Commit Graph
99 Commits
Author SHA1 Message Date
bicarus-devandGitHub 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-devandGitHub 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-devandGitHub 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
2025-12-01 16:04:32 -08:00
bicarus-devandGitHub 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-devandGitHub 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
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-devandGitHub 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
2025-11-17 19:16:19 -08:00
bicarus-devandGitHub 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-devandGitHub 9e2b04d5db troubleshooter: update link for vcredist (#423)
## Description of change
RIP abbodi1406
2025-11-16 00:07:36 -08:00
bicarus-devandGitHub 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.
2025-11-10 11:35:46 -08:00
bicarus-devandGitHub 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
2025-11-07 14:20:37 -08:00
bicarus-devandGitHub 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-devandGitHub 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
bicarus-devandGitHub 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
bicarus-devandGitHub 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-devandGitHub 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-devandGitHub 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.
2025-10-31 20:54:56 -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 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-devandGitHub 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
bicarus-devandGitHub 4b21821aa4 Introduce builds for Linux, split archive into release and extras (#405)
## 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.
2025-10-16 16:19:10 -07:00
bicarus-devandGitHub 6b47b5db50 iidx: set CONNECT_CAMERA env var even when iidx module is not enabled (#404)
## 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)
2025-10-15 13:50:12 -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 58ea6ce17e troubleshooter: add more detection (#397)
## 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
2025-10-06 08:03:06 -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 8e2985d8d0 troubleshooter: properly fix deadlock (#395)
## 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.
2025-10-04 13:50:04 -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 033e9f926a logger: warn about log level being set too high (#392)
## Link to GitHub Issue, if one exists
n/a

## Description of change
If log level is anything but `misc` or `all`, complain using the
deferred logger.

## Testing
Tested legacy AVS (DDR X2) and newer games.
2025-10-03 19:16:59 -07:00
bicarus-devandGitHub cffee2b7f8 logger: add mutex to deferred logger (#391)
## Link to GitHub Issue, if one exists
[#390 ](https://github.com/spice2x/spice2x.github.io/pull/390)

## Description of change
Just like the normal logger, deferred logging can be called from any
component at any time, so accessing the vector needs to be guarded.

## Testing
2025-10-02 23:38:11 -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 07cb6048a0 Add explanation for common exception codes (#386)
## 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.
2025-09-28 23:49:08 -07:00
bicarus-devandGitHub 61d79f76b2 ea3: remove verbose debug logs by default (#385)
## 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.
2025-09-28 20:31:48 -07:00
bicarus-devandGitHub 9f99b71112 avs: when nvram/raw folder creation fails, show a warning message when the game eventually crashes (#383)
## 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.
2025-09-27 18:16:20 -07:00
bicarus-devandGitHub ddc8061268 iidx: apply signature patch for ASIO compatibility fix in iidx32 (#381)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Apply this fix automatically when needed -
https://github.com/two-torial/sp2xpatcher/pull/33

## Testing
Tested iidx31 to see that the patch does not apply
Checked -audiohookdisable to see that the logic gets skipped
Tested 2025041500 and 2025082500.
2025-09-26 01:26:49 -07:00
bicarus-devandGitHub 0dda920448 iidx, sdvx: show error text when subscreen fails to render (#378)
## Link to GitHub Issue, if one exists
#345 

## Description of change
For IIDX / SDVX, when the subscreen surface failed to capture, display
an error message, suggesting the user to patch the game as needed.

Prior to this change, the subscreen overlay just showed an invisible
window if this happened.

## Testing
Tested IIDX windowed / full screen, and voltex full screen.
2025-09-21 00:20:41 -07:00
bicarus-devandGitHub 5f7580b69e pc: add polaris chord button lights (#377)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Add lights output for the buttons lamp array. Only implemented the top
row of lights and not all of them, this is good enough.

## Testing
Tested with a Nostroller and also spiceremote.py.
2025-09-20 16:37:39 -07:00
bicarus-devandGitHub 931811da14 iidx,sdvx: detect SuperstepSound init failures and log a message upon crash (#376)
## 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.
2025-09-20 04:17:40 -07:00
bicarus-devandGitHub 7624ded512 pc: add option to translate absolute analog values to fader input (#375)
## 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.
2025-09-20 03:40:18 -07:00
bicarus-devandGitHub 0b5f7787be launcher: show a giant warning when the user specifies -exec option (#371)
## 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.
2025-09-17 17:03:57 -07:00
bicarus-devandGitHub 6592191624 pc: fix certain controller bindings not working (#368)
## Link to GitHub Issue, if one exists
Fixes #364 

## Description of change
The game attempts to hook raw input, but raw input API can only be used
by one window per process. Hook `RegisterRawInputDevices` and prevent
the game from registration for raw input notifications.

## Testing
Tested that HID keyboard works with `Bind` option.
2025-09-17 03:55:02 -07:00
bicarus-devandGitHub 164592b16d pc: add language hook (#367)
## 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.
2025-09-17 01:53:50 -07:00
bicarus-devandGitHub 81f879e7ff pc: fix fader emulation (#366)
## Link to GitHub Issue, if one exists
Fixes #365 

## Description of change
Always check both analog and digital input when calculating fader
offset.

## Testing
Tested with keyboard and xbox one controller.
2025-09-16 19:36:22 -07:00
bicarus-devandGitHub d530bfcd65 overlay: tweak imgui colors (#359)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Change the dark brown colors used in widget backgrounds to dark gray.

Decrease the in-game overlay transparency (more opaque): 80% -> 96%.

## Testing
Tested cfg and in-game overlay.
2025-09-14 02:29:14 -07:00
bicarus-devandGitHub 11b9790e6c cfg: rearrange options (#357)
## 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
2025-08-19 02:41:56 -07:00
bicarus-devandGitHub 1dfcf8c087 ddr: check for common DLL errors (#355)
## Link to GitHub Issue, if one exists
#345 

## Description of change
Check if the path to codecs directory contains non-ASCII characters, and
display a giant warning. This is to help with troubleshooting, since
registration of xactengine silently fails (creates a bad registry entry)
if the path contains non-ASCII chars.

Log the size of codec DLLs, and log any failures from `regsvr32`.

Detect the case where user specified `-exec gamemdx.dll` for DDR which
seems to be a common pitfall. This doesn't work because gamemdx.dll does
not have a DLL entry, but for some reason people are really tempted to
do this.

## Testing
Validated the error cases.
2025-08-18 00:00:38 -07:00
bicarus-devandGitHub 5c7ad0d51e ea3: supply default pcbid if not present (#356)
## Link to GitHub Issue, if one exists
#345 

## Description of change
If ea3 xml is missing pcbid node, AND there is no pcbid override, supply
a default value. Useful for quickly getting offline clients up &
running.

## Testing
Tested with/without pcbid override, with/without pcbid node in xml.
2025-08-17 23:52:15 -07:00
bicarus-devandGitHub 926f2ef2a0 ddr: enclose file path in quotes & use wchar when registering codecs (#354)
## Link to GitHub Issue, if one exists
#345 

## Description of change
Account for the path to codec DLL having spaces in it and use wide
chars.

## Testing
Testing 32 and 64 bits.
2025-08-16 19:18:15 -07:00
bicarus-devandGitHub f6b63473a0 ddr: automatically register codecs on launch (#351)
## 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.
2025-08-09 20:53:09 -07:00
bicarus-devandGitHub 1ad45edd6e sdvx: remove -sdvxdisablecams, simplify camera hook (#350)
## 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.
2025-08-09 03:01:10 -07:00
bicarus-devandGitHub e79de3b117 Dump button and analog bindings to log on launch (#349)
## 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
2025-08-04 21:40:09 -07:00
bicarus-devandGitHub 77bca2baee patcher: add gitadora libshare-pj.dll to extra DLL list (#335)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Allow importing patches for `libshare-pj.dll`

## Testing
Observed patch for the new DLL being attempted to be imported in the
logs.
2025-06-02 02:56:04 -07:00
bicarus-devandGitHub 46e8c8a5a5 acio: detect crash during acio init due to RTSS/Afterburner and complain (#334)
## Link to GitHub Issue, if one exists
n/a

## Description of change
When an exception is caught during ACIO hook init, print a special
message to suggest the user to disable RTSS and MSI Afterburner, since
they are known to cause issues.

## Testing
Tried with RTSS enabled with High detection and with it disabled. Also
tried to crash the game a different way and check that the message is
not printed and the callstack is shown propeerly.
2025-06-01 14:52:13 -07:00
bicarus-devandGitHub 740ed90d95 iidx: fix windowed subscreen mouse clicks being ignored when overlay is active (#333)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Fix an issue when clicking on the TDJ windowed subscreen with overlay
active will occasionally drop all future mouse clicks, until the overlay
is completely hidden.

## Testing
Tested TDJ windowed subscreen, with poke, with auto-pin, and with
spicecompanion.

SDVX: this was never an issue for UFC mode, but this change doesn't make
any functional difference either.
2025-05-30 22:20:03 -07:00
bicarus-devandGitHub 99035f312f cfg: reorganize menu bar (#330)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Add `Help` menu. 

Move Licenses and About dialog under Help.

Add links to the wiki.

Make game selection drop-down slightly wider to make better use of space
that has been freed up.

## Testing
tested in cfg (with/without game), and in-game overlay
2025-05-25 01:32:59 -07:00
bicarus-devandGitHub aafc916bb6 launcher: detect custom nvidia DLLs (#329)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Complain if nvcuda.dll, nvcuvid.dll, or nvEncodeAPI64.dll are found in
modules or in root directory. This would complain for spice-provided
stubs as well.

## Testing
2025-05-24 12:49:58 -07:00
bicarus-devandGitHub c5eb1e999b launcher: option to make command line args take precedence (#327)
## Link to GitHub Issue, if one exists
Fixes #190 

## Description of change
When `-cmdoverride` is specified, any command line arguments are taken
first before merging with what is in the config file.

## Testing
Still testing...
2025-05-15 23:26:38 -07:00
bicarus-devandGitHub 58481a035b printer: fix orientation of resulting image (#324)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Rotate the printer output so that it's the correct orientation
(portrait, not landscape).

## Testing
Tested via test image, and also in-game, for LP and SDVX.
2025-05-09 09:48:59 -07:00
bicarus-devandGitHub 66b3de8e5c loveplus: add printer options (#325)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Add the same options as SDVX printer.

## Testing
Tested all options with LP.
2025-05-09 09:48:00 -07:00
bicarus-devandGitHub 257afe0cd3 loveplus: remove log spam (#326)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Remove spammy logging in LP

## Testing
It works 👍
2025-05-09 09:47:38 -07:00
bicarus-devandGitHub aafea3b1c1 loveplus: stub impl of cpusbxpkm.dll (printer) (#319)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Add a stub for `cpusbxpkm.dll`. The stub doesn't work, it's only enough
to allow the game to load; but that is irrelevant since spice hooks the
printer at runtime.

## Testing
Observed the game boot, and was able to print out the test image from
test menu. Will do more testing on a real server.
2025-05-08 23:03:26 -07:00
bicarus-devandGitHub 346a159157 loveplus: full screen mode (#323)
## Link to GitHub Issue, if one exists
Fixes #322 

## Description of change
Ensure game launches in full screen when windowed mode setting is off.
Before this PR, the game always launched in windowed mode.

## Testing
Seems to run fine in fullscreen with the monitor in portrait mode.
It does seem to run at even lower framerate (around 24fps, vs. 30fps in
windowed) but it might be expected.
Some weirdness with the mouse cursor when the overlay is active (two
cursors).
2025-05-08 17:25:15 -07:00
bicarus-devandGitHub 54028d8cbb loveplus: improve window searching for touch hook (#321)
## Link to GitHub Issue, if one exists
Fixes #320 

## Description of change
Replacing the existing logic that searches for game window to hook touch
on.

Eventually, we should fix all the other games that hook touch by
matching on window title with a call to `FindProcessWindowBeginsWith`.

## Testing
Tested with notepad open that was also titled `LovePlusAC`. Game hooked
correctly when the game was in focus during boot, and also when notepad
was in focus.
2025-05-07 21:41:48 -07:00
bicarus-devandGitHub 621b702ed4 loveplus: enable cam access (#318)
## Link to GitHub Issue, if one exists
#316 
(this does not fix the issue!)

## Description of change
Add an option to omit `-noCamera` option. Doing so allows the game to
boot and search for a compatible camera using KS API, but will likely
fail since we don't know what cameras are compatible. You end up with a
camera error during boot, which can be ignored by flipping a switch in
the test menu to disable the camera.

No hooks are currently done to make the camera work!

## Testing
Tested to see that turning this on triggers the camera error. No known
camera at the moment.
2025-05-07 20:43:16 -07:00
bicarus-devandGitHub 26ea8a1b92 api: check for window focus when accepting input (#317)
## Link to GitHub Issue, if one exists
Fixes #139 

## Description of change
Add an option for detecting window focus when accepting input.

The new default will be to have the following:
 * naive bindings will check for window focus
* rawinput binds are not affected, will continue to be accepted
regardless of focus

Other options (always / never choices) can be picked by the user to
tweak the behavior if needed.

Clean up usage of `0xff` constant to represent invalid naive vkey.

## Testing
Still in progress, especially in regards to performance.

On a i7-9700 system, 10000 calls to `superexit::has_focus()` takes
250-350 microseconds, so this should not be a big deal at all.
2025-05-07 13:22:29 -07:00
bicarus-devandGitHub 6e7bf99af8 util: print dimensions and refresh rate of monitors (#314)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Dump monitor resolution and refresh rate to the log on launch.

## Testing
Tested with two monitors.
2025-05-05 16:48:55 -07:00
bicarus-devandGitHub df9d9d8673 api: quality options for screen mirroring (#313)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Allow the server to override client's quality options for screen
mirroring.

On Windows / Android versions (flutter-based) clients, this is already
in the options of those apps. However, the iOS version lacks the quality
options.

## Testing
Tested with iOS and Windows clients.
2025-05-04 20:10:56 -07:00
bicarus-devandGitHub f40c382903 net: mark netadapter IP as sensitive option (#312)
## 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.
2025-05-04 13:20:37 -07:00
bicarus-devandGitHub 521e87ea41 patchmanager: always log patch identifier of main DLL (#311)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Always log the DLL identifier string in patch manager, even if there are
no patches.

## Testing
Tested 32 / 64 bits.
2025-05-04 00:23:51 -07:00
bicarus-devandGitHub 2b735ffd55 launcher: check for custom d3d9.dll in user's game directory (#309)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Log a message if d3d9.dll (and friends) are found in the game root or
the modules directory.

This is to help with troubleshooting in cases where the user is unaware
that d3d9 is being used to inject other DLLs (e.g., ifs_layeredfs), or
when DX9 reimplementation is causing issues / crashes (e.g., dxvk).

## Testing
Observed the new messages being logged in both modules / root directory.
2025-05-02 01:51:23 -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 bf9074a76e launcher: complain when duplicate DLLs are detected (#306)
## Link to GitHub Issue, if one exists
#304 

## Description of change
Complain loudly about DLL conflicts. Show warnings for each DLL that
exists in both modules directory and the root.

This is not based on LoadLibrary hooks, just enumerating DLLs via
filesystem access.

Deliberately not using `log_fatal` since these are not necessarily going
to crash the game. Some people just love to have messy installs and if
the game booted fine before, it should continue to boot.

## Testing
Tested with/without `-modules`, with/without duplicate DLLs.
2025-04-24 10:35:34 -07:00
bicarus-devandGitHub 44e1edb50c avs: make max path check stricter (#305)
## Link to GitHub Issue, if one exists
n/a

## Description of change
The check to warn the user about potential MAX_PATH violation should be
stricter. Saw a user with 150 characters run into a crash during boot
for SDVX3.

## Testing
Tested paths under 130 / over 130, in both 32/64 bits.
2025-04-24 10:18:09 -07:00
bicarus-devandGitHub 41d0dce6e9 cfg: use %appdata%\spice2x for new config files (#300)
## Link to GitHub Issue, if one exists
n/a

## Description of change

For JSON config files of the following features:

* patch manager
* screen resize
* IIDX camera hook
* card manager

when saving a new file, store them in %appdata%\spice2x instead of
%appdata%.

On load:
1. If the JSON file exists in %appdata%\spice2x, use that (new path)
1. If the JSON file exists in %appdata%, continue to use that (legacy
path)

It's common for people to have mixed versions of spicetools/spice2x so
we'll continue to read from the %appdata% root if the files are there,
but with a preference for the new path. We will not forcibly move files.

spicetools.xml will continue to live in the %appdata% root. Moving this
will confuse a lot of people, so I'm avoiding this.

Also, this fixes `-patchcfgpath` and `-resizecfgpath` to create
directories as needed (previously the parent directory must have existed
first)

## Testing
Tested -

* existing config files are continued to be read from %appdata%
* new files get created in %appdata%\spice2x\... (both in spicecfg and
in overlay)
* can provide custom path for `-patchcfgpath` `-resizecfgpath` and
observe directories + file created in custom path, try absolute or local
relative paths
2025-04-22 00:35:10 -07:00
bicarus-devandGitHub 598422b701 build: large address aware variant of 32-bit spice.exe (#298)
## Link to GitHub Issue, if one exists
Fixes #280

## Description of change
Introduce a variant of 32bit spice.exe that is large address aware.

## Compiling
👍 

## Testing
Minimal testing has been done to see if the LAA variant can boot
existing 32 bit games.
2025-04-22 00:21:45 -07:00
bicarus-devandGitHub b58a1ccfcc sdvx: disable sdvx landscape option (#303)
## Link to GitHub Issue, if one exists
Fixes #277 

## Description of change
To avoid confusion, temporarily remove `-sdvxlandscape` because of the
issue described in the bug above.

`forceresswap` is still kept, so there is still a way to do exactly what
`-sdvxlandscape` used to do, if someone really wants it.

## Testing
Checked that `-sdvxlandscape` is ignored, and that `-sdvxlandscape`
continues to be honored.
2025-04-19 20:44:24 -07:00
bicarus-devandGitHub 07c78caf01 build: add git commit hash to produced artifact (#297)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Previously, the artifact produced by the CI action was `spice2x.zip`.

With this change, it will be `spice2x-ci-1234567.zip` where 1234567 is
the first 7 chars of the commit hash.

Note that for PRs, github produces a merge commit before queueing the
action, so the commit hash won't match up with the HEAD of a fork. The
goal is to just generate unique-ish filenames so this is not a huge
deal.

## Compiling
## Testing

Action has been run in the fork.
2025-04-07 15:56:46 -07:00
bicarus-devandGitHub 48186245fe overlay: update UI for card manager (#294)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Change the usage pattern for Card Manager UI.

### Previous behavior

Previously, it was a list of cards that you select, and click a button
to insert as P1 or P2.

This is fine, but users got confused when they pressed `Insert Card`
overlay key and got a different card inserted, or when auto-insert
didn't work as expected.

Additionally, if you play a game without continue (IIDX/DDR for
example), then it's cumbersome to bring up the overlay and click on
insert card every time.

### New behavior

Insert Card overlay now lets you pick a card and *slot* it into P1 or P2
side.

From that point on, the slotted card number is used as the override,
replacing what was previously passed to `-card0` or `-card1`. This means
that `Insert Card` button and auto-insert will pick up the new card and
use that instead.

## Compiling
👍 

## Testing
Tested 1p-only game (popn) and 2p games (DDR, IIDX).
2025-04-07 01:49:07 -07:00
bicarus-devandGitHub f7c274591a museca: add Start and 10KEY lights (#296)
## Link to GitHub Issue, if one exists
Fixes #295 

## Description of change
Add missing `Start` and `10KEY` lights output, as see in the test menu.

## Compiling
👍 

## Testing
Seems fine in museca test mode.
2025-04-06 19:25:39 -07:00
bicarus-devandGitHub 66fab48a5b options: update monitor option text (#291)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Update tooltip for `-monitor` option. Move to `Graphics (Full Screen)`
to reduce clutter.

## Compilin
👍 

## Testing
n/a
2025-04-04 22:09:21 -07:00
bicarus-devandGitHub ae06652148 touch: avoid calling is_touch_available too early (#289)
## Link to GitHub Issue, if one exists
Fixes #120 

## Description of change
Don't call `is_touch_available` in launcher before RawInput stack is
initialized. This causes us to incorrectly fall back to the Win7/Win8
touch handler.

The desired behavior is to use rawinput touch by default for all games,
unless overridden by the user via `-wintouch`.

Add a bunch of logging so we can spot who's calling
`is_touch_available`.

As a side effect, a handful of games that previously used Win7/8 touch
will now use RawInput touch instead. If this causes any issues, they can
turn `-wintouch` on to force Win7/8 touch logic again.

## Compiling
👍 

## Testing
Test:

* RB
* -wintouch
* TDJ, UFC subscreen and native touch
* overlay, especially in multi-mon
2025-04-04 21:31:18 -07:00
bicarus-devandGitHub e88abec2a6 overlay: remove navigator input (#288)
## Link to GitHub Issue, if one exists
n/a

## Description of change
No one uses this, remove them to reduce clutter. This is in preparation
to migrate from deprecated ImGui IO model to new one, and this is part
of that.

## Compiling
👍 

## Testing
2025-04-03 21:16:48 -07:00
bicarus-devandGitHub 6de8b529d2 imgui: update to v1.91.4, make various fixes to overlay (#286)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Update ImGui to `v1.91.4`. We can't update to `v1.91.5` or newer just
yet because impl_spice depends on the old IO model of ImGui which got
removed in `v1.91.5`.

We also can't update the DX9 renderer right now, because at some point
overlay breaks in TDJ (and only in TDJ...)

Enable the new debug logging functionality in ImGui. Add a button in
overlay to toggle debug log window.

Fix some minor bugs spotted by the new ImGui debug log: mismatched API
calls, font loading issues.

## Compiling
👍 

## Testing
In progress.
2025-04-03 19:14:48 -07:00
bicarus-devandGitHub 7301cdaa6c imgui: reorganize imgui library files to mirror what's in the imgui releases (#285)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Functionally, no change.

Move ImGui library files around so that they mirror how they are
structured in imgui releases. This will make it easier to migrate to a
future version of ImGui.

Add a handful of static asserts to check that we have the necessary
features enabled / disabled in imgui header.

## Compiling
👍 

## Testing
Tested 32-bit overlay, 64-bit overlay, TDJ, and UFC overlays, and
spicecfg.

Interesting finds during ImGui testing (not part of this PR, but for
future reference when upgrading imgui version):
* Updating dx9 backend to the newest causes TDJ to stop rendering the
overlay completely (fine in UFC or any other game)
* Omitting `IMGUI_USE_BGRA_PACKED_COLOR` causes spicecfg software
renderer to use the wrong color (RGB format parsing error probably)
* At some point - v1.90? the `About` and `Licenses` buttons in spicecfg
stop responding after an upgrade, maybe our improper usage of MenuItem?
* Using the docking branch of ImGui is not required but we should just
stick to it for multi-viewport functionality which we may want to use
later.
2025-04-02 22:56:52 -07:00
bicarus-devandGitHub 6969dfcdd1 overlay: migrate configurator UI from ImGui Columns to Tables (#282)
## Link to GitHub Issue, if one exists
n/a

## Description of change
`ImGui::Columns` is a deprecated component with many issues. Migrate
Buttons/Analog/Overlay/Lights/Options... tabs to the new table API.
Clean up some UI elements around it to reduce clutter.

Note: there are still other usages of Columns API (MIDI debug output,
ACIO viewer, window manager) but no one hardly ever sees those.
Eventually they will need to be migrated if ImGui ever drops support for
them.

## Compiling
👍 

## Testing
Testing all games in spicecfg and overlay.
2025-04-02 18:33:39 -07:00
bicarus-devandGitHub edaf5a386f overlay: fix mouse cursor getting stuck in wrong shape when leaving and coming back to window (#283)
## Link to GitHub Issue, if one exists
Fixes #27 

## Description of change
In standalone configurator mode, when a mouse cursor moves outside the
window and comes back, it may get stuck in the wrong cursor type (e.g.,
get stuck in horizontal resize mode). This is a side effect of software
rendering we do that doesn't deal nicely with mouse events (i.e., not at
all).

## Compiling
Should be fine.

## Testing
Testing spicecfg, spice -cfg, spice64 -cfg, and in-game overlay.
2025-04-02 18:32:30 -07:00
bicarus-devandGitHub 302f08dd57 patcher: show errors on invalid json response from remote (#281)
## Link to GitHub Issue, if one exists
#0

## Description of change
When patcher URL returns an invalid response (as in, cannot be parsed as
JSON), show an error message to user.

Add a "copy text" button to copy the error message.

Fix WarnTooltip so that can handle the case where description is an
empty string for a patch - previously this was just showing as multiple
lines of empty space and then the warning.

## Compiling
It's fine except Docker build currently fails due to cmake version
issue.

## Testing
Tested valid / invalid datecodes and checked against responses.
2025-04-02 18:32:15 -07:00
bicarus-devandGitHub 4f1ada7a2f overlay: help tooltip updates (#279)
## Link to GitHub Issue, if one exists
n/a

## Description of change

In Options (and in Advanced/API/Search tabs), remove the help marker
`(?)` and instead add a tooltip to the option name label and the control
widgets like the checkbox, text input, and combo. This is to help with
discoverability as many users failed to discover the `(?)` widget.

Similarly, update the Patches tab to remove `(?)` and add tooltips to
widgets. Patches with warnings `(!)` will continue to show it to
distinguish it from other patches.

Update styling for the tooltip (dark red background -> dark gray) so
that it stands out from other widgets.

Remove the purple option text used for game-specific options.

## Compiling
👍 

## Testing
Tested in spicecfg, and in-game overlay.
2025-03-28 20:34:58 -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 8dc835bf52 Auto PIN entry (#272)
## Link to GitHub Issue, if one exists
Fixes https://github.com/spice2x/spice2x.github.io/issues/193

## Description of change
Merges guardianblue's changes plus some code review feedback.

Adds the ability to automatically type out the digits of a PIN when an
overlay shortcut is pressed.

## Compiling
💯 

## Testing
Tested:
* 32 bit popn
* TDJ, 1p/2p
* KFC, UFC
2025-03-23 18:05:38 -07:00
bicarus-devandGitHub 8241641502 audio: log errors when RegOpenKey fails for ASIO registry hooks (#273)
## Link to GitHub Issue, if one exists
n/a

## Description of change
When RegOpenKey* hooks fail when substituting user's ASIO driver, log a
warning message.

This can happen when the user types in the wrong value for `-iidxasio`
or `-sdvxasio`, which is a common issue.

## Compiling
🥇 

## Testing
Tested LDJ/KFC
2025-03-23 18:02:41 -07:00
bicarus-devandGitHub 6de122c9f8 api: allow lights.read() to be filtered by light names (#271)
## Link to GitHub Issue, if one exists
Fixes https://github.com/spice2x/spice2x.github.io/issues/179

## Description of change
Previously, lights.read() did not accept any parameters, instead it
returned all lights implemented by the current game.
Problem is that this is too large for some embedded implementations;
also just inefficient.

Add code to accept light names as strings and only return those in the
result.
For performance, use `robin_hood::unordered_map` to speed up the lookup
operation, which was previously a linear search.
Add this to Python wrapper library. Did not bother with others.

Also, as a bonus - update lights.write_reset() to also accept a flat
list of strings, as opposed to array containing a string, which was
silly.

## Compiling
 

## Testing
Tested using spiceremote and writing a short Python program.
2025-03-22 21:50:51 -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
bicarus-devandGitHub f8f45a0cbd When UCRT is in use, hackishly populate msvcrt!__argc and msvcrt!__argv for DLL hook compat (#267)
## Link to GitHub Issue, if one exists
#264 

## Description of change
When spice2x is compiled with UCRT, fix up `__argc` and `__argv` for
msvcrt since some DLL hooks rely on them.

## Compiling
👍 

## Testing
Tested on Win10 LTSC, Win11, and Win7.
2025-03-20 18:32:05 -07:00
bicarus-devandGitHub bf8ba050ce Improve render scale help text in F11 menu (#269)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Previously, F11 menu just provided text-based hint on how to enable
-windowscale option.

Instead, show a disabled checkbox that correctly reflects the current
state, nudging the user to read the tooltip.

Elaborate the option tooltip for -windowscale as well for consistency &
explain *why* you might want to enable this.

## Compiling
💯 

## Testing
Tested 32/64 bit.
2025-03-20 18:31:52 -07:00
bicarus-devandGitHub 4c215aa5bb Fix last character being truncated in clipboard::copy_text due to off-by-one error (#262)
## Link to GitHub Issue, if one exists
n/a, user reported

## Description of change
When copying text to clipboard, the last character was being dropped due
to incorrect string buffer size calculation.

Also, clean up callers to just pass std:string by reference instead of
going back and forth between C-style strings.

Lastly, fix `git archive` in `build_all.sh` which broke after github
migration.

## Compiling
Yes

## Testing
Tested all three callers - IIDX cam hook, scard reader in Cards tab, and
patch manager datecode.
2025-03-15 22:54:13 -07:00