## Link to GitHub Issue or related Pull Request, if one exists
n/a
## Description of change
Fully flush `tmp` file and then use `MoveFileExW` instead of `CopyFileW`
which guarantees atomic operation on NTFS.
## Testing
## Link to GitHub Issue or related Pull Request, if one exists
Building on #745
## Description of change
With `-wasapishared`, some users see `AUDCLNT_E_BUFFER_TOO_LARGE`
(`0x88890006`).
The existing one-device-period buffer clamp wasn't enough on endpoints
with a small shared buffer; the shared buffer is double-buffered, so a
full-buffer write often exceeds the free space.
### Fix
Added a FIFO bridge to `SharedRedirect` that decouples the game's
per-event writes from the shared engine's clock:
- **`GetBuffer`** hands the game a pointer into the FIFO tail to write
in place.
- **`ReleaseBuffer`** commits the write and drains `min(pending,
device_free)` frames to the device - so a write can never exceed what
the device accepts, structurally preventing the overflow on any
endpoint.
- **`GetCurrentPadding`** reports the FIFO fill level (capped to the
reported buffer size) so poll/timer-driven games pace correctly against
the virtual buffer.
## Testing
## Link to GitHub Issue or related Pull Request, if one exists
#251
## Description of change
CCJ registers for rawinput mouse. We allowed the rawinput registration
to go through to the OS, which prevents spice's rawinput stack from
using the mouse. This caused the overlay to not accept mouse input. Fix
it by not letting the rawinput registration through. Luckily, mouse
input continues to work properly in CCJ (for touch).
Also, fix a bug in DX11 overlay when toggling the main menu.
## Testing
Enable left nav for Card tab, splitting the single page into multiple
sub tabs.
Card Manager is now embedded in this UI (but can still be launched as a
separate window)
## Link to GitHub Issue or related Pull Request, if one exists
n/a
## Description of change
For cab usage, when `-exec bm2dx.dll` is used without `-iidx` then
SOUND_OUTPUT_DEVICE never gets set.
Change this so that `SOUND_OUTPUT_DEVICE` gets set unconditionally if
`-iidxsounddevice` is set.
## Testing
## Link to GitHub Issue or related Pull Request, if one exists
#0
## Description of change
Combine API/Options/Advanced/Development/Search tabs into one Options
tab and add a left nav for navigation categories.
Reduce information density for options table by making each row double
the height and slightly increasing widget sizes.
## Testing
## Link to GitHub Issue or related Pull Request, if one exists
n/a
## Description of change
This new option, `-wasapishared`, detects when the game opens WASAPI
Exclusive stream and forcibly opens a shared mode stream instead on the
real device.
#### Benefits of this:
1. No need for `force wasapi shared` patches
2. No need to change sample rate of audio devices before starting up
games
3. Adds ability to boot in shared mode even for games that do not have
shared wasapi changes (old GITADORA, popn HC)
As a result, this option is strictly better than `shared wasapi` patches
available for many games.
#### Downsides:
1. OS resampling will add a small latency, but not big enough to be
noticeable.
2. Using shared mode instead of exclusive mode adds latency, of course.
(If you cared about latency, you would use the low latency option, or
use exclusive or asio)
Basically it's the "make things work" button for audio that should work
for almost all games that we support.
The option has no effect if the game opens in shared mode.
## Testing
SDVX7 - ok
GITADORA GW - ok
popn HC - ok
IIDX - ok
## Link to GitHub Issue or related Pull Request, if one exists
n/a
## Description of change
Create three distinct layers for the overlay:
1. Bottommost persistent layer - non-interactable layer that is always
on. This was only for notifications, but now the FPS widget lives here
as well.
2. Overlay windows layer - most interactable windows go here.
3. Topmost main menu - this is reserved for the main menu (escape key)
and this is a modal dialog that occludes the layers below.
Why?
- `toggle overlay` behavior with FPS widget *also* toggling on/off was a
bit confusing (now they're two separate keys)
- FPS widget is popular, but it caused the entire overlay to be active,
which affects how input is handled
- the main menu being a standalone window was a little awkward (now it's
a modal)
## Testing
## Link to GitHub Issue or related Pull Request, if one exists
Fixes#737, regressed by #707
## Description of change
ImGui backend for DX11 pulled in dependency on a specific version of
`d3dcompiler_47.dll` which is not present on stock Win7 OS image.
Change this to a runtime load of the DLL and disable the overlay if we
can't find one.
## Testing
- [x] Win11, DX11 overlay
- [x] Win11, DX9 overlay
- [x] Win7, DX9 overlay
## Link to GitHub Issue or related Pull Request, if one exists
#730
## Description of change
Add an option that extracts channels from 7.1 ASIO and presents to 2-ch
ASIO. Same idea as the SDVX 2ch fix except for gitadora we are
duplicating the center channel to front.
## Testing
Tested SDVX and GFDM Arena.
## Link to GitHub Issue or related Pull Request, if one exists
#730
## Description of change
spicecfg is a 32-bit application. When it uses the ASIO SDK it only saw
the 32-bit drivers.
There are some ASIO drivers that have different names under 32-bit and
64-bit (Xonar AE is one of them)... so we have to manually scan the
registry and surface both the WOW32 and WOW64 nodes.
## Testing
<img width="329" height="309" alt="image"
src="https://github.com/user-attachments/assets/7abecf76-6835-4df5-8c2e-e7b425130f4c"
/>
Checked both 32-bit and 64-bit configurator, identical results.
## Link to GitHub Issue or related Pull Request, if one exists
#730
## Description of change
Flip the option - enable the Realtek hack by default, unless the user
chooses not to.
## Testing
Tested ASIO path and WASAPI path. WASAPI path should be unaffected as
the game just picks the default audio device.
## Link to GitHub Issue or related Pull Request, if one exists
#730, #718
## Description of change
Part 1)
When ASIO is in use, the game also looks for a Realtek device so that it
can open a WASAPI Exclusive mode stream for headphones.
Add an option to fake that, in case the user doesn't have a Realtek
device.
Part 2)
`-gdaasio` wasn't workign properly - fix the logic.
## Testing
Seems to work with FlexASIO, and Xonar with no real Realtek device.
## Link to GitHub Issue or related Pull Request, if one exists
n/a
## Description of change
Create `WrappedAsio`, similar to how we wrap `IAudioEndpoint`
So far, the wrapper does these things:
1. logging (for diagnosis, since iidx and gfdm don't produce any logs
when asio succeeds)
2. iidx32+ hack to work around refcount mismatch issue
3. sdvx valk cab hack to force 2-channel audio ("downmixing" by taking
only the front channels)
4. honor volume boost
As a result of `#2` the mempatch was removed from `iidx.cpp` since we
can tackle it cleanly in the hook. `#3` also removes the need for manual
patches.
Real downmixing is hard & expensive on the CPU so it was not
implemented.
## Testing
Tested iidx/sdvx/gfdm with xonar and flexasio
## Link to GitHub Issue or related Pull Request, if one exists
n/a
## Description of change
Refuse to load if `libaio.dll` exists but `<spec>` is set incorrectly
(almost certainly because the user copied old prop files from downlevel
version)
## Testing
## Link to GitHub Issue or related Pull Request, if one exists
n/a
## Description of change
Resampler:
Implement resampler for exclusive mode streams, as we are seeing more
and more devices - not just laptops but onboard audio devices - that
only support 48khz and not 44.1khz. Should work with volume boost (gain
calculated inside resample) and also downmixer (hands off intermediate
scratch buffers).
Buffer size increase:
By default many of these games request a tiny buffer when in shared mode
(TDJ uses 3ms). On some audio setup this results in crackling due to
underflow. Add an option to forcibly increase the buffer size.
## Testing
With resampler set to 48kHz and buffer set to 20ms I can reliably boot
and play IIDX on my display port monitor's speakers; previously this
wasn't possible. IIDX is event-driven.
Tested SDVX7 as well at 48kHz, which opens timer-driven streams.
## Link to GitHub Issue or related Pull Request, if one exists
Fixes#154
## Description of change
Patch the game to skip over special holo printing logic and redirect to
the normal printer, resolving the soft lock + printer failure.
## Testing
Tested `NCG-2019012900`. Other versions might not work though since this
is patch-based not hook-based.
## Link to GitHub Issue or related Pull Request, if one exists
Fixes#717, fixes#647
## Description of change
Adds an option to downmix surround sound (5.1, 7.1, etc) down to stereo
(2 speakers). This can be used in most WASAPI games, including Gitadora
and FTT.
How it works: when the game tries to open surround format (say, 7.1) we
create a fake buffer and tell the game that it is supported. In reality
we open a 2-channel stream with the real sound card. When the stream
begins, we downmix the channels down to two (using one of many
algorithms) and output to the sound card.
While we're here, implement an option to boost the game volume by some
decibel value, which is a feature often requested by SDVX players. This
was needed since downmixing can sometimes result in quieter audio.
## Testing
Tested GW Delta and FTT.
Downmix doesn't work on IIDX (32 bits) but volume boost works.
## Link to GitHub Issue or related Pull Request, if one exists
#717
## Description of change
Add an option to override the ASIO device.
By default the game will try to use any ASIO driver that contains the
string `XONAR` in it.
## Testing
Tested with FlexASIO.
## Link to GitHub Issue or related Pull Request, if one exists
n/a
## Description of change
Move resize logic from `EndScene` to `Present`/`PresentEx` (resolves
Live2D frame drops in some extreme settings)
Plug small memory leak
Remove unnecessary surface Lock/Unlock
## Testing
Tested IIDX, SDVX, DDR.
## Link to GitHub Issue or related Pull Request, if one exists
n/a
## Description of change
Subscreen overlay window used to draw above the main game surface, but
below any other ImGui widgets. Fix this so that the subscreen image is
drawn at the same z-level as the sub window itself.
This has been a long-standing issue - at least since 2023 when spice2x
first forked...
## Testing
Tested TDJ in windowed mode.
## Link to GitHub Issue or related Pull Request, if one exists
Fixes#134
## Description of change
Add ImGui DX11 backend implementation, and integrate into the spice
overlay.
The tricky part is that some of the Unity games:
1. Launch multiple windows, and
2. Can be resized (even full screen games launch at a certain resolution
and then expand to fit desktop resolution)
3. lazy load DX11 DLLs
This PR also adds screenshot functionality, but screen resize is not
implemented.
## Testing
Seems to be working for most games. Need to do final tests for:
- [x] CCJ (attract movie plays as well)
- [x] Busou Shinki (title movie plays)
- [x] MFG
- [x] QuizKnock
- [x] Polaris Chord
- [x] check dx9 for regression
## Link to GitHub Issue or related Pull Request, if one exists
#0
## Description of change
Combine the two layout options into one
## Testing
- [x] windowed, x4
- [x] windowed, x2
- [x] windowed, x1 with sub
- [x] fs
## 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).
## Link to GitHub Issue or related Pull Request, if one exists
n/a
## Description of change
Add two options:
1. option to adjust poll rate
2. option to change emulation size
Also, the default configuration is changing from:
* ~1000Hz ish to 120Hz (default)
* 3x3 point to 1x1 point
In theory this does not make a meaningful change to how the game plays.
But if people want the old behavior they can change it.
## Testing
Tested on Volzza2 and Reflesia.
## Link to GitHub Issue or related Pull Request, if one exists
#477
## Description of change
By default the game needs 4 monitors.
With the new option to disable subscreens, you can now boot fullscreen
with a single 4K monitor, with subscreen overlay enabled. Side monitors
are not shown in the overlay; only the touch screen is emulated.
## Future work
- [ ] custom resolution (-forceres) doesn't work properly (hooking
ResetEx does allow the game to boot but will render incorrectly;
probably needs hex edits)
- [x] enable this automatically if the user has fewer than 4 monitors
- [ ] ability to boot with a 4k main screen + small subscreen (with no
side screens which do nothing gameplay wise), but this whole display
emulation is a nightmare to work with & test thoroughly so it'll have to
be in the future.
## Testing
Checklist:
- [x] fs on 1 monitor with option set
- [x] fs on 2 monitor with option set
- [x] windowed - default (4 windows, no overlay)
- [x] windowed - with option set (1 window, overlay)
- [x] fs with 4 monitors?
- [x] check popn hc for regression
## Link to GitHub Issue or related Pull Request, if one exists
#694
## Description of change
Before this change, we have it set in the executable manifest to always
ask for UAC elevation.
This change removes that and instead attempts to prompt for elevation
when we launch, depending on the new developer option that is being
added here to run as current user instead of elevating.
The default behavior continues to run as admin. This is still the safest
in terms of regression risk.
A bit of history on this: while spicecfg never technically needed to
elevate, we continue to do so to avoid difference in behavior when the
game is launched. For example, if the user is using an input remapper
running without elevation, it would inject input into spicecfg running
as user but fail to do so if the game runs elevated.
WinXP builds are unaffected (there is no UAC).
Some features will straight up fail without elevation so this will
remain as a debug option. To name a few (not a complete list):
* reboot/shutdown of PC
* running at realtime process priority
* `-nvprofile` option
* ...
## Testing
## Link to GitHub Issue or related Pull Request, if one exists
Continuation of #682
## Description of change
RB uses SleepEx, so it was missed during the search while working on
#682.
## Testing
Plays about the same on a 200Hz touch monitor.
## Link to GitHub Issue or related Pull Request, if one exists
n/a
## Description of change
When booting in fullscreen, hide the subscreen from the alt+tab list and
from the task bar. Alt-tabbing to it does nothing, so this is just to
avoid confusion.
No change to windowed mode.
## Testing
Tested TDJ/SDVX/Popn. Didn't test Gitadora but it's probably fine..
## Link to GitHub Issue or related Pull Request, if one exists
n/a
## Description of change
Add a new option under `Monitor` group to change the monitor resolution
before booting the game, very similar to how orientation / refresh rate
options work.
This would be useful for games like Polaris Chord that boots at current
resolution but manages to have graphical issues when not in 1080p.
## Testing
## Link to GitHub Issue or related Pull Request, if one exists
Fixes#562
## Description of change
### rawinput touch fixes
In rawinput touch handler, if the mouse events (`WM_LBUTTONDOWN`,
`WM_MOUSEMOVE`, `WM_LBUTTONUP`) originated from a touch screen, drop
them on the floor instead of treating them as touch events.
This is an attempt to fix phantom touch issues we see with some screens.
Fix another issue where, if mouse is clicked inside the window, and then
dragged outside the window and button is released, touch point (id 0)
continues to be held.
### wintouchemu fixes
If we detected a touch input recently (500ms), ignore new mouse clicks.
This isn't perfect, but hopefully it helps with filtering out mouse
clicks originating from touch screens.
Also, switch over to detecting the primary mouse button correctly, not
just the left mouse button.
### notes
Future investigation: are there really touchscreens that report a mouse
HID capability & insert mouse events? We could have a way to filter them
at rawinput level but it'll be ugly.
## Testing
Tried jubeat, beatstream..
## Description of change
There was enough feedback that the current algorithm is not ideal for
most touch screens because most touch screens are not 24". In the
current algorithm touching the gap is no-op, so people think the game is
dropping touches.
This PR introduces a new algorithm that inspect touches on the gap and
triggers the nearest square.
## Testing
Tested landscape and portrait jubeat.
## Link to GitHub Issue or related Pull Request, if one exists
continuation of #677
## Description of change
When overlay was hidden, when mouse buttons were clicked, they were
queued up and replayed when overlay became visible again.
This is due to improper usage of `GetAsyncKeyState`, per documentation.
## Testing
## 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
## Link to GitHub Issue or related Pull Request, if one exists
#676#452
## Description of change
When spice SDK or API sets or clears button and analog override, we
don't tell MDXF about it, so it may fall behind. This is a special case
for DDR MDXF I/O emulation. For Naive/Xinput I think we are getting
lucky because they usually also generate WM_INPUT events.
Update the C++ SDK sample to provide more interesting example of
emulating DDR arrows with the keyboard.
## Testing
## Description of change
Seems to be an oversight when it was initially implemented; hooks should
not load when launching `spicecfg` (or `spice -cfg` or `spice64 -cfg`).
## Link to GitHub Issue or related Pull Request, if one exists
n/a
## Description of change
Adds a flat-C, headers-only library for writing DLL plugins with spice.
This is meant to be an alternative to writing applications over spice
API which doesn't suit some scenarios like writing custom
high-performance I/O modules.
All you have to do is:
1. Create a 32-bit or 64-bit DLL with `spice_sdk_entry_point` as a
DLLExport
1. Include `spicesdk.h`, and optionally `spicesdk_io.h` (see
`extras\sdk\include`)
1. `spice_sdk_entry_point` will be called when hooks get initialized.
Call `init` with valid parameters.
1. When `init` returns, `SPICE_SDK_V0` will be filled out with a series
of function pointers; your DLL can now start calling into it.
1. Compile your DLL and add it as a DLL hook (`-k`) in spice when
launching the game.
See `v0_cpp.cpp` for an example.
V0 implements the following functions:
```
log;
get_game_info;
get_avs_info;
get_button;
set_button;
get_analog;
set_analog;
get_light;
set_light;
set_touch;
clear_touch;
insert_card;
set_keypad;
```
V0 is focused on providing common utility functions needed in a lot of
DLL hooks (get AVS info, log messages to file), and implementing I/O.
In the future, we could have more interesting things like:
* scanning and modifying memory
* installing DLL hooks
* having direct hooks into I/O emulation modules
* getting full tape LEDs
* having a callback into DX9 `Present` call
* drawing an ImGui window
More detailed documentation is coming soon in form of a wiki page.
## Testing
See included sample DLL.
## Link to GitHub Issue or related Pull Request, if one exists
Fixes#675
Yet another regression from #604
## Description of change
When overlay was hidden (not visible) it was still accepting keyboard
input, so when it became visible again the queued up keystrokes got
processed all at once.
Also, fix a bug with monitor settings update kicking in when in windowed
mode - this really should have been only for full screen.
## Testing
Tested DDR windowed / full screen, TDJ with subscreen overlay windowed /
fullscreen.
## Link to GitHub Issue or related Pull Request, if one exists
#181
## Description of change
Implement analog relative mode and delay option using a new
millisecond-based algorithm.
## Testing
WIP
## Link to GitHub Issue or related Pull Request, if one exists
Regression caused by #604, probably
## Description of change
When spicecfg or the game loses focus and regains it, scroll bar jumps
around. This was because we weren't keeping proper track of mouse wheel
position while not in focus, so when we gain it back, it's as if the
scroll bar was moved a huge distance.
## Testing
Tested spicecfg and in overlay.
## Link to GitHub Issue or related Pull Request, if one exists
#181
## Description of change
Use millisecond-based calculation to add artificial delay to the TT
input.
## Testing
Tested 64 bit TDJ and LDJ.
## Link to GitHub Issue or related Pull Request, if one exists
n/a
## Description of change
Add a checkbox to the buttons edit dialog that lets you set a device as
"always on", accomplished by setting the device to `Naive`, vkey to
`0xff` (invalid), and `Invert`.
No backend rawinput changes.
## Testing
## Link to GitHub Issue or related Pull Request, if one exists
Re-implements fix for #181 as it was removed by #668
## Description of change
Add two options to add artificial delay to turntable input. These
operate directly on the input logic (`get_tt`) which is called by I/O
emulation code.
Functionally, it's **identical** to the `Delay (experimental)` option we
had in the analog tab, just moved to Options tab.
## Testing
64 bit tdj: ok
64 bit ldj bi2a: ok
32 bit ldj ezusb: ok
Worth noting that TDJ bi2x_hook polls at 120Hz, bi2a at ~500Hz, and
ezusb at ~170Hz
## Link to GitHub Issue or related Pull Request, if one exists
Related to #181
## Description of change
This PR removes two features marked as "experimental" for analog axis -
`Delay` and `Relative Axis`.
They have been in spice as experimental option for almost 2 years.. but
they have a fundamental problem of being tied to how often the analog is
polled. Not just how often the game's I/O emulation code polls it, but
literally any source (spice API, overlay, etc).
For `Delay`, the only real usage I'm aware of is for #181 which is
delaying IIDX turntable input. For this, I will follow up with a
separate PR that adds back the delay option specifically for IIDX.
For `Relative Axis` - I'm not quite sure if any one actually uses this.
This could be implemented per-game if some game demands it. Polaris
Chord already has one, for example.
## Testing
## Link to GitHub Issue or related Pull Request, if one exists
n/a
## Description of change
Currently, all analogs are treated as circular values that wrap around.
This works for knobs and turntables, but can get weird for linear values
(like tilt sensors and sliders) especially once analog options are
enabled, such as sensitivity.
This PR groups analogs into 3 buckets: circular, linear (centered), and
linear (positive). Linear types get different algorithms applied to it
when options are set (e.g., sensitivity caps out at 0, 1 instead of
wrapping around).
In linear mode:
* Sensitivity value applies an exponential response curve (power curve)
to the original value.
* Multiplier/divisor serves as a linear cut-off.
* Relative mode works as you expect, but of course, values don't wrap
around.
* Invert and deadzone work as you expect (since they applied to the
controller input anyway)
* Smoothing is removed from the UI and has no effect.
* Delay is unaffected.
Also, fix a small bug with -/+ button not working for analog `Delay`
option.
## Testing
WIP
## Link to GitHub Issue or related Pull Request, if one exists
Fixes#663
## Description of change
Apply monitor rotation and refresh rate again when fullscreen focus is
regained.
## Testing
Tested with sdvx7
## Link to GitHub Issue or related Pull Request, if one exists
#616
## Description of change
Fix UI labels being wrong for analog stick up/down (they were reversed).
Adjust deadzone so that when sticks are bound as digital buttons, they
are not as sensitive.
Small refactoring of code.
## Testing
Tested via spicecfg using my xbox one controller.
## Link to GitHub Issue or related Pull Request, if one exists
n/a
## Description of change
Some crappy DDR soft mats (either USB-based or console pads with crappy
adapters that lack a dedicated "DDR pad mode") use X and Y analog axis
for arrows, which means they cannot cleanly report Up+Down or Left+Right
input.
According to some ancient Stepmania code, a lot of these report a middle
value (value between center and right, for example, for left+right).
Borrow this hack from Stepmania and implement it in spice as analog
input for DDR.
Also, for rawinput/xinput automatic bind scenario, update the logic so
that face buttons are always detected before analog axis / dpads for
consistency. This would help with binding any DDR pads that
simultaneously input face buttons / dpad / analog axis, so that we can
prefer face buttons when detected.
## Testing
I don't have any soft mats that have this, but it was tested with an
xbox controller.
## Link to GitHub Issue or related Pull Request, if one exists
regression caused by #653
## Description of change
Some controllers - like the Xbox One controller I have - reports
0xffffffff as the max range value for analog, despite reporting 16-bit
width. This causes us to consider 0xffffffff as -1 so the range became
[0, -1] which is invalid.
Our automatic calibration does eventually fix this (-1 will fix itself
to become the highest actual value reported, which would be 0xffff).
This seems to be a common issue with XInput-based controllers in
general: see `Correct_Axis_Max` in
https://github.com/argonlefou/DemulShooter/blob/master/DsCore/RawInput/RawInputController.cs#653 removed the fix that was masking this issue. Put in a new fix that
fixes these up.
## Testing
Tested with Xbox One controller.
## Link to GitHub Issue or related Pull Request, if one exists
#345
## Description of change
SDVX4 data from certain private forum has bad logger configuration and
crashes on boot. Add an explicit workaround to fix up that broken
`avs-config.xml` file, scoped to `soundvoltex.dll` + 32-bit.
## Testing
Tested HH.
## Link to GitHub Issue or related Pull Request, if one exists
Regression introduced by #595
## Description of change
`avs::core::file_exists` fails if you use `\` as path separator... what
I meant to use was `fileutils::file_exists`.
This would have caused failures - mostly for gitadora players - if they
used `prop\ea3-config2.xml` for example.
## Testing
## Link to GitHub Issue or related Pull Request, if one exists
#653
## Description of change
By default, BAT Positive / Negative binds trigger when the stick is
tilted 10% off the center.
This needs a bit more customization since:
1. User may want to customize the center point (e.g., guitar controller
neutral position)
2. User may want to adjust the sensitivity (e.g., guitar controller tilt
angle to trigger wailing).
## Testing
WIP
## Link to GitHub Issue or related Pull Request, if one exists
n/a
## Description of change
Official GuitarFreaks controller has the motion sensor values with
`valuemin=-127` to `valuemax=127` and we don't deal with negative values
correctly.
## Testing
tbd
## Link to GitHub Issue or related Pull Request, if one exists
n/a
## Description of change
On some Win11 systems,
`CoCreateInstance(CLSID_DirectSoundI3DL2ReverbDMO)` started to fail with
`ERROR_MOD_NOT_FOUND` instead of `REGDB_E_CLASSNOTREG` for some reason.
## Testing
User tested.
## Link to GitHub Issue or related Pull Request, if one exists
#618
## Description of change
Add rest of the LED strip lights.
## Testing
Tested U region.
## Link to GitHub Issue or related Pull Request, if one exists
Fixes#648
## Description of change
Deal with devices in hybrid packet mode that send garbage data in second
packet when it's out of bounds (outside the number of contact points).
MSDN says they're supposed to be (0, 0), but some devices don't follow
the spec.
## Testing
I don't have a device that reports garbage values but this should fix it
in theory.
I tested on my Dell touch monitor which is in hybrid mode & sends 5
touches at a time, but can split across two packets to send up to 10
touches. It sends (0, 0) for the remaining slots when there are 6-9
touch points, but confirmed that there was no regression.
## Description of change
`std::ostringstream.str()` returns a temporary string so it's invalid to
obtain c_str from it and pass it around.
## Testing
wip
## Link to GitHub Issue or related Pull Request, if one exists
n/a
## Description of change
Allow DDR to be launched in borderless window (honor the spicecfg
option).
Prevent Gitadora arena model from changing the window decoration once
launched as it hangs the game.
## Testing
Tested 32/64bit ddr, gitadora arena.
## Link to GitHub Issue or related Pull Request, if one exists
#618
## Description of change
Wire up coin and more lights to bi3a_hook.
## Testing
Tested on U region