Merge branch 'master' into pr328
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@@ -48,6 +48,8 @@ Available implementations that can be swapped out depending on which kind of IO
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use:
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- `iidxio`: Default implementation supporting keyboard, mouse and USB game controllers
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- [iidxio-async](iidxhook/iidxio-async.md): Shim implementation that runs another iidxio implementation in a dedicated
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thread
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- [iidxio-bio2](iidxhook/iidxio-bio2.md): Support BIO2 hardware
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- [iidxio-ezusb](iidxhook/iidxio-ezusb.md): Support C02 ezusb FX hardware
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- [iidxio-ezusb2](iidxhook/iidxio-ezusb2.md): Support IO2 ezusb FX2 hardware
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@@ -6,6 +6,7 @@ The following games are compatible with this version of iidxhook:
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- BISTROVER
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- CASTHOUR
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- RESIDENT
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- EPOLIS
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The games must be bootstrapped using [launcher](../launcher.md).
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@@ -57,7 +58,7 @@ unpacked data looks like this:
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- Unpack the package containing iidxhook9 into the root folder so iidxhook9.dll and all other
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files are located in the same folder as *data*, *prop*, *bm2dx.dll*, etc.
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- For version 30
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- For version 30-31
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- Unpack the package containing iidxhook9 into the `modules` folder so iidxhook9.dll and all other
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files are located in the same folder as the game's DLLs, e.g. *bm2dx.dll*, etc.
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@@ -93,6 +94,12 @@ The syntax for the "key=value" is the same as in the config file. Make sure to h
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However, if a parameter is specifed in the configuration file and as a command line argument, the
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command line argument overrides the config file's value.
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# Note on camhook
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The cammera hook (camhook) is used to allow other class compliant cameras to be used. Depending on the variant of the game, you will need to select the correct camera port layout.
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For original LDJ, this is always 0, for conversion kit LDJ and original TDJ-JA, this is 1, and for TDJ-JB this will be 2 (this case is rare / you will know if this is needed on your setup).
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# Eamuse network setup
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If you want to run the games online, you need a valid PCBID and the service URL. Open
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@@ -0,0 +1,22 @@
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# IIDXIO async API implementation
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This implementation of the iidxio API is a shim library that takes another iidxio library and
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runs the functions `iidx_io_ep1_send`, `iidx_io_ep2_recv` and `iidx_io_ep3_write_16seg` in a
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dedicated thread. State synchronization to the getter and setter functions is also handled
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transparently.
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Usage of this **may** improve performance of certain iidxio implementations or when using them
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in certain integrations, e.g. the send and receive functions of a iidxio implementation for some
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target IO hardware calls are synchronous and expensive.
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This is not a fix/solution to a badly implemented iidxio library with poor performance as it cannot
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make it go faster and address potential latency issues, for example.
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Use with caution and know why and when you need to use it.
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## Setup
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* Add `iidxio-async.dll` in the same folder as your `iidxhookX.dll`
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* Rename your `iidxio.dll` to `iidxio-async-child.dll`
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* Rename `iidxio-async.dll` to `iidxio.dll`
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* Run the game
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@@ -0,0 +1,27 @@
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# D3D9 Monitor Check
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A separate application to run the infamous IIDX “monitor check” without having to run the actual
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game. The tool can be used to test measure the current avg. monitor refresh rate or debug/check if
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that value is fluctuating for some reason.
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The final avg. value that is provided at the end of the test can be used as input for other tooling
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or settings (e.g. patching charts to a different refresh rate on older games with bemanitools).
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Simply run the tool without any arguments to get a full synopsis with usage instructions.
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## "Accuracy" remarks
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The tool has been tested on an actual cabinet with `nvgpu` setting different custom timings. The
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accuracy seems to be even higher than what IIDX’s monitor check is actually showing. For example,
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with a custom timing of 59.900 hz, this tool yields fairly accurate and stable avg. 59.902 hz.
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The monitor check of IIDX 29 shows results of 59.8981 hz to 59.8997 hz on screen. As these are the
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only visible values to the user, determining a specific (avg.) value that can be used as input for
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other tooling or settings (e.g. patching charts to a different refresh rate on older games with
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bemanitools) is difficult. This doesn't mean that the game's monitor checks are actually
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inaccurate or wrong. Modern games with a built-in monitor check (starting IIDX 20) are syncing up
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fine and don't need any further patching or modifications.
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For older games, picking a value that is not as close as possible to an accurate avg. value can
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easily lead to issues with sync. So it's recommended to use the d3d9-monitor-check tool to get the
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most accurate value.
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