* screen resize toggle / scene switch

Add an option to change where the toasts are displayed, or to turn it
off entirely.

Add SDK function for it, and add it to the samples.

## Testing
Tested DDR (shown at bottom right, as is for most games) and RB (shown
top right by default).
2026-05-27 00:45:27 -07:00
Biduleman c59d399ab8 Automated PIN Macro after auto-inserting a card (#698)
## Description of change
Adds a way to automatically use the PIN Macro for P1, P2 or both when
Auto Card Insert is used.

### Launcher changes: 
 - Added a checkbox to enable/disable the feature
 - Added a textbox for each player to set what to look for in the logs.

### How it works:
The feature requires Auto Card Insert and PIN Macro to be enabled and
set.
It uses the Auto Card Insert value to enable the feature for P1, P2 or
both, with a "master" checkbox to completely disable the feature. It
then relies on the current PIN Macro code to send the PIN to the games.

The games logs send a message when a new scene is loaded with the name
of the scene. By hooking on the logs, we can see when a PIN is required
and send the relevant macro. Games have different scene names, and
sometimes one for each player, so the field is configurable per game per
player. These could be hard-coded in a lookup table but I didn't want to
recompile the project every time I wanted to test, and I don't have all
the games to get this info from.

The PIN Macro thread is used to hook to the logs and check if the
defined string appears, which triggers the PIN macro just like a button
press would.

Setting nothing for the log trigger disables the feature for that
player. It's useful if someone wants to have Auto Card Insert enabled
for both players but only Auto Pin on 1 player, but is mainly there so
the check won't happen if nothing is set.

## Testing
I used SDVX and DDR to have a single and a two player test with the
feature both enabled and disabled. I also tested multiple combinations
of PIN Macro settings and Auto Card Insert settings with no apparent
issues. The PIN is automatically entered as soon as the game requests
it.

## Discussion

I know that hooking to the logs might not be the best solution. I'm very
open to discussions about this, and understand that this might be a deal
breaker for this feature. I made this to use with my setup and thought
I'd try opening this PR to see if the feature would be useful for
others.

I haven't found another way to make sure we're on the correct screen to
launch the PIN Macro, and sending the macro every time the Auto Card
Insert finishes had sync issues where the end of the PIN would actually
be registered by the game.

It would also be much more convenient for the users to hardcode a lookup
table for every games' log-trigger but I don't have the games currently
so I can't check the logs to see what would be best.

---------

Co-authored-by: Maxime St-Pierre <maxime.stpierre@ticketmaster.com>
2026-05-25 16:00:06 -07:00
bicarus 71ba9b6b47 os: implement win10 high-resolution timer as replacement for Sleep() / sleep_for() (#682)
## 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
2026-05-08 02:25:20 -07:00
Will 37218e7fe0 Try and preserve the wideness of std::filesystem::path more (#660)
As noted in #567, a filesystem path that contains non-ascii will break a
lot if using a clang toolchain.

Luckily, fmtlib has a lossy utf8 convert when you use it to print a path
(after including `fmt/std.h`). The vast majority of this diff is just
removing `.string()` from paths inside loggings calls.

There are some callsites I _didn't_ touch, mainly the options, because
it would be an ABI break to change those to be wide strings and I cbf
looking into settings upgrades. There are also some spots (avs mountpath
remapping, for example) where the path is guaranteed to be ascii, so I
didn't modify them.

ImGui doesn't appear to easily support wide strings (I mean, surely it
does, but I'm not gonna look too far into it) so I mostly just left
those alone too, with a few spots modified to re-use fmtlib's lossy
utf8.

Some of the changes are basically never gonna be hit IRL, like who would
put a file with a non-ascii _extension_ along with their modules? But
the diff is (I hope) pretty easy to validate as OK.

Testing has been somewhat minimal, I fired up the GCC build of spice2x
in a dodgy folder name, got mojibake (running via wine in linux so take
that as you will), ran the unmodified clang spice and crashed the same
way the reporter did. After modification, I get the exact same mojibake
so I assume if the terminal enjoys utf8 it'll display OK.

Claude (only used for review) thinks the commit is fine but is annoyed
that I use `fmt::detail` in the appdata censoring, which is part of the
private API; personally I don't care because it's pretty stable.
2026-04-27 20:07:15 -07:00
din badae01357 bt5api fix (#552)
## Description of change
use case: user with two ICCA readers in a daisy chain configuration (as
is wired in og IIDX/DDR) wanted to play DDR using their existing
equipment.

Existing `reader/` implementation is only designed for a single reader
per com port vs two readers on one daisy chained com port. This can be
implemented and improved at a future date.

Due to time constraints `eamio-icca.dll` from btools did support both
wavepass and slotted in a daisy chain configuration, and spice does
support bt5api calls.

However, the implementation was not sufficient to allow use of both
modules correctly, often stalling, not did it allow the ability to eject
the card.

I have cleaned up the implementation such that it matches the btools
`eamiotest` implementation and allows the user to use decimal to eject
the card as desired.

As well as properly staging the requests for state of the two individual
readers, like `eamio-icca` expects.

## Testing
Tested with both wavepass and slotted (ICCA and ICCB) modules and in
combination with released `eamio-icca.dll` binaries from btools 5.49 as
released by their github using `MDX` as a test subject.

Works as expected and allows end users to use real readers (if they have
them) as virtual readers in spice's emulation layer.
2026-02-04 19:34:25 -08:00
oleg238948234 a9fc6ef1b2 Add Polaris Chord Support (#361)
## 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.
2025-09-15 21:08:17 -07:00
bicarus-dev 48186245fe overlay: update UI for card manager (#294)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Change the usage pattern for Card Manager UI.

### Previous behavior

Previously, it was a list of cards that you select, and click a button
to insert as P1 or P2.

This is fine, but users got confused when they pressed `Insert Card`
overlay key and got a different card inserted, or when auto-insert
didn't work as expected.

Additionally, if you play a game without continue (IIDX/DDR for
example), then it's cumbersome to bring up the overlay and click on
insert card every time.

### New behavior

Insert Card overlay now lets you pick a card and *slot* it into P1 or P2
side.

From that point on, the slotted card number is used as the override,
replacing what was previously passed to `-card0` or `-card1`. This means
that `Insert Card` button and auto-insert will pick up the new card and
use that instead.

## Compiling
👍 

## Testing
Tested 1p-only game (popn) and 2p games (DDR, IIDX).
2025-04-07 01:49:07 -07:00
oleg238948234 1b7ebd6fc2 Add Mahjong Fight Girl Support (#275)
## 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.
2025-03-24 16:06:55 -07:00
bicarus-dev 8dc835bf52 Auto PIN entry (#272)
## Link to GitHub Issue, if one exists
Fixes https://github.com/spice2x/spice2x.github.io/issues/193

## Description of change
Merges guardianblue's changes plus some code review feedback.

Adds the ability to automatically type out the digits of a PIN when an
overlay shortcut is pressed.

## Compiling
💯 

## Testing
Tested:
* 32 bit popn
* TDJ, 1p/2p
* KFC, UFC
2025-03-23 18:05:38 -07:00
sp2xdev ed8c72852f Initial commit for GitHub migration based on spice2x-25-03-03 2025-03-10 19:16:49 -07:00