## Link to GitHub Issue, if one exists
Fixes#341
## Description of change
fix monitor auto-rotate for reflec beat
## Testing
Tested KBR, LBR, MBR (volzza2), MBR (reflesia)
## 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#509
## Description of change
Implement `WrappedIAudioClient3`.
For now, we have only seen SDVX use it (EG final) and only when the
shared mode patch is enabled. Exclusive still goes through version 1.
This means that for V3 we can forego implementing backend conversion
logic (for now).
Only significant addition is `InitializeSharedAudioStream` and this IS
called by SDVX when shared mode patch is enabled.
## Testing
Tested EG final, tested year 1 data, also IIDX shared/exclusive wasapi.
## 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
Regressed by #401
## Description of change
Two things from testing SDVX Live2D -
1. ColorFill is almost always too expensive and will lead to drops
1. Scale factor of 0.5 causes GPU to sync and causes drops
(ARGB/XRGB doesn't matter, linear filtering doesn't matter)
1 is fixed by removing ColorFill calls on every frame - instead only do
this once when the user changes the duplicate option (on the next frame)
2 is fixed by updating the UI (limit the slider) though people can
ctrl+click to override these slider limits.
The warning label will be kept with slightly reworded text.
## Testing
tested in sdvx eg final (sudden death) - on my RTX 4070, my FPS is rock
solid 120 fps even with image resize on now.
## Link to GitHub Issue, if one exists
#477
## Description of change
F11 menu (window settings) did not work for arena model because the game
engine races to create many windows, so our logic of grabbing the first
window created doesn't always get the main window.
## Testing
## Link to GitHub Issue, if one exists
n/a
## Description of change
Get rid of log messages when adapter modes are removed, since these have
never been all that useful.
## Link to GitHub Issue, if one exists
#477
## Description of change
Fix Japanese text broken in the game UI when system ACP is not
SHIFT-JIS.
## Testing
Checked song select and in-game title display.
## Link to GitHub Issue, if one exists
#477
## Description of change
Arena cab has two sound cards and it uses `WrappedIMMDeviceCollection`
to set the volume to 100% on boot on both, instead of the typical
`GetDefaultAudioEndpoint`.
## Testing
Testing Delta, testing other games as well as they are affected.
## 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
https://codeberg.org/nixac/spicetools/issues/4
## Description of change
Inspired by the Linux issue above in the fork, cache lstat calls for
thumbnail. IIDX 32 and 33 make a call for this every frame which can
cause significant overhead on Linux.
This is being enabled for all versions and not just the Linux variant of
the executables since it provides some marginal performance gain on
Windows.
## Testing
Tested IIDX 32/33, with the option on/off, and with AVS verbose logging
on/off.
Tested with ifs_layeredfs hook as well just to verify functionality.
## 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
#345
## Description of change
Most games will fail show a network error if there is no network adapter
with a valid IPv4 address
Detect this case in netfix code and show a warning message in log +
deferred error message.
## Testing
Tested with no network adapters, with IPv6 only adapter, and a
disconnected NIC.
## Link to GitHub Issue, if one exists
#442
## Description of change
Adds a new option that intentionally fails the recording functionality.
## Testing
Tested on iidx32.
## Link to GitHub Issue, if one exists
fixes#442
## Description of change
New NVIDIA driver update (591.44) dropped support for older NVENC API.
Specifically,
* TDJ uses `NV_ENC_PRESET_HQ_GUID` but this is no longer supported; must
be swapped with new encoder presets
* `NvEncGetEncodePresetConfig` does not take new encoder presets, the
-Ex version must be used
All of this happens because bm2dx.dll takes code from an older NVENC
sample.
To address this,
* Install additional hooks for NVENC API
* Hijack calls to `NvEncGetEncodePresetConfig` and instead swap with
`NvEncGetEncodePresetConfigEx` (only if the initial call fails, which is
how we detect old vs new driver), replacing `NV_ENC_PRESET_HQ_GUID` with
`NV_ENC_PRESET_P4_GUID` and `NV_ENC_TUNING_INFO_HIGH_QUALITY`
(functionally equivalent according to NVIDIA docs -
https://docs.nvidia.com/video-technologies/video-codec-sdk/11.1/nvenc-preset-migration-guide/index.html)
* When calling `nvEncInitializeEncoder`, hijack and swap in the preset
GUID again.
## Testing
Tested on 591.44 driver on a RTX 4070.
The resulting videos were compared as well, and they are practically
identical from encoder perspective.
## 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.
## 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.
## 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
#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)
## Description of change
iidx: 9on12 crashes iidx31+
popn: special message for createdevice failures (resolution issue)
## Testing
manually test both cases
## 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
#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
#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.
## Link to GitHub Issue, if one exists
Fixes#362
## Description of change
Add a hook for `GetLocaleInfoEx` and return `ja-JP` to fix the
"translation not found" issue in XIF.
## Testing
Tested with/without Disable ACP option.
## Link to GitHub Issue, if one exists
n/a
## Description of change
Mark the option as "sensitive" which censors the option value (adapter's
IP address)
Remove the log entry from spice
This isn't perfect because most of the games like to log the IP address
and subnet anyway, but at least spice itself will stop doing it.
## Testing
Tested 64 bit LDJ with parameter set.
## Link to GitHub Issue, if one exists
Fixes#307
## Description of change
Add an option for making TDJ/UFC subscreen window borderless in windowed
mode
Add another option for keeping the subscreen "always on top".
Add size / position arguments to SDVX windowed subscreen, exactly the
same as what is allowed for IIDX.
## Testing
Seems to work....
## Link to GitHub Issue, if one exists
Fixes#276
## Description of change
Note: this change is not compatible with previous screen resize config;
i.e., if you had the zoom setting dialed into a certain view, after this
change it won't be the same area, so you'll have to set up a scene
again. I think this is a worthwhile cost since the old logic is just
broken in weird ways, and preserving old settings is really tedious math
(for a feature that not many people use). Besides, this change will only
use the new Scenes values from the JSON.
Rewrite the DX9 image scaler logic.
* Previously, the rendering surface was fixed at `4096*4096 px`. Now,
this is relative to the backbuffer dimensions, which depends on the game
& respects user provided `-forceres`.
* Remove "center" option, make it the default.
Above two changes fix the aspect ratio issue (scaling in portrait games
not respecting screen ratio) and things breaking at higher res (1080p
when zoomed out far enough, or when forced to run at 4k resolution for
example)
* Use `scenes` leaf of screen resize JSON config for Scene 1 as well,
completely removing ourselves from being compatible with older spice2x
versions for these values.
* Add additional bounds check before calling `StretchRect` to avoid
users getting stuck with a bad layout, which can kill performance.
## Compiling
🦾
## Testing
Tested 32 bit (popn / ddr), 64 bit (ldj), portrait and landscape modes
(kfc)
## Link to GitHub Issue, if one exists
n/a
## Description of change
Add `SDVX Landscape Mode` option, allowing you to play SDVX in landscape
monitor orientation, with black borders on left and right - similar to
how EAC does it. This is meant to be an alternative to what people do
today, which is launching in windowed mode.
By default, with just `-sdvxlandscape` enabled, EG will launch at
1920x1080 (transposed from the original 1080x1920 resolution).
It is possible to combine with `-forceres` to launch at higher
resolutions. At some point though, when rendering at large resolutions
past 1440p, at some point scaling may break due to #276.
Disabled on 32-bit SDVX since dx9 `CreateDeviceEx` call is required;
`CreateDevice` won't work. For the same reason this isn't being made a
generic option for museca/rb/etc. In theory you can supply
`-sdvxlandscape` to games like IIDX and play landscape games in portrait
mode, although again, scaling my break due to #276.
Also, add new options (bottomleft/right) for subscreen overlay position
so that they don't overlap with the main screen in landscape mode.
## Compiling
🙂
## Testing
Tested a couple versions of VW and EG.
## Link to GitHub Issue, if one exists
n/a
## Description of change
Adds a new option to forcibly set the full screen resolution.
Same idea as -windowscale.
## Compiling
🔺
## Testing
Seems to be showing similar results as -windowscale:
* Works GREAT for IIDX/SDVX
* popn launches at correct resolution but only draws a small image (at
native res) - can be scaled with F11 menu
* nostalgia is broken in weird ways, image is drawn correctly but bottom
`credits` text draws at wrong offset, game's wintouch logic broken
(perhaps expectedly)
## Other notes
In theory this could enable "play sdvx in landscape mode" option but the
image scaling doesn't quite work with extreme values.
## Link to GitHub Issue, if one exists
Fixes#263
## Description of change
Add "scenes" to screen resize.
* UI changes - F11 menu now has a "scene switcher" for `Scene 1/2/3/4`.
Clean up other UI bits.
* Add hotkeys for `Screen Resize Scene 1`, `Screen Resize 2`, and so on.
* Detect hot key and trigger resizes.
* Add additional objects to screen_resize.json for saving and loading
the new scene settings.
* Existing screen resize data is backwards compatible (can be
loaded/saved to JSON), and is treated as `Scene 1`.
* Add API endpoint for `Resize`, allow toggling resize on/off, switching
active scene
* Add Python wrapper. Did not bother with the other wrappers (Dart, C++,
etc)...
## Compiling
🥇
## Testing
Still testing, but seems to work fine for TDJ.