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>
This PR implements the missing NFC, FeliCa, and Mifare command handlers in `aimeio`. This expands the reader's capability to support games and tools that utilize these specific radio functions.
**Changes:**
* Implemented NFC radio control functions.
* Added MIFARE and FeliCa command handling.
* Updated `aimeio` DLL exports and hook definitions.
**Testing Status:**
* I have verified the implementation using a virtual `aimeio` test environment, and the command handling works as expected.
But I currently do not have access to a physical card reader, so haven't been able to verify the behavior on actual hardware yet.
Reviewed-on: https://gitea.tendokyu.moe/TeamTofuShop/segatools/pulls/94
Co-authored-by: グローランプ <130208311+Gl0w1amp@users.noreply.github.com>
Co-committed-by: グローランプ <130208311+Gl0w1amp@users.noreply.github.com>
## Summary
- feat(aimeio): add VFD text forwarding API and wire through DLL/VFD backend
- feat(aimeio): add VFD state callback and export symbols across hooks
- refactor(aimeio): rename VFD callbacks and align VFD parsing
- feat(aimeio): extend VFD state fields for richer reporting
## Description
This PR expands the AIME IO VFD interface by adding text forwarding and a VFD state callback, then wires them through the AIME DLL and VFD backend.
It also renames VFD callbacks to align parsing behavior, updates all hook exports accordingly, and extends VFD state fields to carry more detailed state data.
Reviewed-on: https://gitea.tendokyu.moe/TeamTofuShop/segatools/pulls/90
Co-authored-by: グローランプ <130208311+Gl0w1amp@users.noreply.github.com>
Co-committed-by: グローランプ <130208311+Gl0w1amp@users.noreply.github.com>
## Summary
- feat(io4): implement PWM/GPIO support for Billboard and Code Reader lights
- feat(mai2io): expose LED control APIs to support new io4 features
- fix(led15070): correct multi-LED color logic and add fade support
## Description
**io4 & mai2io Updates**
Introduced PWM control and GPIO write support in `io4`. These additions allow `mai2io` to properly drive the **Billboard LEDs** and **Code Reader / Player Camera lights**. The APIs have been exposed through `mai2hook` to facilitate scriptable control of these peripherals.
**led15070 Improvements**
Fixed an issue with the multi-LED color changing logic in the `led15070` driver. This ensures correct color output sequence and includes improvements for fade calculation.
Reviewed-on: https://gitea.tendokyu.moe/TeamTofuShop/segatools/pulls/89
Co-authored-by: グローランプ <130208311+Gl0w1amp@users.noreply.github.com>
Co-committed-by: グローランプ <130208311+Gl0w1amp@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>