Commit Graph
27 Commits
Author SHA1 Message Date
bicarus-dev 1d6be8fe4b fix print message 2026-01-17 20:24:18 -08:00
bicarusandGitHub c70cf40af3 graphics: fix monitor auto-rotate for reflec beat (#521)
## 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)
2026-01-17 19:57:47 -08:00
bicarusandGitHub 821a705a7d gitadora: (arena model) single window mode + subscreen overlay (#486)
## 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)
2026-01-17 02:17:33 -08:00
bicarusandGitHub 6bf7ae9074 graphics: submonitor refresh rate option (#507)
## 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.
2026-01-09 19:50:07 -08:00
bicarusandGitHub 0078b72b03 graphics: address performance regression with Image Resize (#504)
## 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.
2026-01-07 16:35:08 -08:00
bicarusandGitHub 7f281a50c5 sdvx: clean up valk cab check (#498) 2026-01-04 19:49:55 -08:00
bicarusandGitHub 7a1f46d1be gitadora: (arena model) fix window settings not working (#494)
## 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
2026-01-02 15:07:32 -08:00
bicarusandGitHub 9c06dd36a0 graphics: tone down adapter mode removal logging (#493)
## 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.
2026-01-02 03:48:28 -08:00
bicarusandGitHub b8e99e75e5 gitadora: (arena model) prevent the small subscreen from being closed (#487)
## Link to GitHub Issue, if one exists
#477 

## Description of change
Ensure the small subscreen can't be resized or closed by accident.
2025-12-30 14:30:59 -08:00
bicarus-devandGitHub e0530fedad build: update fmt library to 12.1.0 (#449) 2025-12-14 14:36:38 -08:00
bicarus-devandGitHub 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-devandGitHub 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.
2025-12-11 16:09:09 -08:00
bicarus-devandGitHub 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
duel0213andGitHub 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
sp2xdev 13a0877d38 fix up deferred messages formatting 2025-10-28 16:49:14 -07:00
bicarus-devandGitHub 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-devandGitHub be2dab9a1a Image duplication for screen resize (#401)
## 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)
2025-10-12 20:34:45 -07:00
bicarus-devandGitHub 8cc00c371a troubleshooter: address common issues in iidx and popn (#396)
## Description of change
iidx: 9on12 crashes iidx31+

popn: special message for createdevice failures (resolution issue)

## Testing
manually test both cases
2025-10-04 15:21:33 -07:00
bicarus-devandGitHub 8d3b15641f logger: more fixes to deferred logging (troubleshooter) (#394)
## 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
2025-10-04 02:13:39 -07:00
bicarus-devandGitHub 32801319fa Create a class for deferred error logging (#390)
## 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.
2025-10-02 18:42:49 -07:00
bicarus-devandGitHub d3fa27ae4a Detect D3D9 CreateDevice / CreateDeviceEx failures (#388)
## 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.
2025-09-30 22:13:02 -07:00
bicarus-devandGitHub 4f72b0a98b graphics: more window options for windowed subscreen (#308)
## 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....
2025-04-27 21:20:55 -07:00
bicarus-devandGitHub 104a9cbffd graphics: rewrite image scaler (#278)
## 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)
2025-03-28 17:23:01 -07:00
bicarus-devandGitHub 45a52cff90 sdvx: landscape mode (#277)
## 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.
2025-03-26 20:21:05 -07:00
bicarus-devandGitHub 89921e5ec2 graphics: custom full screen resolution (#274)
## 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.
2025-03-24 16:07:04 -07:00
bicarus-devandGitHub b267ad09ac Multiple "scenes" for screen resize (#270)
## 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.
2025-03-21 21:52:47 -07:00
sp2xdev ed8c72852f Initial commit for GitHub migration based on spice2x-25-03-03 2025-03-10 19:16:49 -07:00