* Rewrote the input handler
Added support for dinput and xinput, full keyboard slider cell binding (#127), hold-takeovers, button alternation and auto-sliding (PS4 behaviour). See segatools.ini for a detailed description about everything.
* Split touch handling into backends and added Wintouch touch emulation
Now you can use actual touchscreens as well as mouse emulation was not the greatest when trying to use an actual touchscreen.
* Fixed input issues
gamebtns was always uninitialized, so good luck trying to do anything. How did nobody ever complain about this? lol
* Fixed resolution issues caused by chaining both gfx hooks
The diva-specific hook is the only one we need. Stacking both has strange effects.
* Added support for the MITSUBISHI CP9550DS printer
Q: Why?
A: /shrug

I am not particularly good at this game (or the pass requirements are insane, 23+12 misses out of ~550 is a fail!?), so if someone could test how this feels as opposed to the PS4 version, that would help a lot!

Also something that happens but that I can't reliably reproduce is that my aime card reader randomly becomes NG after a dozen game starts until I delete eeprom.bin.
If that is the case, the only packet sent is SEND_HEX_DATA.
Reviewed-on: https://gitea.tendokyu.moe/TeamTofuShop/segatools/pulls/129
Co-authored-by: kyoubate-haruka <46010460+kyoubate-haruka@users.noreply.github.com>
Co-committed-by: kyoubate-haruka <46010460+kyoubate-haruka@users.noreply.github.com>
Requires https://gitea.tendokyu.moe/TeamTofuShop/capnhook/pulls/8
This adds the following:
1. Fixes `am::abaas::FileSearchSuite::isAvailableAbsolutePath: Line259 ERROR: folder is unavailable (Y:\SDEM\log\\SDFU)` by hooking `DeviceIoControl` with `FSCTL_SET_REPARSE_POINT`.
Sega decided to use the most bizzare way possible of creating symbolic links. These are created in the AbaaS log directory inside SDEM and point to the appdata directories for the sub-games.
Magic numbers have been taken from amdaemon decompilation. That whole API is very sparsely documented on the Microsoft side.
2. Fixes distribution server settings not applying.
Unlike most other games, the daemon config files do not have dipswitch filters in them. Instead the distribution setting is determined by running `hwvalue.exe` twice and checking it's exit code. This has been added to `launch.bat` and requires the linked addition for inject.
3. Implemented `get_opbtns` and added extra buttons for dinput.
* `get_opbtns` existed but was never implemented. Added the ability to bind dinput buttons for test/service.
* DirectInput is weird. The controller I'm using is sending directional keys as buttons rather than a D-Pad, so I was unable to bind it. These extra directional buttons can be bound in addition to the bindings that exist for a D-Pad.
4. Fixes audio in Rolling Gunner by setting the CWD to the root of the C:\ drive before starting a game.
lol. lmao even.
5. Add a `DefineDosDevice` for Y:\ to fix Blazblue crashing
They hardcoded the damn path to appdata instead of retrieving it from the apm.dll...
Reviewed-on: https://gitea.tendokyu.moe/TeamTofuShop/segatools/pulls/123
Co-authored-by: kyoubate-haruka <46010460+kyoubate-haruka@users.noreply.github.com>
Co-committed-by: kyoubate-haruka <46010460+kyoubate-haruka@users.noreply.github.com>
This adds full support for the Taisen series of games, namely Sangokushi Taisen and Eiketsu Taisen.
Games added:
* Sangokushi Taisen (SDDD)
* Eiketsu Taisen (SDGY)
Devices added:
* CHC-320 printer (SGT)
* "Printer camera" (SGT, unsure what this actually really is)
* CX-7000 printer (EKT)
* Y3CR BD SIE F720MM (SGT, EKT)
Notable changes in the codebase:
* Renamed everything printer specific to seperate between CHC and CX.
* Many new function and registry hooks were added across the board.
* An error is now logged when segatools.ini (or the path in `SEGATOOLS_CONFIG_PATH`) cannot be found.
* Netenv now redirects UDP broadcasts targeted at the subnet that is specified in the keychip configuration. The terminal announces it's presence by broadcasting UDP to 192.168.189.255, this will be redirected to 255.255.255.255.
* Vfs now seperates between absolute and relative paths in `vfs_fixup_path` via an environment variable called `SEGATOOLS_VFS_RELATIVE_PATH`. This is needed because amcapture accesses files as workingdirectory-relative.
* The Y3 board emulation has support for external Y3 I/O dlls. The default implementation (y3ws) that comes with this is a websocket implementation. The docs are available under `doc\y3ws.txt` and a sample card player .html file is under `dist\ekt\card_player.html`. I already know one person that is hosting a massively improved version of it.
* For websockets, my own websocket implementation is used as a subproject (MIT license): https://github.com/akechi-haruka/cwinwebsocket
* For JSON, cJSON was embedded (MIT license): https://github.com/DaveGamble/cJSON
* y3ws reads all printed cards from `DEVICE\print` by default including card back sides. It's up to the client to merge or skip them.
Remarks:
* SGT takes ~8 minutes to load. This seems to be intentional.
* SGT uses some weird TCP network implementation like IDZ. I have not bothered reversing that yet and I have confirmed everything working from the test menu.
* EKT will throw a network error if no terminal is found. You must run the terminal on another computer to be able to launch the satellite.
* EKT has a very bizzare speed glitch that will speed up the ingame unit movement by several 1000% and also slows down cutscene animations by 90%. When this effect is active, you also take a ton more damage than usual. I do not know what causes this and it seems PC specific.
* EKT is very stutter sensitive and will throw error 6401 (I/O timeout) at random when trying to alt+tab or have other things running.
* EKT features a livestream system called Enbu (or "Dojo Upload"). While you are in a match, regardless of vs. AI or another player, the game will record your screen and live-stream it to the Enbu server as defined by the game server's startup response. The application responsible for that, "AM Capture" will not limit it's recording to the game window, but also anything that overlays the game window (notifications, popups, alt+tabbed windows, web browsers, etc). Since this is live-streamed, killing the process will have no effect afterwards, as the frames showing unwanted things will already have been transmitted. To make people aware of this, a one-time dialog message will pop up when starting EKT. The flag for that is stored in the DEVICE folder.
Closes#25.
Co-authored-by: Dniel97 <Dniel97@noreply.gitea.tendokyu.moe>
Reviewed-on: https://gitea.tendokyu.moe/TeamTofuShop/segatools/pulls/85
Co-authored-by: kyoubate-haruka <46010460+kyoubate-haruka@users.noreply.github.com>
Co-committed-by: kyoubate-haruka <46010460+kyoubate-haruka@users.noreply.github.com>
As someone running several games on the same cabinet that share most of the hardware (like KCA and FGO), it's a bit of a hassle switching the COM ports of the hardware around all the time.
This commit adds the ability to place arbitary path redirections in segatools.ini, which is mostly useful for hardcoded serial ports.
Technically this would also allow you to redirect arbitary paths, but I haven't tested that yet.
An example that I personally use is:
```
[vfs]
amfs=amfs
appdata=.
option=option
; aime reader
redirection0from=\\.\COM10
redirection0to=\\.\COM3
; rfid reader
redirection1from=\\.\COM12
redirection1to=\\.\COM2
; POP led begone
redirection2from=\\.\COM9
redirection2to=\\.\COM90
; partition to pop
redirection3from=\\.\COM11
redirection3to=\\.\COM9
```
Reviewed-on: https://gitea.tendokyu.moe/TeamTofuShop/segatools/pulls/62
Co-authored-by: kyoubate-haruka <46010460+kyoubate-haruka@users.noreply.github.com>
Co-committed-by: kyoubate-haruka <46010460+kyoubate-haruka@users.noreply.github.com>
(Yeah, I know the OS may cache disk reads, but that wasn't the concern)
The ALLS series of cabs runs EWF to prevent anything from being written to C:\.
This PR adds another layer to iohook to redirect specific open/read/write/close operations to a virtual file table to prevent disk activity, and thus simulate the presence of EWF. This was mainly aimed at ALPB's billing files. Seriously, look at this - especially the timestamps, Sega wtf are you doing.
This does not affect other path hooks. It's turned off by default and will throw an error if the current executable resides on C:\.
Tested with FGO and APMv3.
![22bf755754[1].png](/attachments/31771aee-2e4d-4e4f-85e3-c5eec63c6f78)
Reviewed-on: https://gitea.tendokyu.moe/TeamTofuShop/segatools/pulls/84
Co-authored-by: kyoubate-haruka <46010460+kyoubate-haruka@users.noreply.github.com>
Co-committed-by: kyoubate-haruka <46010460+kyoubate-haruka@users.noreply.github.com>
This adds a setting to the global configuration to allow only input when the game is focused. This prevents issues, such as triggering game buttons or service buttons while being tabbed out. Turned off by default.
The implementation is not the best, but in the context how these games are structured, the most acceptable.
It will keep scanning if the foreground window title fully matches (some games partially match, like FGO because due to the revision number in the title), and if found, will grab the HWND of that window and compare that from then on, to not tank performance due to constant string operations.
Tested with FGO, chusan and ongeki.
Reviewed-on: https://gitea.tendokyu.moe/TeamTofuShop/segatools/pulls/83
Reviewed-by: Dniel97 <dniel97@noreply.gitea.tendokyu.moe>
Co-authored-by: kyoubate-haruka <46010460+kyoubate-haruka@users.noreply.github.com>
Co-committed-by: kyoubate-haruka <46010460+kyoubate-haruka@users.noreply.github.com>
This adds support for APMv3 I/O, menus and the launcher.
* Added a apm3hook dll and I/O based on the usual layout.
* Added C:\Mount\Apm to vfs.
* Added the relevant .dlls to unityhook.
* Added a hook for apmmount.dll that uses `CreateDosDevice` to mount decrypted data to the locations the launcher and games expect files to be. This will conflict with anything that is already at W:\ and X:\, but I do not have better solutions for this.
* `launch.bat` is a bit more involved as it simulates the launcher loop. It can be broken by alt+f4ing or closing the launcher with "X".
* An extra export was added, so rundll32 can be used to get rid of the dosdevices after the launcher was killed.
* Since all the games do everything via `X:\lib\apm.dll`, no game hooks were needed in testing, therefore, `game.bat` files can be used as is.
* Path hooks are applied correctly, so you can go correctly between games, launcher, sub system test mode and game test modes.
A setup guide (some stuff specific to my server) can be found here:
https://gmg.hopto.org:82/gmg/wiki/index.php/All.Net_P-ras_Multi_Menu
Tested with the 2 APM sample apps, Blazblue, Puyo, Guilty Gear and some weird unity puzzle game whose name I forgot.


Reviewed-on: https://gitea.tendokyu.moe/TeamTofuShop/segatools/pulls/73
Co-authored-by: kyoubate-haruka <46010460+kyoubate-haruka@users.noreply.github.com>
Co-committed-by: kyoubate-haruka <46010460+kyoubate-haruka@users.noreply.github.com>