Commit Graph

448 Commits

Author SHA1 Message Date
bicarus-dev f726748ebe build: fix debug build (#461)
Fix build break of DEBUG build after updating FMT lib
2025-12-18 02:48:26 -08:00
bicarus-dev 371c957025 cfg: cap max length on preview for buttons edit dialog (#459)
## Link to GitHub Issue, if one exists
Related to #458

## Description of change
Truncate text if button's identifier string might overflow the popup
dialog width

## Testing
25-12-18
2025-12-17 16:04:45 -08:00
llm96 83aa907b13 rawinput: append HID product string to description (#458)
## Link to GitHub Issue, if one exists
N/A

## Description of change
Append product strings to descriptions. Useful for differentiating
devices in the analog binding dialog.

Before | After
------ | ------

![0](https://github.com/user-attachments/assets/803c5a69-2ed9-40f8-a147-f1b4f3a7e220)
|
![1](https://github.com/user-attachments/assets/7407a3cc-eebb-4529-be43-2eb177645bb7)

## Testing
`spice64 -iidx -cfg` ⟶ Analogs ⟶ Bind
2025-12-17 15:03:16 -08:00
bicarus-dev 71b144918c rawinput: stop iterating devices if one was found (#457)
## Link to GitHub Issue, if one exists
n/a

## Description of change
This would save a handful of instructions at best but it was bothering
me

## Testing
Tested with two controllers + naive with ddr
2025-12-17 05:40:27 -08:00
cchike e618a05b08 MDX: Updated Ring Buffer Backfill Implementation (P4IO Timing Fix) (#456)
## Link to GitHub Issue, if one exists
#452  

## Description of change
- Extension of #450 
- Moved the call to `arkGetTickTime64()` outside the update function to
bring the timestamps closer to real-time
- Changed the update function to only call `getState()` if called from
`rawinput`, otherwise just fill the ring buffer entries with the last
known state
- Changed the update function to only write one ring buffer entry if
called from `rawinput`
- Moved the call to `mdxf_poll()` within `rawinput.cpp` outside the loop
that iterates over all devices

## Testing
- Logging was done to verify the span of poll history covered by each
request for 7 ring buffer entries was ~28ms, as the game expects
- Observed some improvement in timing precision since the prior
implementation
2025-12-17 02:45:22 -08:00
bicarus-dev d0f3ffd12f linux, audio: add hooks acmFormatSuggest (#455)
## 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.
2025-12-16 22:56:22 -08:00
bicarus-dev 6d18d6a496 troubleshooter: address false positive (#454)
## Link to GitHub Issue, if one exists
#447

## Description of change
Allow GetAdaptersInfo to fail with ERROR_BUFFER_OVERFLOW.
2025-12-16 16:47:02 -08:00
bicarus-dev b0810558a7 iidx,sdvx: error message for subscreen unavailable does not draw a proper ImGui window (#453)
## Link to GitHub Issue, if one exists
n/a

## Description of change
In cases where the subscreen overlay window does not have anything to
show (either via misconfiguration or an error), ensure that the window
border is shown with the close button. Additionally, add a small button
to close the dialog to help the user.

## Testing
manual validation
2025-12-16 15:24:46 -08:00
bicarus-dev 6ae2e4003c scard: stop polling if scard service dies (#451)
## Link to GitHub Issue, if one exists
n/a

## Description of change
If `SCardGetStatusChange` returns `SCARD_E_SERVICE_STOPPED`, stop
polling.

Add some sleep if it fails for other reasons to prevent busy loops.

## Testing
Tested with ACR122U reader.
2025-12-15 20:55:14 -08:00
cchike 8545f1cbdc MDX: Added Backfill Logic For Ring Buffer Health (P4IO Timing Fix) (#450)
## Context
While testing the emulator on 60Hz for a while, I noticed there was a
pretty consistent timing bug with steps that had quick releases in
between them (mainly footswitches and sometimes jacks). As mentioned in
my previous commits, `arkmdxp4` determines press/release times for steps
based on a 7-poll history on every frame, which is normally populated at
~250Hz from the MDXF board in `libacio2`, yielding around 28ms of
polling history. When emulated, this is instead being populated
internally from `arkmdxp4` once per frame, meaning the 7-poll history
could have up to `1000/60 * 7 = 117ms` worth of step history at 60Hz. In
the case of a footswitch/jack, if you account for the real-time press
and release event that's inserted from `rawinput` during that time,
there'd actually be up `1000/60 * (7-2) = 83ms` worth of step history.
This is still a large enough window of time for `arkmdxp4` to start
confusing older on-state polls with more recent ones. Here is a real
ring buffer I logged when I reproduced the bug:

```
Frame #6: 82ms | 1
          70ms | 1 <- rawinput real-time press
Frame #5: 66ms | 0
Frame #4: 49ms | 0
Frame #3: 34ms | 0 <- rawinput real-time release (coincided with frame update)
Frame #2: 16ms | 1 <- stale "held" poll
Frame #1:  0ms | 1 <- stale "held" poll
```

When `arkmdxp4` determines that a new press event occurred, it uses the
timestamp of the oldest on-state poll in the ring buffer as the press
time. In this case, it uses time 0ms instead of the correct 70ms,
resulting in the game thinking the player stepped 70ms before they
actually did. For reference, that same ring buffer snapshot would've
looked like this in the real implementation:

```
Frame #6: 82ms | 1
          78ms | 1
          74ms | 1
          70ms | 1
Frame #5: 66ms | 0
          62ms | 0
          58ms | 0
```

The correct time 70ms would be assigned to that step in this case. This
demonstrates the importance of keeping the ring buffers filled with only
recent poll history, closer to the threshold of around ~28ms that the
real implementation expects.

## Description of change
~~When the module is booted, it counts how many times
`ac_io_mdxf_update_control_status_buffer` was called in the first three
seconds, then calculates the approximate refresh rate of the current
game instance. If the refresh rate is under `THRESHOLD_REFRESH_RATE`
(120Hz), a low-priority thread dedicated to inserting polls into the
ring buffers is started and run at `THREAD_REFRESH_RATE_HZ` (125Hz).
Combined with the polls inserted by the main `arkmdxp4` thread and
`rawinput` real-time events, the 125Hz update cadence is enough to bring
the span of poll history represented by the ring buffers closer to
parity with what `arkmdxp4` expects.~~

EDIT: The prior thread implementation was replaced with new logic that,
on each call to the update function, backfills the ring buffer with
entries representing the last known state of the controller. For
example, given the ring buffer with a single entry:

```
0ms | 0
```
When the update function is called on the next frame at 60Hz, the
function will insert intermediate entries as "padding" before updating
to its current state:

```
16ms | 1 <- state at current frame
12ms | 0 <- "padding"
8ms  | 0 <- "padding"
4ms  | 0 <- "padding"
0ms  | 0 <- last known state
```

## Considerations
~~In the future, it might be worth exploring a route that interpolates
polls instead of relying on a thread for inserting polls (in other
words, creating intermediate poll entries based on the known real-time
press and release events from `rawinput`). For example, if `rawinput`
reported a press at time 10ms and a release at time 30ms, it's known
that any poll in between those times would report an on-state for that
arrow. However, considering this would involve adding multiple entries
per call (for times in the past) and how the update function can be
called from two separate threads, it may be introduce hard-to-debug edge
cases and add unnecessary complexity overall.~~

EDIT: Implemented

## Testing
~~-Verified the thread was inserting polls at the expected cadence
-Verified the thread is only created when the game's refresh rate is
below the threshold
-Verified the thread introduced no significant increase in CPU~~
- Verified the entries were being backfilled correctly on several
different refresh rate instances
- Verified the bug could no longer be reproduced
2025-12-15 19:46:41 -08:00
bicarus-dev e0530fedad build: update fmt library to 12.1.0 (#449) 2025-12-14 14:36:38 -08:00
bicarus-dev b220cbf336 build: remove linalg library (#448)
I think this was used for DRS VR support.
2025-12-14 04:37:28 -08:00
bicarus-dev f68a3439d3 troubleshooter: detect lack of ipv4 (#447)
## 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.
2025-12-14 00:07:22 -08:00
cchike 6f58d9ab68 MDX: Decoupled Input Polling Rate From Game Refresh Rate (P4IO Timing Fix) (#446)
## Context
In the real implementation of `ac_io_mdxf_update_control_status_buffer`,
it doesn't actually add entries to the pad state ring buffers (it only
marks the head entry as the "last consumed" entry), and `arkmdxp4.dll`
expects the ring buffers to be updated at regular intervals inside
`libacio2.dll` at ~250Hz per player. Instead, in the emulated version,
the updates happen in this function and that regular interval is
established internally using the game's refresh rate (60Hz, 120Hz,
144Hz, etc.). This effectively locks the polling rate of pad input to
that refresh rate, which is quite low for pad input.

## Description of change
The polling rate lock was circumvented by calling
`ac_io_mdxf_update_control_status_buffer` as soon as the game receives
controller input in `rawinput.cpp`. A simple wrapper function
`mdxf_poll` was exposed so press and release events could be added to
the ring buffers in real time as they happen. After each controller
event in `rawinput.cpp`, `mdxf_poll` calls
`ac_io_mdxf_update_control_status_buffer` for each player, checking the
pad's current state and adding it to the ring buffer if it's changed
since the last call. This results in the 0 -> 1 (press) and 1 -> 0
(release) state transitions used for gameplay to be based only on the
real-time events inserted from `rawinput.cpp`, while leaving the rest of
the entries generated from the main `arkmdxp4.dll` thread as "padding"
the game expects (I actually tried reducing the ring buffers to *only*
write entries on state transitions, but it broke gameplay, which means
the game still depends regular reporting of the pad state). Here's an
example of how a ring buffer would look if an arrow was pressed at some
time 32ms (assume 165Hz game refresh rate, ~6ms updates):

```
Old (only frame updates):
1 | 36ms
0 | 30ms
0 | 24ms
0 | 18ms
0 | 12ms
0 | 6ms
0 | 0ms
```
The game only sees the press event at time 36ms on frame update, so time
36ms is assigned to the press time of that arrow (4ms later than the
real press time).

```
New (frame updates + event updates from rawinput.cpp):
1 | 36ms
1 | 32ms <- from rawinput.cpp
0 | 30ms
0 | 24ms
0 | 18ms
0 | 12ms
0 | 6ms
```
The game sees the real press time 32ms on frame update, so the correct
press time 32ms is assigned.

## Testing
- Played on various refresh rates and verified the controller input
remains highly responsive.
- Inspected the ring buffers with a debugger and verified entries for
press and release events from `rawinput.cpp` were correctly being added
for their respective players.
2025-12-12 19:03:04 -08:00
bicarus-dev c3428236f8 iidx: option to disable recording function (#445)
## 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.
2025-12-11 22:03:51 -08:00
bicarus-dev 6856a0950c iidx: fix play record feature broken by new NVIDIA driver update (#444)
## 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.
25-12-12
2025-12-11 16:09:09 -08:00
cchike dc7d8515d3 MDX: Fixed Ring Buffer Traversal Direction (P4IO Timing Fix) (#441)
## Description of change
In the real `libacio2.dll` implementation,
`ac_io_mdxf_get_control_status_buffer` returns the ring buffer entry at
`(head - index) mod size` but this function was using `(head + index)
mod size` instead. Basically, `index` is supposed to indicate how many
entries back, not forward. This was causing the polling history of each
player to be returned backwards. A few other things were updated to
bring the function's behavior closer to the real implementation:

1. Number of ring buffer entries per player were increased to 16 (this
is the size of them in the real implementation)
2. `ac_io_mdxf_get_control_status_buffer` now returns the current head
of the ring buffer (instead of a success/failure boolean), which is what
`arkmdxp4.dll` expects.

## Testing
I played a few songs to make sure nothing was broken. I also attached a
debugger and verified the ring buffer entries are *actually* now being
returned in reverse chronological order as intended.
2025-12-11 10:38:47 -08:00
bicarus-dev e100093ead iidx: dump more log from nvenc hooks (#443)
## Link to GitHub Issue, if one exists
For #442

## Description of change
Logs more info about nvenc hook calls to detect failures

## Testing
2025-12-11 09:39:23 -08:00
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
25-12-07
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
25-12-02
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
25-11-19
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.
25-11-14
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
25-11-10
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 25-11-02 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.
25-11-01
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