## Link to GitHub Issue, if one exists
n/a
## Description of change
Make the text color cyan to make the messages stand out.
## Testing
Verified in terminal.
## 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
#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
#345
## Description of change
In the main menu (Esc key), instead of just saying `Show subscreen`,
detect game and say `Show TDJ Subscreen` `Show LDJ LED Ticker` etc.
For the LED ticker window, show the title bar by default, and add an
option to hide it back.
This is to help with cases where people get stuck with being in LDJ mode
when they meant to turn on TDJ.
## Testing
Tested all configurations (IIDX LDJ/TDJ, SDVX UFC, DRS)
## Link to GitHub Issue, if one exists
#452
## Description of change
* Split the MDXF I/O option into three: auto, thread, and backfill.
`auto` is the same as what `thread` used to be before this change (based
on I/O poll rate), but `thread` now always forces thread poll mode.
`auto` is the default (behavior wise, same as before)
* For the poll rate measurement, start polling after 20s mark to avoid
frame drops during game boot
* Minor code clean up
## Testing
manual test in windowed + full screen
## Description of change
Extension of #460
An option was exposed to `spicecfg` (`P4IOBufferMode`) for toggling
between the Thread and Backfill buffer fill implementations from the
prior PR.
## Testing
- Verified the option properly toggled between the two implementations
## 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
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
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
## 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.
## 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
Show a MessageBox when signal detects a crash.
## Testing
Tested full screen and windowed games.
## 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
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.
## Link to GitHub Issue, if one exists
n/a
## Description of change
Add a "Linux" variant of spicecfg/spice/spice64.exe - currently these
are the same as Windows binaries but built without dependency on
WinSCard, which makes it easier to run on WINE.
Split dist archive into two, move api and extras into the new extras
zip.
## Testing
I only checked to see that Linux variants run fine on Windows, and
checked with dumpbin to confirm that the dependency on winscard DLL is
removed. No official support will be provided for Linux builds.
## 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)
## Link to GitHub Issue, if one exists
n/a
## Description of change
Add CMake option to disable SCard functionality. Needed by some builds
of WINE, where distributor opted to not enable scard functionality for
whatever reason
## Testing
Building with `cmake -DWITH_SCARD=OFF` does not link against winscard
Building without this option at all links against winscard
## Link to GitHub Issue, if one exists
#0
## Description of change
The original launcher::detect_bootstrap_release_code() wasn't detecting
user specified bootstrap.xml path, and was causing issues for
patch_manager and other ext check spots prior to ea3 init (as ea3 does
proper path check itself).
I've added the user path check and proper xml parsing from
detect_gameversion().
## Testing
Tested with prop/bootstrap.xml presents.
Tested with prop/bootstrap.xml not presents and -b
/path/to/bootstrap.xml
## Description of change
Detect and log troubleshooter messages for:
* (early) hook DLL load failure
* data_mods folder without ifs_hook.dll
* spice version (print out current version and add a link to github
download)
## Testing
## Description of change
Finally figured out where the deadlock was coming from - it's because
the `dump_to_logger` was writing `SuperstepSound: Audio device is not
available` to the logger which calls back into the log hook, and then
emits another deferred message, trying to acquire the lock again on the
same stack.
## Testing
Tested the superstep sound failure case again.
## 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
#345
## Description of change
Add a little warning message that shows when well-known exception codes
are encountered & caught by signal hooks.
## Testing
Tested by injecting bad instructions into the DLL.
## Link to GitHub Issue, if one exists
n/a
## Description of change
Recently distributed iidx data has this enabled in ea3-config.xml by
default, exposing people's PCBID in the logs.
Find the node in the XML and remove it on boot, unless user overrides it
with a new option.
## Testing
Tested using asphyxia.
## Link to GitHub Issue, if one exists
#345
## Description of change
When the directory specified in the mounttable (in avs-config.xml) lead
to bad path, remember this and show a warning message block before the
game crashes.
## Testing
Tested with simulated bad mounttable set up.
## 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
n/a
## Description of change
Add a new option that allows absolute position analog input, such as
SDVX controller knobs and IIDX turntables, to be bound as input for
Polaris Chord faders.
In practice this means turning a knob counter-clockwise results in fader
being held left (relative to velocity), and vice versa.
## Testing
Tested using FauceTwo and a mouse.
## Link to GitHub Issue, if one exists
#345
## Description of change
If `-exec` is specified, log a giant warning.
Also, fix some compiler warnings in MFG.
## Testing
Confirmed message being logged in log.txt.
## 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.
## Link to GitHub Issue, if one exists
n/a
## Description of change
In an attempt to make the Options tab smaller, move out more options to
advanced / development tabs.
## Testing
n/a
## Link to GitHub Issue, if one exists
#345
## Description of change
On launch of spice.exe / spice64.exe, call `regsvr32` on known codecs in
the `com` directory.
Add an option to skip this (`-ddrnocodec`) as a chicken bit.
## Testing
Tested 32 and 64 bit DDR.
## Link to GitHub Issue, if one exists
#345
## Description of change
Simplify camera hook in SDVX5/6. Camera hook will always be installed
and return 0 cameras.
Deprecate `-sdvxdisablecams` option as it is no longer needed as a
result of this change.
## Testing
Tested SDVX5 final, SDVX6 year 1, and a recent SDVX6 build.
## Link to GitHub Issue, if one exists
#345
## Description of change
On launch of spice/spice64, dump bindings in Buttons and Analog tab
## Testing
Tested on 32 bit and 64 bit