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djhackersdev_bemanitools/dist/iidx/launcher-29.xml
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2024-08-17 12:50:14 +02:00

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XML

<?xml version="1.0" encoding="Shift-JIS"?>
<launcher>
<version __type="u32">1</version>
<bootstrap>
<selector __type="str">bemanitools_local_fs</selector>
<config kind="inline">
<config>
<startup>
<bemanitools_local_fs>
<default>
<file dst="/dev/nvram/ea3-config.xml" src="/prop/eamuse-config.xml" />
<file dst="/dev/nvram/coin.xml" src="/prop/coin.xml" />
<file dst="/dev/nvram/eacoin.xml" src="/prop/eacoin.xml" />
</default>
<boot>
<file>prop/avs-config.xml</file>
<heap_avs __type="u32">134217728</heap_avs>
</boot>
<log>
<level>info</level>
</log>
<eamuse>
<file>/dev/nvram/ea3-config.xml</file>
</eamuse>
<component>
<file>bm2dx.dll</file>
<param></param>
</component>
</bemanitools_local_fs>
</startup>
</config>
</config>
</bootstrap>
<ea3_ident>
<config kind="file">bemanitools/ea3-ident.xml</config>
<config kind="file">bemanitools/ea3-license.xml</config>
</ea3_ident>
<avs>
<config kind="inline">
<config>
<fs>
<root>
<device __type="str">.</device>
</root>
<mounttable_selector __type="str">boot</mounttable_selector>
<mounttable>
<vfs name="boot" fstype="fs" src="dev/raw" dst="/dev/raw" opt=""/>
<vfs name="boot" fstype="fs" src="dev/nvram" dst="/dev/nvram" opt=""/>
</mounttable>
</fs>
</config>
</config>
</avs>
<eamuse>
<config kind="file">bemanitools/ea3-service.xml</config>
</eamuse>
<hook>
<pre_avs>
<enable __type="bool">1</enable>
<path __type="str">iidxhook9.dll</path>
<config kind="inline">
<hook>
<adapter>
<!-- IP of adapter to force override with -->
<override_ip __type="str"></override_ip>
</adapter>
<asio>
<!-- Force ASIO audio mode/device (if applicable / TDJ default) -->
<force_asio __type="bool">false</force_asio>
<!-- Force WASAPI audio mode (if applicable / LDJ default) -->
<force_asio __type="bool">true</force_asio>
<!-- The ASIO device name to use -->
<force_asio __type="bool">XONAR SOUND CARD(64)</force_asio>
</asio>
<gfx>
<device>
<!-- D3D9ex device adapter (monitor), -1 to use default, 0, 1, 2 etc. to use specified adapter -->
<adapter __type="s32">-1</adapter>
<!-- Forced refresh rate, -1 to not force any (try 59 or 60 if monitor check fails to lock on high refresh rate monitors) -->
<forced_refresh_rate __type="s32">-1</forced_refresh_rate>
<!-- Orientation to force monitor into, -1 to use default, 0, 1, 2, 3 to do 0, 90, 180, 270 degrees -->
<force_orientation __type="s32">-1</force_orientation>
<!-- 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. -->
<force_screen_res>
<width __type="s32">-1</width>
<height __type="s32">-1</height>
</force_screen_res>
</device>
<window>
<!-- Run the game windowed -->
<windowed __type="bool">1</windowed>
<!-- Run the game in a framed window (requires windowed option) -->
<framed __type="bool">1</framed>
<!-- Confine mouse cursor to window -->
<confined __type="bool">0</confined>
<!-- Windowed width, -1 for default size -->
<width __type="s32">-1</width>
<!-- Windowed height, -1 for default size -->
<height __type="s32">-1</height>
<!-- Windowed X, -1 for default X position -->
<x __type="s32">-1</x>
<!-- Windowed Y, -1 for default Y position -->
<y __type="s32">-1</y>
</window>
<back_buffer_scale>
<!-- 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. -->
<width __type="s32">0</width>
<height __type="s32">0</height>
<!-- 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). -->
<filter __type="str">none</filter>
</back_buffer_scale>
</gfx>
<camera>
<!-- Disables the camera emulation -->
<disable_emu __type="bool">0</disable_emu>
<!-- Camera port layout (0 = LDJ, 1 = CLDJ/TDJ-JA, 2 = TDJ-JB) -->
<port_layout __type="s16">1</port_layout>
<device_1>
<!-- Disable camera 1. Use, i.e., if you only have one camera and want it to be mapped to camera 2 ingame. -->
<disable __type="bool">1</disable>
<!-- Override camera device ID 1 detection (copy from device manager, do not escape) Leave blank to automatically detect -->
<id __type="str"></id>
</device_1>
<device_2>
<!-- Disable camera 2. Use, i.e., if you have more than one camera but only want to map camera 1 ingame. -->
<disable __type="bool">0</disable>
<!-- Override camera device ID 2 detection (copy from device manager, do not escape) Leave blank to automatically detect -->
<id __type="str"></id>
</device_2>
</camera>
<io>
<!-- Disable card reader emulation and enable usage of real card reader hardware on COM1 (for games supporting slotted readers) -->
<disable_card_reader_emu __type="bool">0</disable_card_reader_emu>
<!-- Disable BIO2 emulation and enable usage of real BIO2 hardware -->
<disable_bio2_emu __type="bool">0</disable_bio2_emu>
<!-- Disables the poll limiter, warning very high CPU usage may arise -->
<disable_poll_limiter __type="bool">0</disable_poll_limiter>
<!-- Lightning cab mode (requires additional IO emulation) -->
<lightning_mode __type="bool">0</lightning_mode>
<!-- Disable camera connection -->
<disable_cams __type="bool">1</disable_cams>
<!-- Disables the built in file hooks, requiring manual file creation -->
<disable_file_hooks __type="bool">0</disable_file_hooks>
<!-- Turntable sensitivity multiplier (1.0 is default) -->
<tt_multiplier __type="float">1.0</tt_multiplier>
</io>
</hook>
</config>
</pre_avs>
</hook>
<debug>
<remote_debugger __type="bool">0</remote_debugger>
<log_property_configs __type="bool">0</log_property_configs>
</debug>
</launcher>