155 lines
7.5 KiB
XML
155 lines
7.5 KiB
XML
<?xml version="1.0" encoding="Shift-JIS"?>
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<launcher>
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<version __type="u32">1</version>
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<bootstrap>
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<selector __type="str">bemanitools_local_fs</selector>
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<config kind="inline">
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<config>
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<startup>
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<bemanitools_local_fs>
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<default>
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<file dst="/dev/nvram/ea3-config.xml" src="/prop/eamuse-config.xml" />
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<file dst="/dev/nvram/coin.xml" src="/prop/coin.xml" />
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<file dst="/dev/nvram/eacoin.xml" src="/prop/eacoin.xml" />
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</default>
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<boot>
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<file>prop/avs-config.xml</file>
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<heap_avs __type="u32">134217728</heap_avs>
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</boot>
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<log>
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<level>info</level>
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</log>
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<eamuse>
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<file>/dev/nvram/ea3-config.xml</file>
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</eamuse>
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<component>
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<file>bm2dx.dll</file>
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<param></param>
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</component>
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</bemanitools_local_fs>
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</startup>
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</config>
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</config>
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</bootstrap>
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<ea3_ident>
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<config kind="file">bemanitools/ea3-ident.xml</config>
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<config kind="file">bemanitools/ea3-license.xml</config>
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</ea3_ident>
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<avs>
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<config kind="inline">
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<config>
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<fs>
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<root>
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<device __type="str">.</device>
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</root>
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<mounttable_selector __type="str">boot</mounttable_selector>
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<mounttable>
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<vfs name="boot" fstype="fs" src="dev/raw" dst="/dev/raw" opt=""/>
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<vfs name="boot" fstype="fs" src="dev/nvram" dst="/dev/nvram" opt=""/>
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</mounttable>
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</fs>
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</config>
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</config>
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</avs>
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<eamuse>
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<config kind="file">bemanitools/ea3-service.xml</config>
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</eamuse>
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<hook>
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<pre_avs>
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<enable __type="bool">1</enable>
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<path __type="str">iidxhook9.dll</path>
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<config kind="inline">
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<hook>
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<adapter>
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<!-- IP of adapter to force override with -->
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<override_ip __type="str"></override_ip>
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</adapter>
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<asio>
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<!-- Force ASIO audio mode/device (if applicable / TDJ default) -->
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<force_asio __type="bool">false</force_asio>
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<!-- Force WASAPI audio mode (if applicable / LDJ default) -->
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<force_asio __type="bool">true</force_asio>
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<!-- The ASIO device name to use -->
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<force_asio __type="bool">XONAR SOUND CARD(64)</force_asio>
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</asio>
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<gfx>
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<device>
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<!-- D3D9ex device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter -->
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<adapter __type="s32">-1</adapter>
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<!-- Forced refresh rate, -1 to not force any (try 59 or 60 if monitor check fails to lock on high refresh rate monitors) -->
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<forced_refresh_rate __type="s32">-1</forced_refresh_rate>
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<!-- Orientation to force monitor into, -1 to use default, 0, 1, 2, 3 to do 0, 90, 180, 270 degrees -->
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<force_orientation __type="s32">-1</force_orientation>
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<!-- Force a screen resolution (width), -1 to disable. Use this if the game does not auto detect your monitor's resolution properly, e.g. 1368x768 instead of 1280x720. -->
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<force_screen_res>
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<width __type="s32">-1</width>
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<height __type="s32">-1</height>
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</force_screen_res>
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</device>
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<window>
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<!-- Run the game windowed -->
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<windowed __type="bool">1</windowed>
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<!-- Run the game in a framed window (requires windowed option) -->
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<framed __type="bool">1</framed>
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<!-- Confine mouse cursor to window -->
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<confined __type="bool">0</confined>
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<!-- Windowed width, -1 for default size -->
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<width __type="s32">-1</width>
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<!-- Windowed height, -1 for default size -->
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<height __type="s32">-1</height>
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<!-- Windowed X, -1 for default X position -->
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<x __type="s32">-1</x>
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<!-- Windowed Y, -1 for default Y position -->
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<y __type="s32">-1</y>
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</window>
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<back_buffer_scale>
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<!-- Up-/downscale the back buffer's height. This does not change the game's rendering resolution but scales the final frame. Use this to target the native resolution of your monitor/TV, e.g. to avoid over-/underscan, bad image quality or latency caused by the monitors internal upscaler. 0 to disable this feature. Must be set in combination with the corresponding width parameter. -->
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<width __type="s32">0</width>
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<height __type="s32">0</height>
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<!-- Filter type to use for up-/downscaling the back buffer. Only used if scaling feature was enabled by setting the scaling width and height parameters. Available types: none, linear, point (refer to D3DTEXTUREFILTERTYPE for explanation). -->
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<filter __type="str">none</filter>
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</back_buffer_scale>
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</gfx>
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<camera>
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<!-- Disables the camera emulation -->
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<disable_emu __type="bool">0</disable_emu>
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<!-- Camera port layout (0 = LDJ, 1 = CLDJ/TDJ-JA, 2 = TDJ-JB) -->
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<port_layout __type="s16">1</port_layout>
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<device_1>
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<!-- Disable camera 1. Use, i.e., if you only have one camera and want it to be mapped to camera 2 ingame. -->
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<disable __type="bool">1</disable>
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<!-- Override camera device ID 1 detection (copy from device manager, do not escape) Leave blank to automatically detect -->
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<id __type="str"></id>
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</device_1>
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<device_2>
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<!-- Disable camera 2. Use, i.e., if you have more than one camera but only want to map camera 1 ingame. -->
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<disable __type="bool">0</disable>
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<!-- Override camera device ID 2 detection (copy from device manager, do not escape) Leave blank to automatically detect -->
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<id __type="str"></id>
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</device_2>
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</camera>
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<io>
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<!-- Disable card reader emulation and enable usage of real card reader hardware on COM1 (for games supporting slotted readers) -->
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<disable_card_reader_emu __type="bool">0</disable_card_reader_emu>
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<!-- Disable BIO2 emulation and enable usage of real BIO2 hardware -->
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<disable_bio2_emu __type="bool">0</disable_bio2_emu>
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<!-- Disables the poll limiter, warning very high CPU usage may arise -->
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<disable_poll_limiter __type="bool">0</disable_poll_limiter>
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<!-- Lightning cab mode (requires additional IO emulation) -->
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<lightning_mode __type="bool">0</lightning_mode>
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<!-- Disable camera connection -->
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<disable_cams __type="bool">1</disable_cams>
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<!-- Disables the built in file hooks, requiring manual file creation -->
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<disable_file_hooks __type="bool">0</disable_file_hooks>
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<!-- Turntable sensitivity multiplier (1.0 is default) -->
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<tt_multiplier __type="float">1.0</tt_multiplier>
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</io>
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</hook>
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</config>
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</pre_avs>
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</hook>
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<debug>
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<remote_debugger __type="bool">0</remote_debugger>
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<log_property_configs __type="bool">0</log_property_configs>
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</debug>
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</launcher> |