Support pop'n music 15-18
* popnhook1 for pop'n 15 - 18 has been added * popnio has been added * inject.exe has new syntax for loading hook DLLs, `real.dll=hook.dll`. This will trigger an early IAT hook where it will load the EXE suspended without resolving imports, replace the reference to real.dll in the import table with hook.dll, and then resolve everything before launching. This allows for ezusb.dll to be hooked properly. * launcher.exe also has a new early IAT hook feature now. Use `-I real.dll=hook.dll`. The idea is the same as described above for inject.exe. * Updated ezusb constant namings based on what is visible in ezusb.dll's debug statements. The launcher.exe implementation of early IAT hooking means that someone can implement popnhook2.dll for 19 and above. I have tried pop'n music Sunny Park using a modified version of popnhook1 and it seems to work to some degree: the I/O check and security check returns OK which means the ezusb hooking used in popnhook1 is also working for the later games using `launcher.exe -I ezusb.dll=ezusb2-popn-shim.dll ...`. The process is rather invasive (manually resolving all imports means more chances to fail) so it has been implemented in such a way that the launcher will work the same as it has before as long as `-I` isn't specified. One questionable thing I am not confident about is the `texture_usage_fix` hack flag I added in the conf. As the comment says, pop'n music 16 will work in Windows XP without the flag being set, but the game will immediately crash on later OSes without the flag being set in my experience. No other games had this issue in my experience. Enabling it in other games doesn't seem to have any negative effects.
This commit is contained in:
@@ -12,6 +12,7 @@ Table of contents:
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* [ddrhook](ddrhook/README.md): Documentation relevant to `ddrhook` implementations
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* [iidxhook](iidxhook/README.md): Documentation relevant to `iidxhook` implementations
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* [jbhook](jbhook/README.md): Documentation relevant to `jbhook` implementations
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* [popnhook](popnhook/README.md): Documentation relevant to `popnhook` implementations
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* [sdvxhook](sdvxhook/README.md): Documentation relevant to `sdvxhook` implementations
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* Development
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* [API](api.md): Available APIs for BT5 and instructions how to use them
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+4
-2
@@ -12,7 +12,7 @@ If you want to write an implementation for your own custom piece of hardware, ch
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sub-folder) in the source code (src.zip).
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## Implementations
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The following implementations are already shipped with BT5.
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The following implementations are already shipped with BT5.
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* BeatStream
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* bstio.dll (default): Keyboard, joystick and mouse input
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@@ -27,13 +27,15 @@ The following implementations are already shipped with BT5.
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* [iidxio-ezusb2.dll](iidxhook/iidxio-ezusb2.md): Ezusb FX2 (IO2) driver
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* jubeat
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* jbio.dll (default): Keyboard, joystick and mouse input
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* pop'n music
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* popnio.dll (default): Keyboard, joystick and mouse input
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* SOUND VOLTEX
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* sdvxio.dll (default): Keyboard, joystick and mouse input
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* [sdvxio-bio2.dll](sdvxhook/sdvxio-bio2.md): BIO2 driver
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* [sdvxio-kfca.dll](sdvxhook/sdvxio-kfca.md): KFCA IO board driver
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Eamuse hardware support is implemented separately:
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* eamio.dll (default): Keyboard and joystick input
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* eamio.dll (default): Keyboard and joystick input
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## Development notes
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A DEF file for geninput.dll is included. To convert the DEF into an import library suitable for use with Visual C++, run
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+14
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@@ -51,7 +51,7 @@ Modules that make use of this:
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* ezusb2-emu/device
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* acioemu/emu
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## Bemanitools's hook libraries, let's glue everything together
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## Bemanitools's hook libraries, let's glue everything together
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Bemanitools dlls to be injected into target game processes are refered to as "hook dlls" and come in different flavours
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targetting different games and often different versions of the same game (series), for example:
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* ddrhook: Hook dll for Dance Dance Revolution games
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@@ -69,13 +69,13 @@ TODO
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### iidxhook
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IIDX went through so many hard- and software iterations, it's actually amazing that the development team(s) refactored
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and improved parts of the game and hardware with each iteration. However, when facing emulation and supporting
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and improved parts of the game and hardware with each iteration. However, when facing emulation and supporting
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compatibility to legacy OS platforms, it can't get any worse. On the bright side, IIDX helped shaping Bemanitools a lot
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and created a solid foundation other games can build on.
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Because of that, we have 8 iidxhook implementations supporting sometimes different software features/fixes and
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hardware. The following sub-sub-sections list the most relevant aspects and modules to point out common and different
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higher level features.
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higher level features.
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Essentially, the main module file of each iidxhook implementation just glues the APIs of the modules it requires
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together. An additional configuration layer allows users to tweak some of the features.
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@@ -88,7 +88,7 @@ TODO go into some more detail about some differences in the hook modules, e.g. 1
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* Setupapi emulation
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* Full security emulation with SRAM and round plugs
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* Full serial emulation for magstripe card readers
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* Full game essential I/O emulation
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* Full game essential I/O emulation
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* d3d8 patching and extended features (superseded by d3d9 hook module + d3d8to9 wrapper)
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* clock patching
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* Font patching for Japanese chars
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@@ -99,7 +99,7 @@ TODO go into some more detail about some differences in the hook modules, e.g. 1
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* Ezusb C02 I/O emulation
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* Setupapi emulation
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* Full security emulation with SRAM and round plugs
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* Full game essential I/O emulation
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* Full game essential I/O emulation
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* ACIO ICCA card reader emulation, slotted readers
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* d3d8 patching and extended features (superseded by d3d9 hook module + d3d8to9 wrapper)
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* clock patching
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@@ -111,7 +111,7 @@ TODO go into some more detail about some differences in the hook modules, e.g. 1
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* Ezusb IO2 I/O emulation
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* Setupapi emulation
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* Full security emulation with SRAM and round plugs
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* Full game essential I/O emulation
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* Full game essential I/O emulation
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* ACIO ICCA card reader emulation, slotted readers
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* d3d9 patching and extended features
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* Font patching for Japanese chars
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@@ -121,7 +121,7 @@ TODO go into some more detail about some differences in the hook modules, e.g. 1
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#### iidxhook4 (18)
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* Ezusb IO2 I/O emulation
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* Setupapi emulation
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* Full game essential I/O emulation
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* Full game essential I/O emulation
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* ACIO ICCA card reader emulation, slotted readers
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* d3d9 patching and extended features
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* Font patching for Japanese chars
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@@ -130,7 +130,7 @@ TODO go into some more detail about some differences in the hook modules, e.g. 1
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#### iidxhook5 (19)
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* Ezusb IO2 I/O emulation
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* Setupapi emulation
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* Full game essential I/O emulation
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* Full game essential I/O emulation
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* ACIO ICCA card reader emulation, wave pass readers
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* d3d9 patching and extended features
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* Font patching for Japanese chars
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@@ -139,7 +139,7 @@ TODO go into some more detail about some differences in the hook modules, e.g. 1
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#### iidxhook6 (20)
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* Ezusb IO2 I/O emulation
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* Setupapi emulation
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* Full game essential I/O emulation
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* Full game essential I/O emulation
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* ACIO ICCA card reader emulation, wave pass readers
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* d3d9 patching and extended features
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* Font patching for Japanese chars
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@@ -147,7 +147,7 @@ TODO go into some more detail about some differences in the hook modules, e.g. 1
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#### iidxhook7 (21-24)
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* Ezusb IO2 I/O emulation
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* Setupapi emulation
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* Full game essential I/O emulation
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* Full game essential I/O emulation
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* ACIO ICCA card reader emulation, wave pass readers
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* d3d9 patching and extended features
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* Font patching for Japanese chars
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@@ -155,7 +155,7 @@ TODO go into some more detail about some differences in the hook modules, e.g. 1
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#### iidxhook8 (25-26)
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* ACIO BIO2 I/O emulation
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* Setupapi emulation
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* Full game essential I/O emulation
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* Full game essential I/O emulation
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* ACIO ICCA card reader emulation, wave pass readers
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* d3d9 patching and extended features
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* Font patching for Japanese chars
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@@ -163,6 +163,9 @@ TODO go into some more detail about some differences in the hook modules, e.g. 1
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### jbhook
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TODO
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### popnhook
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TODO
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### sdvxhook
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TODO
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@@ -0,0 +1,48 @@
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# popnhook
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popnhook is a collection of hook libraries for jubeat providing
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emulation and various patches to run these games on non BemaniPC hardware and
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newer Windows versions.
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The hook libraries must be bootstrapped either using [inject](../inject.md) or
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[launcher](../launcher.md) depending on the version you want to run. Further
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instructions are given in dedicated readme files for each popnhook version
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(see below).
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# Versions
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popnhook comes in a few different flavors. The game and its engine changed over
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the years. Some game versions might require patches/parameters enabled which
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others don't need or have different AVS versions. Here is the list of supported
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games:
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* [popnhook1](popnhook1.md): 15 ADVENTURE, 16 PARTY♪, 17 THE MOVIE, 18 せんごく列伝
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When building bemanitools, independent packages are created for each set of games
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which are ready to be dropped on top of vanilla AC data dumps. We recommend
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using pristine dumps to avoid any conflicts with other hardcoded hacks or
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binary patches.
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# How to run
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To run your game with popnhook, you have to use the inject tool to inject the
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DLL to the game process. `dist/popn` contains bat scripts with all the
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important parameters configured. Further parameters can be added but might not
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be required to run the game with default settings.
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Further information on how to setup the data for each specific version are
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elaborated in their dedicated readme files.
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# Eamuse network setup
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Running pop'n music 15 through 18? Modify the appropriate popnhook-15.conf, popnhook-16.conf,
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popnhook-17.conf, or popnhook-18.conf.
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Running anything newer?
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* Open the `prop/ea3-config.xml`
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* Replace the `ea3/network/services` URL with network service URL of your
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choice (for example http://my.eamuse.com)
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* Edit the `ea3/id/pcbid`
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# Command line options
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Add the argument *-h* when running inject with popnhook to print help/usage
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information with a list of parameters you can apply to tweak various things.
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@@ -0,0 +1,45 @@
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# Game list
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The following games are compatible with this version of popnhook:
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* pop'n music 15 ADVENTURE
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* pop'n music 16 PARTY♪
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* pop'n music 17 THE MOVIE
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* pop'n music 18 せんごく列伝
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The games must be bootstrapped using [inject](../inject.md).
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# Data setup and running the game
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Unpack the package containing popnhook1 into the revision folder of your choice.
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Most likely, you want to target the latest revision you have to run the latest
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binary of the game with any bugfixes by developers.
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The DLLs in this package should be in the same location as the game DLLs and
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executable - i.e. all these files should be in the same folder:
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- `inject.exe`
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- `popn15.exe` or `popn16.exe` or `popn17.exe` or `popn18.exe`
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- `popnhook-15.conf` or `popnhook-16.conf` or `popnhook-17.conf` or `popnhook-18.conf`
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- `eamio.dll`
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- `popnio.dll`
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- `libavs-win32.dll`
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- etc
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Run the `gamestart-15.bat` or `gamestart-16.bat` or `gamestart-17.bat` or `gamestart-18.bat` file as admin.
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# Eamuse network setup
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If you want to run the games online, you have to set a valid PCBID in the
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configuration file. You also have to set the url of the eamuse server you want
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to connect to.
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# Eamuse network setup
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If you want to run the games online, you have to set a valid PCBID and EAMID
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(use the PCBID as the EAMID) in the configuration file or as a command line
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argument. You also have to set the url of the eamuse server you want to
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connect to.
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Additional note regarding EAMID: This is provided as the identifier of the
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"eamuse license" to the server. Depending on the implementation of the server,
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this can lead to authentication failure resulting in a network error on boot or
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warning during gameplay.
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