Bemanitools v5.26 release
This commit is contained in:
@@ -0,0 +1,49 @@
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#ifndef BEMANITOOLS_SDVXIO_H
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#define BEMANITOOLS_SDVXIO_H
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/* IO emulation provider for BeatStream */
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#include <stdbool.h>
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#include <stdint.h>
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#include "bemanitools/glue.h"
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enum bst_io_in_gpio_sys_bit {
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SDVX_IO_IN_GPIO_SYS_COIN = 2,
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SDVX_IO_IN_GPIO_SYS_TEST = 4,
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SDVX_IO_IN_GPIO_SYS_SERVICE = 5,
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};
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/* The first function that will be called on your DLL. You will be supplied
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with four function pointers that may be used to log messages to the game's
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log file. See comments in glue.h for further information. */
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void bst_io_set_loggers(log_formatter_t misc, log_formatter_t info,
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log_formatter_t warning, log_formatter_t fatal);
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/* Initialize your BST IO emulation DLL. Thread management functions are
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provided to you; you must use these functions to create your own threads if
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you want to make use of the logging functions that are provided to
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eam_io_set_loggers(). You will also need to pass these thread management
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functions on to geninput if you intend to make use of that library.
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See glue.h and geninput.h for further details. */
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bool bst_io_init(thread_create_t thread_create, thread_join_t thread_join,
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thread_destroy_t thread_destroy);
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/* Shut down your SDVX IO emulation DLL */
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void bst_io_fini(void);
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/* Read input state. Returns true if successful. */
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bool bst_io_read_input(void);
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/* Get state of coin, test, service inputs */
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uint8_t bst_io_get_input(void);
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// TODO: Lighting
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#endif
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@@ -0,0 +1,84 @@
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#ifndef BEMANITOOLS_DDRIO_H
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#define BEMANITOOLS_DDRIO_H
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#include <stdbool.h>
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#include <stdint.h>
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#include "bemanitools/glue.h"
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enum ddr_pad_bit {
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DDR_TEST = 0x04,
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DDR_COIN = 0x05,
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DDR_SERVICE = 0x06,
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DDR_P2_START = 0x08,
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DDR_P2_UP = 0x09,
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DDR_P2_DOWN = 0x0A,
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DDR_P2_LEFT = 0x0B,
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DDR_P2_RIGHT = 0x0C,
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DDR_P2_MENU_LEFT = 0x0E,
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DDR_P2_MENU_RIGHT = 0x0F,
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DDR_P2_MENU_UP = 0x02,
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DDR_P2_MENU_DOWN = 0x03,
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DDR_P1_START = 0x10,
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DDR_P1_UP = 0x11,
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DDR_P1_DOWN = 0x12,
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DDR_P1_LEFT = 0x13,
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DDR_P1_RIGHT = 0x14,
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DDR_P1_MENU_LEFT = 0x16,
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DDR_P1_MENU_RIGHT = 0x17,
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DDR_P1_MENU_UP = 0x00,
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DDR_P1_MENU_DOWN = 0x01,
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};
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/* p3io controls menu btn and marquee lights
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extio controls neons and stage lights. */
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enum p3io_light_bit {
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LIGHT_P1_MENU = 0x00,
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LIGHT_P2_MENU = 0x01,
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LIGHT_P2_LOWER_LAMP = 0x04,
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LIGHT_P2_UPPER_LAMP = 0x05,
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LIGHT_P1_LOWER_LAMP = 0x06,
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LIGHT_P1_UPPER_LAMP = 0x07
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};
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enum extio_light_bit {
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LIGHT_NEONS = 0x0E,
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LIGHT_P2_RIGHT = 0x13,
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LIGHT_P2_LEFT = 0x14,
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LIGHT_P2_DOWN = 0x15,
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LIGHT_P2_UP = 0x16,
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LIGHT_P1_RIGHT = 0x1B,
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LIGHT_P1_LEFT = 0x1C,
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LIGHT_P1_DOWN = 0x1D,
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LIGHT_P1_UP = 0x1E
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};
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/* The first function that will be called on your DLL. You will be supplied
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with four function pointers that may be used to log messages to the game's
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log file. See comments in glue.h for further information. */
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void ddr_io_set_loggers(log_formatter_t misc, log_formatter_t info,
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log_formatter_t warning, log_formatter_t fatal);
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/* Initialize your DDR IO emulation DLL. Thread management functions are
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provided to you; you must use these functions to create your own threads if
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you want to make use of the logging functions that are provided to
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eam_io_set_loggers(). You will also need to pass these thread management
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functions on to geninput if you intend to make use of that library.
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See glue.h and geninput.h for further details. */
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bool ddr_io_init(thread_create_t thread_create, thread_join_t thread_join,
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thread_destroy_t thread_destroy);
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uint32_t ddr_io_read_pad(void);
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void ddr_io_set_lights_extio(uint32_t extio_lights);
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void ddr_io_set_lights_p3io(uint32_t p3io_lights);
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void ddr_io_fini(void);
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#endif
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@@ -0,0 +1,132 @@
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#ifndef BEMANITOOLS_EAM_H
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#define BEMANITOOLS_EAM_H
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/* Card reader emulator API. You may replace the stock EAMIO.DLL supplied by
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Bemanitools with your own custom implementation, which should implement the
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interface contract defined in this header file. */
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#include <stdbool.h>
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#include <stdint.h>
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#include "bemanitools/glue.h"
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/* Scan codes for the so-called "10 key" button panel on each card reader. Each
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scan code corresponds to a bit position within the 16-bit bitfield that you
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return from eam_io_get_keypad_state(). */
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enum eam_io_keypad_scan_code {
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EAM_IO_KEYPAD_0 = 0,
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EAM_IO_KEYPAD_1 = 1,
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EAM_IO_KEYPAD_4 = 2,
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EAM_IO_KEYPAD_7 = 3,
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EAM_IO_KEYPAD_00 = 4,
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EAM_IO_KEYPAD_2 = 5,
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EAM_IO_KEYPAD_5 = 6,
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EAM_IO_KEYPAD_8 = 7,
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EAM_IO_KEYPAD_DECIMAL = 8,
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EAM_IO_KEYPAD_3 = 9,
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EAM_IO_KEYPAD_6 = 10,
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EAM_IO_KEYPAD_9 = 11,
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EAM_IO_KEYPAD_COUNT = 12, /* Not an actual scan code */
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};
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/* Emulating the sensors of a slotted card reader. The reader has one
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sensor at the front that detects if a card is getting inserted or
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if the card is not fully removed. When the back sensor is triggered
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the card is locked in the slot and its data is read. */
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enum eam_io_sensor_state {
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EAM_IO_SENSOR_FRONT = 0,
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EAM_IO_SENSOR_BACK = 1,
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};
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/* Different commands for the (slotted) reader. The game triggers one
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of these actions and the card slot as to execute it. When non-slotted
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readers are emulated, these states are not used/set. */
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enum eam_io_card_slot_cmd {
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EAM_IO_CARD_SLOT_CMD_CLOSE = 0,
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EAM_IO_CARD_SLOT_CMD_OPEN = 1,
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EAM_IO_CARD_SLOT_CMD_EJECT = 2,
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EAM_IO_CARD_SLOT_CMD_READ = 3,
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};
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/* Emulating of the card type for new readers. */
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enum eam_io_read_card_result {
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EAM_IO_CARD_NONE = 0,
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EAM_IO_CARD_ISO15696 = 1,
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EAM_IO_CARD_FELICA = 2,
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};
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/* A private function pointer table returned by the stock EAMIO.DLL
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implementation and consumed by config.exe. The contents of this table are
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undocumented and subject to change without notice. */
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struct eam_io_config_api;
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/* The first function that will be called on your DLL. You will be supplied
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with four function pointers that may be used to log messages to the game's
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log file. See comments in glue.h for further information. */
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void eam_io_set_loggers(log_formatter_t misc, log_formatter_t info,
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log_formatter_t warning, log_formatter_t fatal);
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/* Initialize your card reader emulation DLL. Thread management functions are
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provided to you; you must use these functions to create your own threads if
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you want to make use of the logging functions that are provided to
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eam_io_set_loggers(). You will also need to pass these thread management
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functions on to geninput if you intend to make use of that library.
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See glue.h and geninput.h for further details. */
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bool eam_io_init(thread_create_t thread_create, thread_join_t thread_join,
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thread_destroy_t thread_destroy);
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/* Shut down your card reader emulation DLL. */
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void eam_io_fini(void);
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/* Return the state of the number pad on your reader. This function will be
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called frequently. See enum eam_io_keypad_scan_code above for the meaning of
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each bit within the return value.
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This function will be called even if the running game does not actually have
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a number pad on the real cabinet (e.g. Jubeat).
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unit_no is either 0 or 1. Games with only a single reader (jubeat, popn,
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drummania) will only use unit_no 0. */
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uint16_t eam_io_get_keypad_state(uint8_t unit_no);
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/* Indicate which sensors (front and back) are triggered for a slotted reader
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(refer to enum). To emulate non-slotted readers, just set both sensors
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to on to indicate the card is in range of the reader. This function
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will be called frequently. */
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uint8_t eam_io_get_sensor_state(uint8_t unit_no);
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/* Read a card ID. This function is only called when the return value of
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eam_io_get_sensor_state() changes from false to true, so you may take your
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time and perform file I/O etc, within reason. You must return exactly eight
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bytes into the buffer pointed to by card_id. */
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uint8_t eam_io_read_card(uint8_t unit_no, uint8_t *card_id, uint8_t nbytes);
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/* Send a command to the card slot. This is called by the game to execute
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certain actions on a slotted reader (refer to enum). When emulating
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wave pass readers, this is function is never called. */
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bool eam_io_card_slot_cmd(uint8_t unit_no, uint8_t cmd);
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/* This function is called frequently. Update your device and states in here */
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bool eam_io_poll(uint8_t unit_no);
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/* Return a pointer to an internal configuration API for use by config.exe.
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Custom implementations should return NULL. */
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const struct eam_io_config_api *eam_io_get_config_api(void);
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#endif
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@@ -0,0 +1,47 @@
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#ifndef BEMANITOOLS_GLUE_H
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#define BEMANITOOLS_GLUE_H
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/* Common definitions for integration bindings */
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#include <stdint.h>
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#ifdef __GNUC__
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/* Bemanitools is compiled with GCC (MinGW, specifically) as of version 5 */
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#define LOG_CHECK_FMT __attribute__(( format(printf, 2, 3) ))
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#else
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/* Compile it out for MSVC plebs */
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#define LOG_CHECK_FMT
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#endif
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/* An AVS-style logger function. Comes in four flavors: misc, info, warning,
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and fatal, with increasing severity. Fatal loggers do not return, they
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abort the running process after writing their message to the log.
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||||
"module" is an arbitrary short string identifying the source of the log
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message. The name of the calling DLL is a good default choice for this
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string, although you might want to identify a module within your DLL here
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||||
instead.
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||||
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"fmt" is a printf-style format string. Depending on the context in which
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your DLL is running you might end up calling a logger function exported
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||||
from libavs, which has its own printf implementation (including a number of
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||||
proprietary extensions), so don't use any overly exotic formats. */
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||||
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typedef void (*log_formatter_t)(const char *module, const char *fmt, ...)
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LOG_CHECK_FMT;
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|
||||
/* An API for spawning threads. This API is defined by libavs, although
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||||
Bemanitools itself may supply compatible implementations of these functions
|
||||
to your DLL, depending on the context in which it runs.
|
||||
|
||||
NOTE: You may only use the logging functions from a thread where Bemanitools
|
||||
calls you, or a thread that you create using this API. Failure to observe
|
||||
this restriction will cause the process to crash. This is a limitation of
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||||
libavs itself, not Bemanitools. */
|
||||
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||||
typedef int (*thread_create_t)(int (*proc)(void *), void *ctx,
|
||||
uint32_t stack_sz, unsigned int priority);
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||||
typedef void (*thread_join_t)(int thread_id, int *result);
|
||||
typedef void (*thread_destroy_t)(int thread_id);
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||||
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#endif
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||||
@@ -0,0 +1,155 @@
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#ifndef BEMANITOOLS_IIDXIO_H
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||||
#define BEMANITOOLS_IIDXIO_H
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/* IO emulation provider for beatmania IIDX. */
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||||
|
||||
#include <stdbool.h>
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||||
#include <stdint.h>
|
||||
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||||
#include "bemanitools/glue.h"
|
||||
|
||||
/* Bit mapping for the "pad" word */
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||||
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||||
enum iidx_io_sys_bit {
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IIDX_IO_SYS_TEST = 0x00,
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IIDX_IO_SYS_SERVICE = 0x01,
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||||
IIDX_IO_SYS_COIN = 0x02
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};
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||||
|
||||
enum iidx_io_panel_bit {
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IIDX_IO_PANEL_P1_START = 0x00,
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IIDX_IO_PANEL_P2_START = 0x01,
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||||
IIDX_IO_PANEL_VEFX = 0x02,
|
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IIDX_IO_PANEL_EFFECT = 0x03
|
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};
|
||||
|
||||
enum iidx_io_key_bit {
|
||||
IIDX_IO_KEY_P1_1 = 0x00,
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||||
IIDX_IO_KEY_P1_2 = 0x01,
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||||
IIDX_IO_KEY_P1_3 = 0x02,
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||||
IIDX_IO_KEY_P1_4 = 0x03,
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||||
IIDX_IO_KEY_P1_5 = 0x04,
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||||
IIDX_IO_KEY_P1_6 = 0x05,
|
||||
IIDX_IO_KEY_P1_7 = 0x06,
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||||
|
||||
IIDX_IO_KEY_P2_1 = 0x07,
|
||||
IIDX_IO_KEY_P2_2 = 0x08,
|
||||
IIDX_IO_KEY_P2_3 = 0x09,
|
||||
IIDX_IO_KEY_P2_4 = 0x0A,
|
||||
IIDX_IO_KEY_P2_5 = 0x0B,
|
||||
IIDX_IO_KEY_P2_6 = 0x0C,
|
||||
IIDX_IO_KEY_P2_7 = 0x0D
|
||||
};
|
||||
|
||||
/* Bit mapping for the P1 and P2 deck lights */
|
||||
|
||||
enum iidx_io_deck_light {
|
||||
IIDX_IO_DECK_LIGHT_P1_1 = 0,
|
||||
IIDX_IO_DECK_LIGHT_P1_2 = 1,
|
||||
IIDX_IO_DECK_LIGHT_P1_3 = 2,
|
||||
IIDX_IO_DECK_LIGHT_P1_4 = 3,
|
||||
IIDX_IO_DECK_LIGHT_P1_5 = 4,
|
||||
IIDX_IO_DECK_LIGHT_P1_6 = 5,
|
||||
IIDX_IO_DECK_LIGHT_P1_7 = 6,
|
||||
|
||||
IIDX_IO_DECK_LIGHT_P2_1 = 8,
|
||||
IIDX_IO_DECK_LIGHT_P2_2 = 9,
|
||||
IIDX_IO_DECK_LIGHT_P2_3 = 10,
|
||||
IIDX_IO_DECK_LIGHT_P2_4 = 11,
|
||||
IIDX_IO_DECK_LIGHT_P2_5 = 12,
|
||||
IIDX_IO_DECK_LIGHT_P2_6 = 13,
|
||||
IIDX_IO_DECK_LIGHT_P2_7 = 14,
|
||||
};
|
||||
|
||||
/* Bit mapping for the front panel lights */
|
||||
|
||||
enum iidx_io_panel_light {
|
||||
IIDX_IO_PANEL_LIGHT_P1_START = 0,
|
||||
IIDX_IO_PANEL_LIGHT_P2_START = 1,
|
||||
IIDX_IO_PANEL_LIGHT_VEFX = 2,
|
||||
IIDX_IO_PANEL_LIGHT_EFFECT = 3,
|
||||
};
|
||||
|
||||
/* The first function that will be called on your DLL. You will be supplied
|
||||
with four function pointers that may be used to log messages to the game's
|
||||
log file. See comments in glue.h for further information. */
|
||||
|
||||
void iidx_io_set_loggers(log_formatter_t misc, log_formatter_t info,
|
||||
log_formatter_t warning, log_formatter_t fatal);
|
||||
|
||||
/* Initialize your IIDX IO emulation DLL. Thread management functions are
|
||||
provided to you; you must use these functions to create your own threads if
|
||||
you want to make use of the logging functions that are provided to
|
||||
eam_io_set_loggers(). You will also need to pass these thread management
|
||||
functions on to geninput if you intend to make use of that library.
|
||||
|
||||
See glue.h and geninput.h for further details. */
|
||||
|
||||
bool iidx_io_init(thread_create_t thread_create, thread_join_t thread_join,
|
||||
thread_destroy_t thread_destroy);
|
||||
|
||||
/* Shut down your IIDX IO emulation DLL */
|
||||
|
||||
void iidx_io_fini(void);
|
||||
|
||||
/* Set the deck lighting state. See enum iidx_io_deck_light above. */
|
||||
|
||||
void iidx_io_ep1_set_deck_lights(uint16_t deck_lights);
|
||||
|
||||
/* Set front panel lighting state. See enum iidx_io_panel_light above. */
|
||||
|
||||
void iidx_io_ep1_set_panel_lights(uint8_t panel_lights);
|
||||
|
||||
/* Set state of the eight halogens above the marquee. */
|
||||
|
||||
void iidx_io_ep1_set_top_lamps(uint8_t top_lamps);
|
||||
|
||||
/* Switch the top neons on or off. */
|
||||
|
||||
void iidx_io_ep1_set_top_neons(bool top_neons);
|
||||
|
||||
/* Transmit the lighting state to the lighting controller. This function is
|
||||
called immediately after all of the other iidx_io_ep1_set_*() functions.
|
||||
|
||||
Return false in the event of an IO error. This will lock the game into an
|
||||
IO error screen. */
|
||||
|
||||
bool iidx_io_ep1_send(void);
|
||||
|
||||
/* Read input state from the input controller. This function is called
|
||||
immediately before all of the iidx_io_ep2_get_*() functions.
|
||||
|
||||
Return false in the event of an IO error. This will lock the game into an
|
||||
IO error screen. */
|
||||
|
||||
bool iidx_io_ep2_recv(void);
|
||||
|
||||
/* Get absolute turntable position, expressed in 1/256ths of a rotation.
|
||||
player_no is either 0 or 1. */
|
||||
|
||||
uint8_t iidx_io_ep2_get_turntable(uint8_t player_no);
|
||||
|
||||
/* Get slider position, where 0 is the bottom position and 15 is the topmost
|
||||
position. slider_no is a number between 0 (leftmost) and 4 (rightmost). */
|
||||
|
||||
uint8_t iidx_io_ep2_get_slider(uint8_t slider_no);
|
||||
|
||||
/* Get the state of the system buttons. See enums above. */
|
||||
|
||||
uint8_t iidx_io_ep2_get_sys(void);
|
||||
|
||||
/* Get the state of the panel buttons. See enums above. */
|
||||
|
||||
uint8_t iidx_io_ep2_get_panel(void);
|
||||
|
||||
/* Get the state of the 14 key buttons. See enums above. */
|
||||
|
||||
uint16_t iidx_io_ep2_get_keys(void);
|
||||
|
||||
/* Write a nine-character string to the 16-segment display. This happens on a
|
||||
different schedule to all of the other IO operations, so you should initiate
|
||||
the communication as soon as this function is called */
|
||||
|
||||
bool iidx_io_ep3_write_16seg(const char *text);
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,87 @@
|
||||
#ifndef BEMANITOOLS_INPUT_H
|
||||
#define BEMANITOOLS_INPUT_H
|
||||
|
||||
/* Generic input API. This header file defines the public API for geninput.dll.
|
||||
|
||||
You may use geninput to supply generic input mapping services for controls
|
||||
that your custom IO DLLs do not natively provide. For instance, you might
|
||||
want to make a custom IIDXIO.DLL that interfaces with your own 16-segment
|
||||
LCD marquee device while still using the stock IIDXIO.DLL input and lighting
|
||||
code, which uses the generic services provided by geninput.dll.
|
||||
|
||||
All other exports from geninput.dll are undocumented and subject to change
|
||||
without notice. */
|
||||
|
||||
#include <stdbool.h>
|
||||
#include <stdint.h>
|
||||
|
||||
#include "bemanitools/glue.h"
|
||||
|
||||
/* Supply logging functions to geninput. You should pass on the logging
|
||||
functions that are supplied to your own custom DLLs.
|
||||
|
||||
This is the only function that can safely be called before input_init(). */
|
||||
|
||||
void input_set_loggers(log_formatter_t misc, log_formatter_t info,
|
||||
log_formatter_t warning, log_formatter_t fatal);
|
||||
|
||||
/* Initialize the generic input subsystem. You must pass on the thread
|
||||
management functions that have been supplied to your DLL.
|
||||
|
||||
Calling any geninput functions other than input_set_loggers() before calling
|
||||
input_init() will probably crash the running process.
|
||||
|
||||
You will also need to call mapper_config_load() with the appropriate
|
||||
game_type parameter, otherwise you will not receive any input, and any
|
||||
attempts to set a light output level will have no effect. */
|
||||
|
||||
void input_init(thread_create_t thread_create, thread_join_t thread_join,
|
||||
thread_destroy_t thread_destroy);
|
||||
|
||||
/* Shut down the generic input subsystem. After calling this function, no
|
||||
geninput functions other than input_set_loggers() or input_init() may be
|
||||
called. */
|
||||
|
||||
void input_fini(void);
|
||||
|
||||
/* Load input mappings for a particular game, as configured from config.exe.
|
||||
|
||||
Currently recognized game types are:
|
||||
|
||||
ddr: Dance Dance Revolution
|
||||
dm: Drum Mania
|
||||
gf: Guitar Freaks
|
||||
iidx: beatmania IIDX
|
||||
pnm: pop'n music
|
||||
sdvx: Sound Voltex
|
||||
ju: jubeat
|
||||
|
||||
Returns true if a suitable config file was found and successfully loaded. */
|
||||
|
||||
bool mapper_config_load(const char *game_type);
|
||||
|
||||
/* Return the absolute position of an analog spinner, expressed in 1/256ths of
|
||||
a complete rotation. */
|
||||
|
||||
uint8_t mapper_read_analog(uint8_t analog);
|
||||
|
||||
/* Map the current state of all attached input devices to a 64-bit bit field.
|
||||
The exact layout of this bit field varies between game types, although we
|
||||
try to approximate the contents of each emulated IO PCB's own state packet
|
||||
as closely as is reasonably practical. */
|
||||
|
||||
uint64_t mapper_update(void);
|
||||
|
||||
/* Set the intensity of any light on a controller corresponding to a particular
|
||||
software-controlled light on an arcade cabinet, where 0 is off and 255 is
|
||||
full intensity. Consult the header files for the light identifiers used for
|
||||
each game type. The mappings between these light identifiers and the actual
|
||||
lights on the user's controller (if any) are configured by the user by means
|
||||
of the config.exe program.
|
||||
|
||||
Note that any calls to this function do not take effect until the next call
|
||||
to mapper_update(). */
|
||||
|
||||
void mapper_write_light(uint8_t light, uint8_t intensity);
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,83 @@
|
||||
#ifndef BEMANITOOLS_JBIO_H
|
||||
#define BEMANITOOLS_JBIO_H
|
||||
|
||||
/* IO emulation provider for jubeat. */
|
||||
|
||||
#include <stdbool.h>
|
||||
#include <stdint.h>
|
||||
|
||||
#include "bemanitools/glue.h"
|
||||
|
||||
/* input bit mappings. Panels on the controller are
|
||||
panel 1 top left corner down to panel 16 bottom right corner */
|
||||
enum jb_io_panel_bit {
|
||||
JB_IO_PANEL_01 = 0x00,
|
||||
JB_IO_PANEL_02 = 0x01,
|
||||
JB_IO_PANEL_03 = 0x02,
|
||||
JB_IO_PANEL_04 = 0x03,
|
||||
JB_IO_PANEL_05 = 0x04,
|
||||
JB_IO_PANEL_06 = 0x05,
|
||||
JB_IO_PANEL_07 = 0x06,
|
||||
JB_IO_PANEL_08 = 0x07,
|
||||
JB_IO_PANEL_09 = 0x08,
|
||||
JB_IO_PANEL_10 = 0x09,
|
||||
JB_IO_PANEL_11 = 0x0A,
|
||||
JB_IO_PANEL_12 = 0x0B,
|
||||
JB_IO_PANEL_13 = 0x0C,
|
||||
JB_IO_PANEL_14 = 0x0D,
|
||||
JB_IO_PANEL_15 = 0x0E,
|
||||
JB_IO_PANEL_16 = 0x0F,
|
||||
};
|
||||
|
||||
/* Bit mappings for "system" inputs */
|
||||
enum jb_io_sys_bit {
|
||||
JB_IO_SYS_TEST = 0x00,
|
||||
JB_IO_SYS_SERVICE = 0x01,
|
||||
JB_IO_SYS_COIN = 0x02,
|
||||
};
|
||||
|
||||
/* RGB led units to address */
|
||||
enum jb_io_rgb_led {
|
||||
JB_IO_RGB_LED_FRONT = 0,
|
||||
JB_IO_RGB_LED_TOP = 1,
|
||||
JB_IO_RGB_LED_LEFT = 2,
|
||||
JB_IO_RGB_LED_RIGHT = 3,
|
||||
JB_IO_RGB_LED_TITLE = 4,
|
||||
JB_IO_RGB_LED_WOOFER = 5
|
||||
};
|
||||
|
||||
/* The first function that will be called on your DLL. You will be supplied
|
||||
with four function pointers that may be used to log messages to the game's
|
||||
log file. See comments in glue.h for further information. */
|
||||
|
||||
void jb_io_set_loggers(log_formatter_t misc, log_formatter_t info,
|
||||
log_formatter_t warning, log_formatter_t fatal);
|
||||
|
||||
/* Initialize your JB IO emulation DLL. Thread management functions are
|
||||
provided to you; you must use these functions to create your own threads if
|
||||
you want to make use of the logging functions that are provided to
|
||||
jb_io_set_loggers(). You will also need to pass these thread management
|
||||
functions on to geninput if you intend to make use of that library.
|
||||
|
||||
See glue.h and geninput.h for further details. */
|
||||
|
||||
bool jb_io_init(thread_create_t thread_create, thread_join_t thread_join,
|
||||
thread_destroy_t thread_destroy);
|
||||
|
||||
/* Shut down your JB IO emulation DLL */
|
||||
|
||||
void jb_io_fini(void);
|
||||
|
||||
/* TODO doc */
|
||||
|
||||
bool jb_io_read_inputs(void);
|
||||
|
||||
bool jb_io_write_outputs(void);
|
||||
|
||||
uint8_t jb_io_get_sys_inputs(void);
|
||||
|
||||
uint16_t jb_io_get_panel_inputs(void);
|
||||
|
||||
void jb_io_set_rgb_led(enum jb_io_rgb_led unit, uint8_t r, uint8_t g, uint8_t b);
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,95 @@
|
||||
#ifndef BEMANITOOLS_SDVXIO_H
|
||||
#define BEMANITOOLS_SDVXIO_H
|
||||
|
||||
/* IO emulation provider for SOUND VOLTEX */
|
||||
|
||||
#include <stdbool.h>
|
||||
#include <stdint.h>
|
||||
|
||||
#include "bemanitools/glue.h"
|
||||
|
||||
enum sdvx_io_in_gpio_sys_bit {
|
||||
SDVX_IO_IN_GPIO_SYS_COIN = 2,
|
||||
SDVX_IO_IN_GPIO_SYS_TEST = 4,
|
||||
SDVX_IO_IN_GPIO_SYS_SERVICE = 5,
|
||||
};
|
||||
|
||||
enum sdvx_io_in_gpio_0_bit {
|
||||
SDVX_IO_IN_GPIO_0_C = 0,
|
||||
SDVX_IO_IN_GPIO_0_B = 1,
|
||||
SDVX_IO_IN_GPIO_0_A = 2,
|
||||
SDVX_IO_IN_GPIO_0_START = 3,
|
||||
SDVX_IO_IN_GPIO_0_HEADPHONE = 4,
|
||||
};
|
||||
|
||||
enum sdvx_io_in_gpio_1_bit {
|
||||
SDVX_IO_IN_GPIO_1_FX_R = 3,
|
||||
SDVX_IO_IN_GPIO_1_FX_L = 4,
|
||||
SDVX_IO_IN_GPIO_1_D = 5,
|
||||
};
|
||||
|
||||
enum sdvx_io_out_gpio_bit {
|
||||
SDVX_IO_OUT_GPIO_D = 0,
|
||||
SDVX_IO_OUT_GPIO_FX_L = 1,
|
||||
SDVX_IO_OUT_GPIO_FX_R = 2,
|
||||
SDVX_IO_OUT_GPIO_START = 12,
|
||||
SDVX_IO_OUT_GPIO_A = 13,
|
||||
SDVX_IO_OUT_GPIO_B = 14,
|
||||
SDVX_IO_OUT_GPIO_C = 15,
|
||||
};
|
||||
|
||||
/* The first function that will be called on your DLL. You will be supplied
|
||||
with four function pointers that may be used to log messages to the game's
|
||||
log file. See comments in glue.h for further information. */
|
||||
|
||||
void sdvx_io_set_loggers(log_formatter_t misc, log_formatter_t info,
|
||||
log_formatter_t warning, log_formatter_t fatal);
|
||||
|
||||
/* Initialize your SDVX IO emulation DLL. Thread management functions are
|
||||
provided to you; you must use these functions to create your own threads if
|
||||
you want to make use of the logging functions that are provided to
|
||||
eam_io_set_loggers(). You will also need to pass these thread management
|
||||
functions on to geninput if you intend to make use of that library.
|
||||
|
||||
See glue.h and geninput.h for further details. */
|
||||
|
||||
bool sdvx_io_init(thread_create_t thread_create, thread_join_t thread_join,
|
||||
thread_destroy_t thread_destroy);
|
||||
|
||||
/* Shut down your SDVX IO emulation DLL */
|
||||
|
||||
void sdvx_io_fini(void);
|
||||
|
||||
/* Set state of the GPIO (on/off) lights (see bit definitions above) */
|
||||
|
||||
void sdvx_io_set_gpio_lights(uint32_t gpio_lights);
|
||||
|
||||
/* Set state of a PWM (dimmable) light channel. These come in groups of three
|
||||
(red, green, blue). There are a six group of three PWM channels, for a
|
||||
total of 18 channels (0 through 17). */
|
||||
|
||||
void sdvx_io_set_pwm_light(uint8_t light_no, uint8_t intensity);
|
||||
|
||||
/* Transmit the light state to the IOPCB */
|
||||
|
||||
bool sdvx_io_write_output(void);
|
||||
|
||||
/* Read input state */
|
||||
|
||||
bool sdvx_io_read_input(void);
|
||||
|
||||
/* Get state of coin, test, service inputs */
|
||||
|
||||
uint8_t sdvx_io_get_input_gpio_sys(void);
|
||||
|
||||
/* Get gameplay button state. Parameter selects GPIO bank 0 or 1. See bit
|
||||
definitions above for details. */
|
||||
|
||||
uint16_t sdvx_io_get_input_gpio(uint8_t gpio_bank);
|
||||
|
||||
/* Get a 10-bit (!) spinner position, where spinner_no is 0 or 1.
|
||||
High six bits are ignored. */
|
||||
|
||||
uint16_t sdvx_io_get_spinner_pos(uint8_t spinner_no);
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,56 @@
|
||||
#ifndef BEMANITOOLS_VEFXIO_H
|
||||
#define BEMANITOOLS_VEFXIO_H
|
||||
|
||||
/* IO emulation provider for beatmania IIDX Effector Panel. */
|
||||
|
||||
#include <stdbool.h>
|
||||
#include <stdint.h>
|
||||
|
||||
#include "bemanitools/glue.h"
|
||||
|
||||
/* The first function that will be called on your DLL. You will be supplied
|
||||
with four function pointers that may be used to log messages to the game's
|
||||
log file. See comments in glue.h for further information. */
|
||||
|
||||
void vefx_io_set_loggers(log_formatter_t misc, log_formatter_t info,
|
||||
log_formatter_t warning, log_formatter_t fatal);
|
||||
|
||||
/* Initialize your IIDX IO emulation DLL. Thread management functions are
|
||||
provided to you; you must use these functions to create your own threads if
|
||||
you want to make use of the logging functions that are provided to
|
||||
eam_io_set_loggers(). You will also need to pass these thread management
|
||||
functions on to geninput if you intend to make use of that library.
|
||||
|
||||
See glue.h and geninput.h for further details. */
|
||||
|
||||
bool vefx_io_init(thread_create_t thread_create, thread_join_t thread_join,
|
||||
thread_destroy_t thread_destroy);
|
||||
|
||||
/* Shut down your IIDX IO emulation DLL */
|
||||
|
||||
void vefx_io_fini(void);
|
||||
|
||||
/* Read input state from the input controller. This function is called
|
||||
immediately before the vefx_io_get_slider() function.
|
||||
|
||||
Return false in the event of an IO error. This will lock the game into an
|
||||
IO error screen.
|
||||
|
||||
If making a custom driver, ppad can be used to update regular IO if needed
|
||||
|
||||
See iidxio.c for mappings. */
|
||||
|
||||
bool vefx_io_recv(uint64_t* ppad);
|
||||
|
||||
/* Get slider position, where 0 is the bottom position and 15 is the topmost
|
||||
position. slider_no is a number between 0 (leftmost) and 4 (rightmost). */
|
||||
|
||||
uint8_t vefx_io_get_slider(uint8_t slider_no);
|
||||
|
||||
/* Write a nine-character string to the 16-segment display. This happens on a
|
||||
different schedule to all of the other IO operations, so you should initiate
|
||||
the communication as soon as this function is called */
|
||||
|
||||
bool vefx_io_write_16seg(const char *text);
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user