## Link to GitHub Issue or related Pull Request, if one exists
Fixes#916
## Description of change
- Read the camera manager actual vector length instead of assuming 2
cameras. Front camera is gone in IIDX 34. :(
- Resolve texture-registry entries through AFP texture handles instead
of assuming slots 0 and 2. Generally fix up the internal game structure
layouts, as I made some incorrect assumptions about them last time.
- Replace the existing D3D-device offset pattern, as it was resolving to
an incorrect offset in IIDX 34.
## Testing
- Booted IIDX 27-34 to gameplay with camera on, though with only one
attached.
- Batch scanned all known game DLLs to ensure the pattern was resolving
correctly.
Co-authored-by: Codex <codex@openai.com>
## Link to GitHub Issue or related Pull Request, if one exists
#0
## Description of change
Dance Evolution requires the same FeliCa UID to be returned repeatedly
before accepting a card. Add KDM to the existing retry logic so physical
cards register without needing to be held unusually long.
## Testing
- Validated by compiling spice2x successfully
- Tested with latest action compiled spice 32bit executable, card insert
work instantly
## Link to GitHub Issue or related Pull Request, if one exists
n/a
## Description of change
To make plugin development easier, add `get_module_info` and
`get_plugin_directory` to deal with common tasks for hooking DLLs and
reading INI files.
Also, add the ability to register for d3d9 present callbacks via
`register_d3d9`, which makes it significantly easier for plugins to draw
things on screen.
## Testing
See sample code.
## Link to GitHub Issue or related Pull Request, if one exists
#912
## Description of change
The nicspoof tunnel kept a static UDP ring of 32 sockets x 64 slots x
8KiB payloads (~16MiB) inside the binary’s data/BSS. Now we store only
metadata + a pointer per slot. Payloads are malloc'd on enqueue and
free'd on dequeue (or when the socket is destroyed / a failed enqueue is
discarded). Empty datagrams skip malloc. MSG_PEEK copies under the
socket lock so a concurrent pop can't free the buffer out from under the
peek.
## Testing
DDR
## Link to GitHub Issue or related Pull Request, if one exists
#911
## Description of change
Add tunnelhost/tunnelclient modes to -nicspoof so two cabs can do
LAN-style BPL matching over a real UDP path (including Wine), while
keeping the fake overlay NIC. Offline spoof remains available as before.
## Testing
DDR
## Link to GitHub Issue or related Pull Request, if one exists
#0
## Description of change
Spoof a valid NIC, so games can use a local server completely offline.
Previously this was impossible on macOS wine, or it required km-test
loopback adapter on Windows.
## Testing
Tested DDR (32bit/64bit) and SDVX on Windows 10 and macOS Tahoe.
Enabling -nicspoof and -icmphook connects to airgapped 127.0.0.1.
## Link to GitHub Issue or related Pull Request, if one exists
None
## Description of change
Add ISO15693_PART4 support for old e-Amusement Pass.
Changes Proposed:
Added SCARD_ATR_PROTOCOL_ISO15693_PART4 = 0x0C to the scard_atr_protocol
enum to natively support SONY's vendor implementation.
Added an else if branch in the protocol check to handle 0x0C.
When 0x0C is detected, the code now properly flags shouldReverseUid =
true.
Sinces old e-Amusement Pass is E00401 format, not enable the is_felica
flag.
## Testing
Tested with real HW on Sony RC-S300 with Windows WUDF drivers.
Verified that compiling with this change correctly identifies SONY
PaSoRi readers.
Verified that the UID is successfully swapped back to the correct
E00401XXXXXXXXXX format and logs into the game normally.
Signed-off-by: SugiuraAyano <ousi4706@gmail.com>
## Description of change
This always bothered me, you have a commandline arg and it's a massive
pain in the ass to work out where it's used because the flag never
really matches the enum name.
Array designated initializers are a C99 extension that clang+gcc both
support. I suspect msvc still blows up, but are people still using that?
I can change it to a std::invoke lambda instead.
Chose to drop the (unused?) option sorting func because, well, unused.
## Testing
Builds in CI, didn't do much more intense testing.
Yess yessss let's continue supporting the worst compiler toolchain
😈
Fell out of the changes in #905
CI changes were claude because I cannot be arsed with yaml.
Can explain the individual code fixes if ya want any more context.
---------
Co-authored-by: Claude Opus 5 (1M context) <noreply@anthropic.com>
## Link to GitHub Issue or related Pull Request, if one exists
n/a
## Description of change
Fix hang when a DLL using the SDK calls `log_fatal` (deadlock)
Fix spicecfg crashing if API server fails to bind (make websocket
teardown conditional)
## Testing
## Link to GitHub Issue or related Pull Request, if one exists
developer request
## Description of change
Expose coin insert API over the SDK
## Testing
see sample sdk code
## Link to GitHub Issue or related Pull Request, if one exists
Fixes#901
## Description of change
This adds 2p card reader support to DanEvo. The cab only has one keypad
but this is not a configuration spice supports today so spicecfg will
show two keypads.
## Testing
2p card was recognized in test mode. No other testing performed.
## Link to GitHub Issue or related Pull Request, if one exists
Continues #899
## Description of change
#899 added the ability to display the gitadora subscreen in lanscape
mode with black bars on the side. With the new option the black bars can
instead display the LEFT / RIGHT screens, completing the two-monitor
full screen use case for arena model.
## Testing
## Link to GitHub Issue or related Pull Request, if one exists
#0
## Description of change
Arena Model's SMALL touch subscreen is a portrait (800x1280) panel -
however, it's common for people to set up a touch screen in landscape
orientation since IIDX/SDVX/popn all use landscape.
Add a new option, `-gdsublandscape`, which forces the subscreen to
launch at 1080p landscape. The image is rendered with black bars on the
sides. Touches will be unaligned initially; user needs to go into test
mode and recalibrate. In reality this option is just a short hand for
`-forceressub 1920,1080`.
Wire up `-forceressub` which previously didn't work for gitadora, so
that a resolution other than 1080p can be used in either orientation. In
other games `-forceressub` just forces the rendering resolution and
IIDX/SDVX/popn's game engine automatically stretches to fill... however
for gitadora it works differently since we want to keep the aspect ratio
of the original screen; it instead hijacks the back buffer and makes the
game draw to an intermediate buffer.
## Testing
When Down Motion button is bound, install hooks into the game that
detects down movement via patches.
When Disable Touch option is enabled, don't install touch hooks.
## Link to GitHub Issue or related Pull Request, if one exists
Fixes#114
## Description of change
Initial support for Silent Scope: Bone Eater, enough to be playable;
doesn't include QoS work needed to make this a smoother experience.
* Game detection
* Fix DX11 overlay to work with non-Unity games
* Implements sub monitor i/o (only really needed to get past I/O check)
* Try to make the game reasonably playable with a mouse
* Ignore the game's attempt to move windows, position them in a
reasonable place
* Fix language hook
## Testing
## Link to GitHub Issue or related Pull Request, if one exists
#0
## Description of change
Fix the issue with popn lights flickering.
`SetTapeLedDataPart()` updates BI3A’s internal LED buffer without
immediately sending it to hardware. High Cheers briefly clears this
buffer before writing the complete set of lights.
Stage pin-0 (button light) updates in the hook and publish only the
latest frame during `GetDeviceStatus()`, matching real BI3A behavior.
This prevents temporary clear frames from reaching HID controllers.
## Testing
Tested with my iidx controller with HID lights.
## Link to GitHub Issue or related Pull Request, if one exists
N/A
## Description of change
I am developing [spice.nimabe.net](https://spice.nimabe.net), a static
frontend for SpiceAPI. It already supports generating and inserting new
card IDs, but SpiceAPI does not provide a way to discover cards already
configured on the game machine.
This makes the frontend inconvenient for existing users who generated
and saved their card IDs locally. They currently have to open each card
file on the game machine and manually copy its ID into the frontend.
This change adds a `card.get_cards` API function that enumerates the
current cards for readers supported by the running game. Each entry
contains:
- reader index
- canonical 16-character card ID
- `source`, set to `file` or `override`
- `file_name` for file-backed cards
File-backed cards expose only the save-file basename. Active `-card0`
and `-card1` values are returned with `source: "override"` and no
`file_name`, instead of representing an override as a file. spicefe
derives the useful default import names `card0` and `card1` from the
reader index. Reader enumeration uses `eamuse_get_game_keypads()` so
games with only one reader do not expose a second card.
This allows spicefe and other API clients to offer one-click import for
existing cards, without requiring users to manually find and copy their
card IDs.
Because card IDs are sensitive, `card.get_cards` can only be used when
the operator has configured an API password. No full filesystem path is
exposed. Missing, unreadable, and invalid cards are omitted.
The existing `card.insert` function remains unchanged. To avoid
requiring a password for the whole card module, this change adds support
for password requirements on individual API functions while preserving
existing module-wide password behavior.
Access to configured card paths and runtime card overrides is
synchronized because API requests may read them concurrently with
configuration updates.
The Python and Dart API wrappers and README documentation have been
updated for the new function and source metadata.
## Testing
- Ran the complete `src/spice2x/build_docker.sh` build successfully.
- Built all required 32-bit and 64-bit targets.
- Built the Windows XP-compatible 32-bit targets.
- Passed static import checks.
- Passed Windows 7 and Windows XP compatibility checks.
- Completed release packaging successfully.
- Verified both updated Dart wrappers are correctly formatted.
- Ran all 106 spicefe tests successfully.
- `git diff --check` passes.
*This implementation was prepared with assistance from OpenAI Codex.*
## Link to GitHub Issue or related Pull Request, if one exists
#0
## Description of change
Capturing a frame for the API stream made the game wait for
`GetRenderTargetData` in the middle of its present, roughly 1270us per
frame at 1080p. A 120Hz cab visibly lost frames for as long as a viewer
was connected.
The present thread now only issues a `StretchRect` into a render target
we own, which is queued rather than waited on, and a pool thread does
the readback and the pixel conversion. That takes the present thread
cost to 1-4us. Each snapshot is read on the request after the one that
took it, so the blit and its transfer have a full frame to land and the
read does not stall on the GPU either, at the cost of one frame of
stream latency.
Only streaming takes this path, and only on a device created with
`D3DCREATE_MULTITHREADED`. Screenshots, `capture.get_jpg` and the
`THREAD_BAN` models keep the existing inline readback unchanged.
Also raises the x264 encoder from `i_threads = 1` to 4, which was
holding a 1080p60 stream to 41fps and making a keyframe cost 12.7ms
against 6.6ms for an ordinary frame. Capped rather than automatic
because this encodes on the same machine it is capturing.
## Testing
tested against iidx33, which was the most sensitive to frame drops
## Link to GitHub Issue or related Pull Request, if one exists
Regressed by #864
## Description of change
The hotkey sampler thread starts touching `games::io` the moment
`enable_raw_input()` is called, and that call sat right after `RI_MGR`
was constructed, a few lines before the main thread's own first
`games::io` calls. Both threads then hit the unsynchronized lazy
`initialize()` at once, crashing at startup with an access violation in
`memcmp`.
Moved the call down next to `enable_input()`, after the bindings are
built.
## Testing
## Link to GitHub Issue or related Pull Request, if one exists
#0
## Description of change
MSE method of streaming video needs the dimensions up front. This new
api delivers that. Also provides an easier way to determine which
screens are available and a way to discover port number.
## Testing
See pending changes in substream project
## Link to GitHub Issue or related Pull Request, if one exists
#0
## Description of change
Moves the API capture readback off the game's Present thread while a
video stream client is connected.
The readback is a `LockRect` plus a memcpy of the whole back buffer,
roughly 635us at 720p and 1270us at 1080p. On the Present thread that
comes out of the game's frame budget: TDJ (at 120Hz) dropped to 117fps
with a 60fps stream running, and reading on a pool thread instead gave
the full 120 back.
Only streaming takes the off-thread path, gated on a new
`capture_pump::screen_claimed()`.
Screenshots, one-off API captures, and `THREAD_BAN` games all keep the
existing inline read for compat reasons. A pool thread in `LockRect`
while the Present thread sat inside `GetRenderTargetData` deadlocks DDR
X2 for example.
`CLAIMED[]` becomes `std::atomic<bool>` so the capture path does not
take a lock on the Present thread. The read pool has a single worker so
frames cannot be enqueued out of order, and both capture pools are never
destroyed so a late read cannot queue onto a torn-down pool.
The capture pipeline itself is unchanged: `GetRenderTargetData` is still
synchronous on the Present thread.
## Testing
DDR X2
World
IIDX TDJ
SDVX VM
Requested by a certain sea creature. Don't know why ImGui doesn't do
this by default.
Also, use ImGui internal mixed state (tri-state) checkbox instead
rendering our own.
## Link to GitHub Issue or related Pull Request, if one exists
#0
## Description of change
`mingw-w64-libjpeg-turbo` and `mingw-w64-x264` are AUR packages, so the
deps image compiles them from source, once per mingw target arch. Stock
`makepkg.conf` leaves `MAKEFLAGS` commented out and both PKGBUILDs call
bare `make`, so all of that was building single-threaded.
Adds a `~/.makepkg.conf` for the build user setting
`MAKEFLAGS="-j$(nproc)"`. It is kept literal so it evaluates when
makepkg sources the file, rather than baking in the core count of
whichever machine built the image. Using `~/.makepkg.conf` rather than
`/etc` leaves the pacman-owned system file untouched.
Measured on 20 cores, compiling both libraries from scratch: **310s to
64s, a 4.8x improvement.**
Also merges the two `yay` invocations into a single layer.
## Testing
## Link to GitHub Issue or related Pull Request, if one exists
n/a
## Description of change
Adds `Access-Control-Allow-Origin: *` to the video stream server's
responses.
## Testing
Tested with substream project.
## Link to GitHub Issue or related Pull Request, if one exists
fixes#875
## Description of change
Adds `-apistream`, an optional HTTP video stream of the mirrored screen.
It listens on the API port +2.
Two endpoints, sharing the same `screen`, `fps` and `q` parameters:
/stream.mjpg JPEG frames, for clients with no container support
/stream.h264 H.264 annex-b, for an app driving MediaCodec or
VideoToolbox itself
One encoder per connection, fed by a per-screen pump that always hands
over the newest frame, so a slow reader drops frames instead of building
a backlog. `capture.get_jpg` behaviour is unchanged.
Additional documentation for developers:
https://github.com/spice2x/spice2x.github.io/wiki/Video-Stream
## Testing
Replaces the vendored `external/libjpeg-turbo` tree (191 files) with the
`mingw-w64-libjpeg-turbo` AUR package, already built into the Docker
deps image.
The WinXP toolchains set `CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY`
against their own sysroot, so they cannot see AUR mingw packages. Those
targets now build without JPEG support: `jpeg_encoder::encode` compiles
to a stub returning `false`, which callers already treat as "no frame
available". The practical effect is that `capture.get_jpg` over the API
is unavailable on WinXP builds; every other target is unchanged.
CMake names `libjpeg.a` outright, since the package also ships an import
library and linking that would add a runtime DLL dependency.
## Link to GitHub Issue or related Pull Request, if one exists
None
## Description of change
Patch Manager showed valid signature patches as broken: **"Bad patch;
patch is neither on or off"** instead of Enabled/Disabled, so they could
not be toggled.
`SignaturePatch::to_memory` had two bugs. In the configurator it cached
a file offset as `data_offset_ptr`, so status checks `memcmp`'d a fake
address. It also passed JSON `offset` into `find_pattern` while still
indexing the signature/replacement from 0, which mis-aligned every patch
with `offset != 0`. This change locates the signature start, applies
`offset` afterward, compares only the replacement window, and leaves the
pointer null so `is_patch_active` re-resolves from `data_offset`.
Not proposed as built-in patches. The JSON below is the reproduction
case: each entry uses `offset > 0` and a replacement shorter than the
signature.
## Testing
Reproduced in Patch Manager against `bm2dx.dll` using the signature JSON
below. Before the fix, every patch reported "neither on or off". After
the fix, each patch locates, shows Disabled/Enabled, and toggling writes
only the replacement bytes at `signature_match + offset`.
## Demo
<details>
<summary>Signature JSON used to reproduce (offset + short
replacement)</summary>
```json
[
{
"info": "streaming / getcm patches (type=signature)",
"gameCode": "LDJ",
"notes": "Each site uses a unique signature (usage=0 only)."
},
{
"type": "group",
"id": "streaming-getcm",
"name": "Streaming getcm",
"description": "Enable all children so streaming.common merges without Banner FS and getcm can fire without visiting Test Mode.",
"gameCode": "LDJ"
},
{
"name": "Streaming: merge common without Banner",
"description": "NOP jz in streaming.common callback so CM work table is filled even when Banner FS is still null.",
"caution": "Required. Without this, early common responses are discarded and getcm stays empty.",
"gameCode": "LDJ",
"type": "signature",
"group": "streaming-getcm",
"dllName": "bm2dx.dll",
"signature": "E8????????4885C00F84????????488D0D????????488D15????????41B848080000",
"replacement": "909090909090",
"offset": 8,
"usage": 0
},
{
"name": "Streaming: scheduler without Banner (common)",
"description": "NOP jz after Banner getter on the common branch of the periodic scheduler.",
"caution": "Enable with the getcm scheduler sibling. Unique via imul of common-interval dword.",
"gameCode": "LDJ",
"type": "signature",
"group": "streaming-getcm",
"dllName": "bm2dx.dll",
"signature": "E8????????4885C0742469057E791C0AE8030000",
"replacement": "9090",
"offset": 8,
"usage": 0
},
{
"name": "Streaming: scheduler without Banner (getcm)",
"description": "NOP jz after Banner getter on the getcm branch of the periodic scheduler.",
"caution": "Enable with the common scheduler sibling. Unique via imul of getcm-interval dword. Without this, getcm never schedules while Banner FS is null.",
"gameCode": "LDJ",
"type": "signature",
"group": "streaming-getcm",
"dllName": "bm2dx.dll",
"signature": "E8????????4885C07424690574B91D0AE8030000",
"replacement": "9090",
"offset": 8,
"usage": 0
},
{
"name": "Streaming: fall into getcm after common",
"description": "NOP jmp-after-common so the same scheduler tick can evaluate getcm instead of returning early.",
"caution": "Pair with Banner scheduler skips (or a live Banner FS).",
"gameCode": "LDJ",
"type": "signature",
"group": "streaming-getcm",
"dllName": "bm2dx.dll",
"signature": "891D????????E9????????E8????????4885C074246905",
"replacement": "9090909090",
"offset": 6,
"usage": 0
},
{
"name": "Streaming: getcm interval 1s #1",
"description": "Default getcm poll interval 1800s to 1s (first init store).",
"caution": "Enable #1 and #2 together. Trailing BF3C000000 distinguishes this init site.",
"gameCode": "LDJ",
"type": "signature",
"group": "streaming-getcm",
"dllName": "bm2dx.dll",
"signature": "C705????????18150000C705????????08070000C705????????201C0000BF3C000000",
"replacement": "01000000",
"offset": 16,
"usage": 0
},
{
"name": "Streaming: getcm interval 1s #2",
"description": "Default getcm poll interval 1800s to 1s (second init store).",
"caution": "Enable #1 and #2 together. Trailing 448925 distinguishes this init site.",
"gameCode": "LDJ",
"type": "signature",
"group": "streaming-getcm",
"dllName": "bm2dx.dll",
"signature": "C705????????18150000C705????????08070000C705????????201C0000448925",
"replacement": "01000000",
"offset": 16,
"usage": 0
}
]
```
</details>
Co-authored-by: Cursor <cursoragent@cursor.com>
## Link to GitHub Issue or related Pull Request, if one exists
#0
## Description of change
Significantly speeds up API screen capture and D3D9 screenshots saving.
Two reasons for doing this:
1. We now have a 4K game (GITADORA) and existing capture code was taking
multiple seconds.
2. Renewed user interest on streaming as we have a couple more companion
apps in active development.
**API screen capture (streaming), 1280x720:** 14.3ms -> 6.3ms per frame.
Back buffer copies go to pooled `D3DPOOL_SYSTEMMEM` surfaces via
`GetRenderTargetData` instead of allocating a lockable render target
every frame, and TooJpeg is replaced with libjpeg-turbo (encode 9.8ms ->
3.0ms). MSAA remains unsupported
**Screenshots for GITADORA arena model, across 4 screens with one of
them 4K**: 4068ms -> 124ms. `D3DXSaveSurfaceToFileA` is replaced with
fpng (encode 4043ms -> 76ms) and the screens encode in parallel.
Dropping D3DX also removes the `d3dx9_43.dll` ... `d3dx9_24.dll` probing
loop, so screenshots no longer fail outright on machines with no D3DX9
runtime installed.
Screenshot surfaces are read on the present thread, so no D3D call
reaches another thread for screenshots. This fixes a hang in DDR X2
introduced earlier in the branch: its device has no internal locking,
and reading the surface on a pool thread while the present thread sat
inside `GetRenderTargetData` left the game's own render thread
deadlocked.
## Testing
- **GITADORA** (arena model, D3D9Ex, 4K main plus three subscreens,
windowed) with
`-screenshotsub`: three sets of four screenshots, images verified
correct. Completion
order differs between sets, so the screens really are encoding in
parallel.
- **LovePlus** (KLP, plain D3D9, 768x1360): covers the inline path used
by games whose
image processing must not leave the present thread.
- **API screen capture** through a companion app: live video correct
throughout.
- **Print Screen** bound as the screenshot key: the clipboard copy
succeeded on every shot.
- Quitting the game after capturing leaves no `IDirect3DDevice9`
reference count warning,
so the pooled readback surfaces are released along with the device.
## Link to GitHub Issue or related Pull Request, if one exists
#345
## Description of change
**IIDX TDJ rom probe no longer touches removable media** —
`C:\000rom.txt` and `D:\001rom.txt` are not emulated paths; they hit
whatever is actually mounted on the user's machine. `D:` is commonly an
optical drive or card reader, and the launcher clears
`SEM_FAILCRITICALERRORS` process-wide before attach, so an empty drive
raises the modal *"insert a disk"* dialog and blocks the attaching
thread. The probe now checks `GetDriveTypeW` and only reads fixed and
RAM disks.
**`iat_find` no longer calls `log_fatal` on an unparseable module** —
`iat_try(nullptr)` walks every loaded module, including foreign ones
(injected, manually mapped, header wiped by AV/EDR/overlays). A non-`MZ`
DOS header called `log_fatal`. There is nothing to hook in such a
module, so it is skipped.
**`logger::stop()` can no longer hang forever** — hook installation
suspends every other thread, including the logging thread. `stop()`
unconditionally joined that thread, so `log_fatal` and the 30-second
`show_popup` watchdog both wedged instead of terminating, and logging is
asynchronous so nothing reached log.txt either. It now waits with a
timeout, then detaches and flushes synchronously.
**`GetFileSizeEx` was never hooked** — the hook was registered under the
name `"GetFileSize"`, so it re-patched that slot instead.
**Warn when `-modules` is set** — it changes where the game is run from,
and is usually set accidentally.
## Testing
*how was the code tested?*
## Link to GitHub Issue or related Pull Request, if one exists
n/a
## Description of change
For popn HC, some transparency effects, like the one for touch feedback,
rendered incorrectly; this is due to how alpha channel is handled for
subscreen overlay drawing on top of ImGui.
## Testing
Tested popn and iidx.
## Link to GitHub Issue or related Pull Request, if one exists
Related: #859 and #862.
## Description of change
Three SDVX (Valkyrie model) fixes:
* **API touch went to the wrong window.** SDVX registers touch on both
its Main Screen and Sub Screen windows, and the native injector kept
whichever attached last. The touch surface is now published explicitly:
sub screen window when windowed, main window in fullscreen.
* **Landscape never rotated API coordinates.** Synthetic contacts bypass
`transform::hardware_to_game`, so they missed the rotation a real finger
gets. Applied before injection now, as portrait already did. Extracted
to `sdvx_landscape_rotate` so both paths share it; gated on the native
path since `wintouchemu` rotates via the subscreen overlay instead.
* **`-sdvxnosub` didn't hide the sub window in fullscreen.**
`ShowWindow_hook` had branches for GITADORA, pop'n and IIDX but not
SDVX. Added the missing one.
## Testing
Tested Nabla
## Link to GitHub Issue or related Pull Request, if one exists
#0
## Description of change
Fix mouse and touch API handling for gitadora.
* hook native touch in every arena window mode (previously only using
wintouchemu for 1 windowed mode)
* publish the touch window (SMALL panel, or the main window drawing the
overlay) and only attach injection there
* route touch on the SMALL window straight through instead of the
overlay transform, and accept the mouse only there
* fix spiceapi by forcing 800x1280 touch canvas size
* run API capture before the subscreen present to fix api not showing
sub image
## Testing
Test:
gitadora 1/2/4 windowed mode, fullscreen
iidx /sdvx / popn windowed/fullscreen for regressions
## Link to GitHub Issue or related Pull Request, if one exists
#0
## Description of change
Adds `-screenshotsub`. Off by default. When on, screenshots include the
subscreens. All subscreens are captured, even if they are hidden from
view. Works for all four screens of gitadora arena model as well.
This should also fix an issue with API / companion app not capturing
gitadora subscreen correctly.
Note: only done for DX9... DX11 will need another PR to make this work.
Unrelated to this PR, there seems to be a bug with gitadora not
accepting mouse or api touch input.
## Testing
## Link to GitHub Issue or related Pull Request, if one exists
#0
## Description of change
Adds the `-screenshotoverlay` option.
By default, file screenshots exclude the Spice overlay. Enabling this
option captures screenshots after the overlay is rendered.
Also updates DX11 backend to allow screenshots even when overlay is
disabled.
## Testing