Commit Graph
66 Commits
Author SHA1 Message Date
kyoubate-harukaandDniel97 9c67f53902 Add support for Sangokushi Taisen and Eiketsu Taisen (#85)
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>
2026-02-26 19:31:45 +00:00
kyoubate-haruka a3ac466dba Vfs: Add ability to redirect arbitary paths (= serial ports) (#62)
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>
2026-02-08 11:12:02 +00:00
kyoubate-haruka d5bde32df7 ewf: implement EWF virtualization (#84)
(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>
2025-12-25 00:04:30 +01:00
kyoubate-haruka e2e4b37e3f APMv3: add hook (#73)
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.

![Apmv3System_yLRityJVpm.png](/attachments/3d645e71-81e6-42e6-acd4-63c537cda59e)
![puyoe_hJNhnJGFnd.png](/attachments/01664049-71fe-4c38-9c99-39649ab21e56)

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>
2025-07-20 09:43:56 +00:00
Dniel97 ae3dd666f4 refactor all common parts and games 2025-04-17 19:40:40 +02:00
Haruka 67eda7458b emoney: Add Thinca authentication card stuff (#35)
This PR adds everything that's needed on the segatools side to add E-Money support regarding Thinca authentication cards.

I've also included set-up documentation (with a network side bonus which was as far as I could figure out so far, but I'm pretty certain no more changes to segatools will be needed)

Due to the nature of a custom protcol called TCAP that Thinca uses for networking (see docs), I can't fully test that everything works as I haven't yet bothered to figure that protocol out.

Tested with both APMv3 and FGO.

![https://puu.sh/KeqVj/ccf4bcccbb.png](https://puu.sh/KeqVj/ccf4bcccbb.png)

Reviewed-on: https://gitea.tendokyu.moe/TeamTofuShop/segatools/pulls/35
Co-authored-by: Haruka <haruka@noreply.gitea.tendokyu.moe>
Co-committed-by: Haruka <haruka@noreply.gitea.tendokyu.moe>
2025-04-17 17:01:38 +00:00
Dniel97 4d0ef54279 system: add dip switch label configurations 2025-03-02 00:23:53 +01:00
Dniel97 b8af67377c Merge branch 'feature/mai2-touch-led' into develop 2025-03-02 00:04:00 +01:00
kyoubate-haruka efe01d92a6 Fix MSVC build again, add support for standalone MSVC compiler (#59)
After switching away from VS, I realized the buildscript wouldn't detect the standalone MSVC compiler, because for whatever genius reason, MS installs that in the x86 program files directory...

Also fixes some duplicate definitions and a missing library that MSVC doesn't like
ah compilers...

Reviewed-on: https://gitea.tendokyu.moe/TeamTofuShop/segatools/pulls/59
Co-authored-by: kyoubate-haruka <46010460+kyoubate-haruka@users.noreply.github.com>
Co-committed-by: kyoubate-haruka <46010460+kyoubate-haruka@users.noreply.github.com>
2025-02-24 18:49:22 +00:00
MahuyoandSucareto a1611afffc Mai2: Add touch and led15070 hook (#55)
In this PR, I have added the `mai2` touch and `led15070` hooks to provide an example for handling custom peripherals. This change allows users to implement the touch and `led15070` logic by writing appropriate `mai2io` scripts.

#### **Touch Hook**:
- The touch hook simulates touch points based on keyboard combinations. For example, to trigger the A1 touch point, the user must press the A and 1 keys on the keyboard. Input for the 1p requires Caps Lock to be off, while 2p requires Caps Lock to be on.
- The hook allows for independent control of whether device simulation is enabled for "1p" and "2p" and whether keyboard input mapping is enabled.
- **Note**: The current touch hook is not yet functional as it requires modifications to the `capnhook` for proper completion of the `sinmai` hook.

#### **LED15070 Hook**:
- This hook implements basic device simulation. Peripherals requiring lighting data should complete the logic as needed.
- **Note**: The LED data refresh can flood the console logs, so I’ve added a `DEBUG` flag to control whether the debug logging is enabled or not.

#### **Other Changes**:
- In certain versions of `sinmai`, key inputs for 1p and 2p can be directly read from the keyboard without requiring simulation via the `amdaemon io4` hook. I’ve added a switch to control this behavior to prevent redundant input.
- **Benefit**: This ensures that key input is only read when `sinmai` is in the foreground.

If you'd like to learn more about the touch and `led15070` features, my research findings are available here:
[Mai2Touch](https://github.com/Sucareto/Mai2Touch)

Co-authored-by: Sucareto <28331534+Sucareto@users.noreply.github.com>
Reviewed-on: https://gitea.tendokyu.moe/TeamTofuShop/segatools/pulls/55
Co-authored-by: Mahuyo <mahuyo@noreply.gitea.tendokyu.moe>
Co-committed-by: Mahuyo <mahuyo@noreply.gitea.tendokyu.moe>
2025-02-16 12:49:58 +00:00
r0x5a d8202e1df4 dns: add port overriding support 2024-12-12 02:28:02 +08:00
GEEKiDoS c80f903cf8 Fix build with Microsoft Visual C++, Fix gfxhook and felica issue (#48)
I just wanna say that It is a SHAME that a Windows ONLY project was not able to build without MINGW
Also where's the missing `3mpxsc.h` in diva hook?

This also fixes the window size issue from hook_CreateWindowExA in gfxhook
And Fixes felica issue as described in #45

Reviewed-on: https://gitea.tendokyu.moe/Dniel97/segatools/pulls/48
Reviewed-by: Dniel97 <dniel97@noreply.gitea.tendokyu.moe>
Co-authored-by: GEEKiDoS <geek_ds@foxmail.com>
Co-committed-by: GEEKiDoS <geek_ds@foxmail.com>
2024-11-11 16:28:24 +00:00
SanheiandSanheiii ceb2b63e8b Modify host header in HTTP requests to bypass domain censorship in China. (#34)
Co-authored-by: Sanheiii <35133371+Sanheiii@users.noreply.github.com>
Reviewed-on: https://gitea.tendokyu.moe/Dniel97/segatools/pulls/34
Co-authored-by: Sanhei <sanhei@noreply.gitea.tendokyu.moe>
Co-committed-by: Sanhei <sanhei@noreply.gitea.tendokyu.moe>
2024-11-11 16:24:33 +00:00
kyoubate-haruka 068651b6fa kemono: add support 2024-09-11 13:31:23 +02:00
Dniel97 c535f18e40 added support for tokyo 2024-08-20 13:32:35 +02:00
Bottersnike 7d3cab256b Add configurable debug logging 2024-06-20 01:22:01 +01:00
Dniel97 517469a60c switched to new capnhook, updated unityhook, added LED 15093 to MU3 2024-05-12 19:37:30 +02:00
beerpsi 4041844ea9 mai2/mu3/cm: Integrate UnityDoorstop with segatools (#11)
[UnityDoorstop](https://github.com/NeighTools/UnityDoorstop) is a tool to execute managed code (.NET DLLs) before Unity does, useful for modding frameworks such as BepInEx.

This PR integrates parts of its code into segatools, so loading BepInEx is as simple as adding 2 lines to `segatools.ini`:
```ini
[unity]
targetAssembly=BepInEx\core\BepInEx.Preloader.dll
```

This PR also factors out the Unity path redirection hooks to its own module.

Reviewed-on: https://gitea.tendokyu.moe/Dniel97/segatools/pulls/11
Co-authored-by: beerpsi <beerpsi@duck.com>
Co-committed-by: beerpsi <beerpsi@duck.com>
2024-04-15 19:30:28 +00:00
Dniel97 f4a3a5f78d optimized meson.build to decrease filesize 2023-12-25 15:55:43 +01:00
Dniel97 a2db39c58c fgo: fgohook finally added
Credits:
- Coburn
- domeori
- Mitsuhide
- OLEG
- rakisaionji
2023-11-11 23:05:11 +01:00
Dniel97 0ee081ca1b mai2: segatools added 2023-07-14 01:00:28 +02:00
Dniel97 01be6ee33c cardmaker: hook, touch screen hook added
Thanks @domeori https://dev.s-ul.net/domeori/segatools/-/tree/mr-imports
2023-07-14 00:59:24 +02:00
Dniel97 2a6a8bf8b2 chusan: added chusanhook, led board fix, config added
credits go to @domeori https://dev.s-ul.net/domeori/segatools/-/tree/mr-imports
2023-07-14 00:58:02 +02:00
Dniel97 ec072667b3 swdc: first segatools added 2023-07-14 00:52:50 +02:00
Dniel97 555784258a idac: test 2023-04-23 16:13:51 +02:00
Kevin Trocolli 301a0e0ce7 update build system 2023-03-19 13:29:08 -04:00
Kevin Trocolli edd85ee818 add half-working CXB support 2023-02-13 03:08:41 -05:00
Kevin Trocolli 376dad0bc8 Add carolhook for Wonderland Wars 2023-02-13 03:08:40 -05:00
Felix 0443a985bd wip: move gfx to gfxhook, some borderless window stuff 2023-02-13 03:07:37 -05:00
Kevin Trocolli 2e7c7c1fe0 added werror, slider doesn't freeze the game 2023-02-13 03:07:37 -05:00
Kevin Trocolli 08832ea140 Added wacca stub code 2023-02-13 03:07:36 -05:00
Felix 7123a9feff Silence stdcall fixup warning during linking 2021-06-17 01:39:52 +00:00
888be1df7c6f962725a28a172a5394eec3e228e7 b8c960b526 platform/vfs.c: allow relative paths in configuration 2019-12-22 22:41:08 +01:00
888be1df7c6f962725a28a172a5394eec3e228e7 5a57a409a1 build: enable "secure" CRT headers on MinGW
Some distributions of MinGW, recent builds included, require
`MINGW_HAS_SECURE_API` to be defined in order to expose `_s` variants of
functions, as defined by Annex K of the C standard, in the headers.

Omitting this definition leads to a bunch of compiler warnings clobbering
the build output, as well as possibly incorrect inference of argument and
return types by the compiler.

It needs to be set to `1` as opposed to simply defined as per
https://sourceforge.net/p/mingw-w64/bugs/714/.
2019-12-22 21:55:55 +01:00
Tau 59ad491d08 idzhook: Fold zinput into idzhook 2019-11-03 16:12:58 -05:00
Tau dfc1e13397 cardhook: Fold back into chunihook
And so the cycle goes on.
2019-11-03 15:38:15 -05:00
Tau 568baa3841 iccard: Add new static library 2019-10-19 15:48:29 -04:00
Tau 718555e044 Remove hardcoded warning flag from Meson build
Meson has its own mechanisms for configuring warnings.
2019-10-19 15:47:26 -04:00
Tau a0664a4008 idzio/di.c: Add hardcoded DirectInput backend 2019-09-28 23:32:03 -04:00
Tau 9763477616 Define DirectInput version
w32headers doesn't care but the real Windows SDK complains a bunch
if you don't.
2019-09-28 23:30:02 -04:00
Tau 3b54f30171 mu3hook: Add initial Ongeki hook 2019-08-30 19:06:32 -04:00
Tau e405a67b4f mu3io: Add initial IO emu for Ongeki 2019-08-30 19:05:23 -04:00
Tau de7ac2c0c3 Revert "cardhook: Drop cardhook"
This reverts commit 45a549e7c46c8a2e17f44d1c23d0254dc204460a.
2019-08-20 13:13:10 -04:00
Tau 40ba10e29a cardhook: Drop cardhook
This is part of chunihook now.
2019-06-09 15:43:09 -04:00
Tau 1b93551a41 hooklib: Split out of util
This is distinct from capnhook's hooklib, although the intent is
the same. Hopefully these two libraries sharing a name won't get
too confusing...
2019-05-14 17:13:08 -04:00
Tau 9603a528c6 idzio: Break out Initial D Zero IO DLL 2019-05-03 21:23:21 -04:00
Tau 2405526f35 divaio: Break out Project Diva IO DLL 2019-05-03 15:50:37 -04:00
Tau 46ab6c3d96 chuniio: Break out Chunithm IO DLL 2019-05-03 14:46:58 -04:00
Tau 24b82b64e6 divahook: Add initial Project Diva hook 2019-03-16 12:17:41 -04:00
Tau 8f8d7c6a22 idzhook: Add initial XInput-backed IDZero hook 2019-03-08 10:07:48 -05:00