Commit Graph
145 Commits
Author SHA1 Message Date
drmext 5e4afecd90 network: NIC spoof matching tunnel (#912)
## 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
2026-09-11 00:37:45 -07:00
drmext 531e7a54b3 network: NIC spoof (#911)
## 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.
2026-09-10 13:00:07 -07:00
bicarus 0169fe1e31 gitadora: show LEFT / RIGHT screens on sub screen in landscape mode (#900)
## 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
2026-08-30 22:35:12 -07:00
bicarus 357e6c86f1 gitadora: allow a landscape monitor to display subscreen (#899)
## 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
2026-08-29 19:09:56 -07:00
bicarus 1cdb7be810 overlay: fix hotkey init race (#888)
## 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
2026-08-23 00:34:08 -07:00
bicarus 0934cce225 api: h.264 video stream (#876)
## 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
2026-08-19 03:10:02 -07:00
bicarus 3863d5a4ed misc: various clean up for diagnosing launch failures (#872)
## 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?*
2026-08-17 22:41:07 -07:00
bicarus f5888609a8 graphics: option to include subscreens in screenshot (#866)
## 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
2026-08-14 04:05:50 -07:00
bicarus c6cd72c528 graphics: exclude overlay from screenshots (#865)
## 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
2026-08-13 23:21:46 -07:00
bicarus 82e0c053d0 overlay: create a dedicated thread for polling hotkeys (#864)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Create a new thread that polls for the following hotkeys:

* super exit (both alt+f4 and bound key)
* coin insert
* screenshot

The goal is to make the capture of these more reliable, because before
this PR it wasn't.

## Testing
2026-08-12 20:04:59 -07:00
bicarus 4959a58de3 iidx: don't hook legacy camera unless requested (#856)
## Link to GitHub Issue or related Pull Request, if one exists
Fixes #855 

## Description of change
Legacy camera hooks are specifically for IIDX 25/26 and they only
perform redirection of device discovery (emulates USB vendor/device ID
and USB port). It has very limited use since most cameras are
practically unusable in IIDX 25/26. Don't enable it, unless explicitly
requested by the user.

New truth table for `-iidxcabcams` :

| Mode | `-iidx` off (cab setup) | `-iidx` on |
|---|---|---|
| `auto` | Native cameras enabled (same as `on`) | Cameras disabled
(same as `off`) |
| `off` | Cameras disabled | Cameras disabled |
| `on` | Native cameras enabled | Native cameras enabled |
| `legacy` | Native cameras enabled | IIDX 25/26 discovery emulation
enabled |

## Testing
2026-08-06 03:44:52 -07:00
bicarus 1ec7528dac gitadora: option to disable frame limiter (#848)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
There is a patch for GITADORA series that fixes frame pacing on modern
Windows. Turn it into a signature patch and embed it into the game.

## Testing
should work for all 64-bit gitadora versions, pre-GWD
2026-08-02 03:35:07 -07:00
bicarus cc0899290e sdvx: re-enable landscape mode (#847)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Un-deprecate SDVX landscape mode. The game calls `GetViewport` to figure
out the camera position, so if we return a sane value the game goes back
to rendering correctly.

## Testing
Tested nabla only
2026-08-02 00:50:04 -07:00
bicarus c590b87cff jb: add t44 support (#845)
With help from certain sea creature.
2026-08-01 01:20:31 -07:00
bicarus bd2fbfcb67 touch: restore wintouchemu, fall back to it when native touch hooks fail (#834)
## Link to GitHub Issue or related Pull Request, if one exists
Fixes #833

## Description of change
Last couple PRs - such as #820 #827 #828 - made the native touch hook &
touch injection using `InjectTouchInput` the default path, since it
performs much more reliably with both real touch screens and mouse (or
any other synthetic source).

However, user has reported that WINE lacks `InjectTouchInput` which
means this won't work.

As a fix, revive the old wintouchemu code. Native touch is still the
default, but under following circumstances:

1. if `-touchemuforce` is set, or
2. if any of the required Windows touch APIs are unavailable

then we fail over from native touch to wintouchemu code. 

For Linux, condition #2 would be hit during init, and gracefully switch
over.

Caveat: the poke code for IIDX and Nost will continue to require native
touch, I do not want to maintain two paths for this. This means that
iidx poke will stop working on Linux, unfortunately.

## Testing
Tested on Windows with `-touchemuforce` set. This is mostly reverting
Linux code path back to where we were last release, so this should just
work with wine.
2026-07-26 04:29:45 -07:00
bicarus 64600826b7 nost: touch piano mode (#830)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Touch piano mode. Allows piano keys to be played with the touch screen.
Since the touch screen is still needed for menu navigation (including
during songs) a toggle switch is added so that the user can flip between
navigation mode and piano mode.

The touch targets are pixel-perfect. Don't let the game's piano
animations fool you.

## Testing
2026-07-23 15:49:50 -07:00
bicarus 80deb4bbbd iidx: hide tdj sub screen in fullscreen single monitor mode (#829)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Prevent the game from launching a blank window when launching fullscreen
with sub disabled.

## Testing
2026-07-22 14:37:29 -07:00
bicarus 18421ffbfe touch: make native touch the default for iidx/sdvx/popn (#820)
## Link to GitHub Issue or related Pull Request, if one exists
Fixes #814

## Description of change
Remove iidx/sdvx/popon `native touch` options.

Remove dead code in wintouchemu that deals with these games.

Native touch is now at feature-parity with wintouchemu. Native touch
options work better with touch screens, while rawinput-based wintouchemu
has compat issues on some touchscreens. For these subscreen games
deprecate the usage of wintouchemu and make them use native touch stack
by default.

### For future consideration
Gitadora - not sure what to do with this one. We only use wintouchemu
for the single window case. For all other configurations, the game
accepts mouse and touch input without any hooks, so perhaps nothing
needs to be done here.

Nostalgia - consider moving away from wintouchemu and adopt native touch
hook here as well.

## Testing
WIP
2026-07-21 02:15:56 -07:00
bicarus 3f0921d983 gitadora: more windowed mode fixes (#819)
## Link to GitHub Issue or related Pull Request, if one exists
User reported

## Description of change

Sometimes the game moved the main window after `CreateWindowExA`
returned but before D3D initialization called
`graphics_capture_initial_window`. During this gap,
`GRAPHICS_HOOKED_WINDOW` was not set, so the placement hooks could not
identify the main window and preserve its monitor override. GITADORA
main, LEFT, and RIGHT windows are now registered immediately after
creation so later placement calls cannot undo their overrides.

This also adds `-gdwsmallsize` and `-gdwsmallpos` for explicitly setting
the SMALL window size and position. Explicit values override the
corresponding monitor-derived geometry, allowing the SMALL window's
10:16 aspect ratio to be preserved instead of stretching it to fill a
monitor.

## Testing
2026-07-21 00:54:09 -07:00
bicarus e1d1b39567 patcher: refactor (#808)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Refactor patch manager.

This one file had the UI logic, config save/load, parsing patches JSON,
applying memory patches, everything all in one cpp file. Refactor and
separate out the layers.

## Testing
Sanity checked patch workflows.
2026-07-17 03:48:01 -07:00
bicarus 0b24e703a1 overlay: re-enable keyboard navigation (#802)
## Link to GitHub Issue or related Pull Request, if one exists
Fixes #800 

## Description of change
Restores keyboard navigation by default in spicecfg, and add an option
to optionally enable it in the overlay.

## Testing
2026-07-14 00:18:21 -07:00
bicarus 1a1be7a393 rb: touch debug overlay, tweak scaling (#801)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Similar to #797, draw an overlay to debug touch issues for reflec beat.

For rb, we draw on the ImGui surface. Draw horizontal and vertical line
for triggered sensors, and also a bounding box if scaling is in use.

Make small tweaks to how scaling works.

## Testing
Verified volzza 2 / reflesia / 1st game (landscape KBR)
2026-07-13 23:30:41 -07:00
bicarus 5d25fdb035 jb: touch debounce (#798)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Debouce option for touch input. Applies to all touch handlers (rawinput,
win8, win7) since it sits at the touch layer, and then consumed by jb
touch logic.

## Testing
2026-07-13 02:06:54 -07:00
bicarus c255e3a1db jb: option to draw debug graphics to show touch interactions (#797)
## Link to GitHub Issue or related Pull Request, if one exists
related to #697 

## Description of change
Add a new option that paints touch targets and touch points for jubeat;
gets enabled if there is a touch screen connected. This is to help
explain / debug issues when users have their touch screen issues, which
is usually due to misalignment.

Fix the touch targets being off by 1 pixel (center gap is 1px wider in
both directions).

Also, simplify the `improved` algorithm to simulate a finger and trigger
nearest-neighbor for the AC dimensions. In terms of touch performance
this is near identical to what we had before, but it allows us to draw a
nice debug overlay instead of just grids.

## Testing
Tested portrait and landscape versions of jb.
2026-07-13 00:31:05 -07:00
bicarus d7c144646f rawinput: deal with high poll rate devices, use 3x3 for default for rb touch emu (#796)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Two changes:

1. Handle all HID events in `WM_INPUT` and not just the first one. This
only really affects 4000Hz / 8000Hz HID devices.
2. Go back to `3x3` as the default for rb IR touch emulation and remove
`1x1` as an option as it does not perform as well as I expected.

## Testing
2026-07-12 10:32:29 -07:00
bicarus c3fcf2f417 touch: rawinput touch to compensate for letterboxing (#790)
## Link to GitHub Issue or related Pull Request, if one exists

Fixes #697

## Description of change

Adds aspect-ratio compensation for raw input touch handler.

This addresses the problem with playing rawinput touch games - namely
jubeat and reflec beat - on a display that is not 16:9, and user chose
to preserve the aspect ratio. This happens a lot on:

* 16:10 touch screens
* touch screen laptops (which range from 3:2, 16:10, and so on).

Root cause is a **Windows Raw Input limitation**. Unlike
`WM_POINTER`/`WM_TOUCH`, where the OS already maps digitizer coordinates
to screen space (applying the display's calibration/scaling), Raw Input
delivers the HID digitizer's *raw* logical coordinates, spanning the
whole physical panel, with **no calibration or display-mapping data
attached**. We have to reconstruct that mapping ourselves.

When a game runs at a display mode whose aspect ratio differs from the
panel's native resolution, Windows scales the image with
letterboxing/pillarboxing (black bars). That is standard OS/GPU
behavior. Because Raw Input gives us no mapping to account for those
bars, touches land off-target. This change detects the mismatch and
remaps each touch from panel-space into the displayed image region;
touches inside the black bars are treated as released.

Adds new launcher option **`-rawtouchaspect`**.

Notes:

- Native resolution is the largest-area mode from `EnumDisplaySettings`
on the **primary** display, consistent with the existing primary-only
touch pipeline.
- Math assumes centered, aspect-preserving scaling; only one axis is
ever inset.
- A small epsilon (0.01) makes near-matched panels (e.g. 1366×768 vs
true 16:9) a no-op.
- If the user forces a stretched image, then the touches will be off
again. In this case, the user needs to use the `force off` setting.

## Testing

On my tiny Surface Go tablet, 
* checked that jubeat squares align correctly
* good enough to full combo level 11 for reflec beat
2026-07-10 23:23:45 -07:00
bicarus 3fdb369128 sdvx: option to disable Live2D (#777)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Adds an option to disable Live2D. Can be disabled everywhere, or just
during a song.

## Testing
Tested EG final and recent Nabla.
2026-06-27 02:34:19 -07:00
bicarus 451cbec0b9 overlay: OBS control window via WebSocket API (#773)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Adds an overlay window widget for controlling OBS over WebSocket.

Add new lines to the FPS widget that shows recording / streaming timers.

Show notifications for major state changes (stream started/stopped,
recording started/paused/resumed/stopped)

## Testing
2026-06-24 02:44:36 -07:00
bicarus 5065a92d55 launcher: don't warn about hook option conflicts (#771)
DLL hook options (-k and -z) allow multiple flags being specified in
both spicecfg and via command line; they never conflict as they are
additive. Remove the warning about option conflicts.
2026-06-20 15:46:45 -07:00
bicarus 5483e8e2c0 ponp: make Force Sub Redraw an option (#770)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Similar to how it is on SDVX, turning this on can cause graphical
glitches depending on the GPU, so it needs to be an option that users
can toggle.

## Testing
2026-06-19 22:30:08 -07:00
bicarus 301e15c44d overlay: make tabs bigger (#764) 2026-06-17 01:14:50 -07:00
bicarus 0b085286d3 cfg: ignore nolegacy (#763)
## Link to GitHub Issue or related Pull Request, if one exists
Fixes #762

## Description of change
Fix -nolegacy causing input to be not processed in spicecfg

Need to fix `run_cfg` and `CONFIGURATOR_STANDALONE` for real soon.

## Testing
2026-06-15 14:48:18 -07:00
bicarus 267add3227 iidx: set SOUND_OUTPUT_DEVICE even when -iidx is not enabled (#749)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
For cab usage, when `-exec bm2dx.dll` is used without `-iidx` then
SOUND_OUTPUT_DEVICE never gets set.

Change this so that `SOUND_OUTPUT_DEVICE` gets set unconditionally if
`-iidxsounddevice` is set.

## Testing
2026-06-11 00:40:53 -07:00
bicarus 6bcadccf09 audio: WASAPI Force Shared Mode option (#745)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
This new option, `-wasapishared`, detects when the game opens WASAPI
Exclusive stream and forcibly opens a shared mode stream instead on the
real device.

#### Benefits of this:

1. No need for `force wasapi shared` patches
2. No need to change sample rate of audio devices before starting up
games
3. Adds ability to boot in shared mode even for games that do not have
shared wasapi changes (old GITADORA, popn HC)

As a result, this option is strictly better than `shared wasapi` patches
available for many games.

#### Downsides:
1. OS resampling will add a small latency, but not big enough to be
noticeable.
2. Using shared mode instead of exclusive mode adds latency, of course.

(If you cared about latency, you would use the low latency option, or
use exclusive or asio)

Basically it's the "make things work" button for audio that should work
for almost all games that we support.

The option has no effect if the game opens in shared mode.

## Testing
SDVX7 - ok
GITADORA GW - ok
popn HC - ok
IIDX - ok
2026-06-10 00:20:59 -07:00
bicarus-dev ccb3bac48c defer error for -exec 2026-06-09 00:09:00 -07:00
bicarus 0a7ecf82a9 build: produce shared objects for spice.exe / spice_laa.exe, disable 64-bit winxp builds (#744)
to speed up clean builds. GitHub CI time went from 20 minutes -> 10
minutes.
2026-06-08 17:42:41 -07:00
bicarus 100caa0f5c overlay: refactor overlay layering (#739)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change

Create three distinct layers for the overlay:

1. Bottommost persistent layer - non-interactable layer that is always
on. This was only for notifications, but now the FPS widget lives here
as well.
2. Overlay windows layer - most interactable windows go here.
3. Topmost main menu - this is reserved for the main menu (escape key)
and this is a modal dialog that occludes the layers below.

Why? 

- `toggle overlay` behavior with FPS widget *also* toggling on/off was a
bit confusing (now they're two separate keys)
- FPS widget is popular, but it caused the entire overlay to be active,
which affects how input is handled
- the main menu being a standalone window was a little awkward (now it's
a modal)

## Testing
2026-06-07 17:23:08 -07:00
bicarus 0457262472 audio: asio "downmix" 7.1 to stereo (#736)
## Link to GitHub Issue or related Pull Request, if one exists
#730 

## Description of change
Add an option that extracts channels from 7.1 ASIO and presents to 2-ch
ASIO. Same idea as the SDVX 2ch fix except for gitadora we are
duplicating the center channel to front.

## Testing
Tested SDVX and GFDM Arena.
2026-06-06 03:11:40 -07:00
bicarus 4b7f68f920 gitadora: (arena model) flip realtek option (#733)
## Link to GitHub Issue or related Pull Request, if one exists
#730 

## Description of change
Flip the option - enable the Realtek hack by default, unless the user
chooses not to.

## Testing
Tested ASIO path and WASAPI path. WASAPI path should be unaffected as
the game just picks the default audio device.
2026-06-05 01:38:46 -07:00
bicarus 2dae86a6f2 gitadora: (arena model) simulate Realtek device, fix asio redirect hooks (#732)
## Link to GitHub Issue or related Pull Request, if one exists
#730, #718

## Description of change

Part 1)

When ASIO is in use, the game also looks for a Realtek device so that it
can open a WASAPI Exclusive mode stream for headphones.

Add an option to fake that, in case the user doesn't have a Realtek
device.

Part 2)

`-gdaasio` wasn't workign properly - fix the logic.

## Testing
Seems to work with FlexASIO, and Xonar with no real Realtek device.
2026-06-05 00:08:52 -07:00
bicarus 85058c2156 audio: create a wrapper for asio drivers (#731)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Create `WrappedAsio`, similar to how we wrap `IAudioEndpoint`

So far, the wrapper does these things:

1. logging (for diagnosis, since iidx and gfdm don't produce any logs
when asio succeeds)
2. iidx32+ hack to work around refcount mismatch issue
3. sdvx valk cab hack to force 2-channel audio ("downmixing" by taking
only the front channels)
4. honor volume boost

As a result of `#2` the mempatch was removed from `iidx.cpp` since we
can tackle it cleanly in the hook. `#3` also removes the need for manual
patches.

Real downmixing is hard & expensive on the CPU so it was not
implemented.

## Testing
Tested iidx/sdvx/gfdm with xonar and flexasio
2026-06-04 09:24:44 -07:00
bicarus 48033816a8 audio: WASAPI exclusive resampling, buffer size increase options (#727)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change

Resampler:
Implement resampler for exclusive mode streams, as we are seeing more
and more devices - not just laptops but onboard audio devices - that
only support 48khz and not 44.1khz. Should work with volume boost (gain
calculated inside resample) and also downmixer (hands off intermediate
scratch buffers).

Buffer size increase:
By default many of these games request a tiny buffer when in shared mode
(TDJ uses 3ms). On some audio setup this results in crackling due to
underflow. Add an option to forcibly increase the buffer size.

## Testing
With resampler set to 48kHz and buffer set to 20ms I can reliably boot
and play IIDX on my display port monitor's speakers; previously this
wasn't possible. IIDX is event-driven.

Tested SDVX7 as well at 48kHz, which opens timer-driven streams.
2026-06-02 01:55:50 -07:00
bicarus 84ea3f9e8e audio: stereo downmix, volume boost options (#722)
## Link to GitHub Issue or related Pull Request, if one exists
Fixes #717, fixes #647

## Description of change
Adds an option to downmix surround sound (5.1, 7.1, etc) down to stereo
(2 speakers). This can be used in most WASAPI games, including Gitadora
and FTT.

How it works: when the game tries to open surround format (say, 7.1) we
create a fake buffer and tell the game that it is supported. In reality
we open a 2-channel stream with the real sound card. When the stream
begins, we downmix the channels down to two (using one of many
algorithms) and output to the sound card.

While we're here, implement an option to boost the game volume by some
decibel value, which is a feature often requested by SDVX players. This
was needed since downmixing can sometimes result in quieter audio.

## Testing
Tested GW Delta and FTT.

Downmix doesn't work on IIDX (32 bits) but volume boost works.
2026-05-31 20:49:22 -07:00
Selundine ef384e85dd Add GITADORA Arena windowed monitor layout support, allows the SMALL touch window to be resized (#716)
## Link to GitHub Issue or related Pull Request, if one exists
N/A

## Description of change
Adds GITADORA Arena windowed monitor layout options for the GITADORA,
LEFT, RIGHT, and SMALL windows.

This also applies the selected window border style to all four GITADORA
Arena windows, and allows the SMALL touch window to be resized in
windowed mode while keeping touch coordinates updated.

## Testing
- Manually tested GITADORA Arena windowed mode:
  - default, resizable, and borderless window styles
  - per-window monitor placement
  - SMALL resize
  - SMALL touch coordinate mapping after resize
2026-05-30 23:09:06 -07:00
bicarus 7ee04879e2 overlay: option to force software renderer in configurator (#721)
## Link to GitHub Issue or related Pull Request, if one exists
chicken bit for #720
2026-05-30 15:24:07 -07:00
bicarus 4ea55a61b8 gitadora: (arena model) asio option (#718)
## Link to GitHub Issue or related Pull Request, if one exists
#717 

## Description of change
Add an option to override the ASIO device.

By default the game will try to use any ASIO driver that contains the
string `XONAR` in it.

## Testing
Tested with FlexASIO.
2026-05-30 00:03:06 -07:00
bicarus a2e220d3f4 gitadora: (arena model) unify window layout options (#706)
## Link to GitHub Issue or related Pull Request, if one exists
#0

## Description of change
Combine the two layout options into one

## Testing

- [x] windowed, x4
- [x] windowed, x2
- [x] windowed, x1 with sub
- [x] fs
2026-05-27 21:04:23 -07:00
Azalea febc02b50b [+] Hide sides on gitadora 𝛿 (#705)
## Description of change
Added an option to only disable the left/right screens of gitadora gw
delta while exposing the touch panel screen.

## Testing
Tested by hand on CachyOS + hyprland + gamescope + wine + vnc + phone +
cat 🐈‍⬛

<img width="2560" height="1707" alt="image"
src="https://github.com/user-attachments/assets/a2ef0172-68e2-43c2-89c3-4863698f2f00"
/>
2026-05-27 18:57:10 -07:00
bicarus 311404f56b overlay: toast notifications (#704)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Adds toast notifications to the overlay.

Toast notifications are transient windows (shown for about 4 seconds).
These are drawn on top of the game even when the overlay is inactive
(i.e., when no window is open), and does not cause any input sink
behavior.

Add toasts for some common user-driven actions that could use a
notification, such as:

* screenshot
* card insert
* PIN macro
* API client connect/disconnect
* virtual printer
* screen resize toggle / scene switch

Add an option to change where the toasts are displayed, or to turn it
off entirely.

Add SDK function for it, and add it to the samples.

## Testing
Tested DDR (shown at bottom right, as is for most games) and RB (shown
top right by default).
2026-05-27 00:45:27 -07:00
bicarus 3c60f3966b rb: more touch options (#699)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Add two options:

1. option to adjust poll rate
2. option to change emulation size

Also, the default configuration is changing from:

* ~1000Hz ish to 120Hz (default)
* 3x3 point to 1x1 point

In theory this does not make a meaningful change to how the game plays.
But if people want the old behavior they can change it.

## Testing
Tested on Volzza2 and Reflesia.
2026-05-25 16:02:17 -07:00