diff --git a/Known-issues.md b/Known-issues.md
index b3d1234..7ceb954 100644
--- a/Known-issues.md
+++ b/Known-issues.md
@@ -8,26 +8,26 @@
# Common issues across all games
## General
- * Make sure the game contents are not marked as read-only on your filesystem. Having files with read only attribute can lead to game crashes or failures to launch. This commonly happens when a file-sharing program (like torrent clients) is open, or when copying files across filesystems or operating systems (Linux, Mac OS).
- * If game crashes with `(AcLayers): (unknown): NotifyShims` on the stack - this was a bug in d3d9.dll bundled with ifs_layeredfs, please update to v3.8 or higher. See https://github.com/mon/ifs_layeredfs/issues/11.
- * If game crashes with `(AcGenral): (unknown): NotifyShims` on the stack when recording with OBS, try turning off Full Screen Optimizations for spice binary and see if it helps.
+ * Make sure the game contents are not marked as read-only on your filesystem. Files with the read-only attribute can lead to game crashes or failures to launch. This commonly happens when a file-sharing program (like a torrent client) is open, or when copying files across filesystems or operating systems (Linux, macOS).
+ * If the game crashes with `(AcLayers): (unknown): NotifyShims` on the stack - this was a bug in the d3d9.dll bundled with ifs_layeredfs; please update to v3.8 or higher. See https://github.com/mon/ifs_layeredfs/issues/11.
+ * If the game crashes with `(AcGenral): (unknown): NotifyShims` on the stack when recording with OBS, try turning off Full Screen Optimizations for the spice binary and see if it helps.
### I/O
- * Using `-exec` argument without `-io` disables all I/O emulation modules.
+ * Using the `-exec` argument without `-io` disables all I/O emulation modules.
* Unless you know **exactly** what you are doing (e.g., running on an arcade cab) - do not use the `-exec` option. Using the `-exec` option will result in the game-specific hooks being disabled, which means you'll see weird crashes and various features not working properly.
- * `Insert Coin` action is not implemented in all I/O emulation modules. Some older systems omit this. You should instead be using the `Service` button, which *is* implemented in all I/O modules.
+ * The `Insert Coin` action is not implemented in all I/O emulation modules; some older systems omit it. You should instead be using the `Service` button, which *is* implemented in all I/O modules.
* `Insert Coin` and `Service` may be prevented due to "coin strip" - some data release groups in the past ripped out the code that handles coins to discourage people from running data in real arcades. Get a clean DLL to fix this, or enable Free Play instead.
* In a real arcade, a "coin blocker" physically prevents coins from being inserted. This would be enabled by the game if you set shop closing hours in the test menu.
## OS Support
- * Officially supported OS versions: Windows 7 and up for main builds; special Windows XP variant needed for XP (see inside `extras` folder in `-full` package in Releases).
- * If spice fails to launch on older OSes with `api-ms-win-crt-convert-l1-1-0.dll is missing` message (Windows 7 and Windows 8), please ensure [UCRT is installed by downloading KB2999226](https://support.microsoft.com/help/2999226).
- * For running on Linux (with WINE/proton), try the Linux variant in the extras directory, as it removes some dependencies on Windows DLLs by removing features, and contains minor Linux-specific performance optimizations.
+ * Officially supported OS versions: Windows 7 and up for main builds; a special Windows XP variant is needed for XP (see inside the `extras` folder in the `-full` package in Releases).
+ * If spice fails to launch on older OSes with an `api-ms-win-crt-convert-l1-1-0.dll is missing` message (Windows 7 and Windows 8), please ensure [UCRT is installed by downloading KB2999226](https://support.microsoft.com/help/2999226).
+ * For running on Linux (with Wine/Proton), try the Linux variant in the `extras` directory; it removes some dependencies on Windows DLLs by dropping features, and contains minor Linux-specific performance optimizations.
## Configurator (spicecfg)
- * If `spicecfg.exe` fails to launch or crashes, try running `spice.exe -cfg` or `spice64.exe -cfg` in the command line instead of spicecfg, which launches the configurator but with logging enabled. It's not *exactly* the same environment as spicecfg, but it's close enough.
+ * If `spicecfg.exe` fails to launch or crashes, try running `spice.exe -cfg` or `spice64.exe -cfg` on the command line instead of spicecfg, which launches the configurator but with logging enabled. It's not *exactly* the same environment as spicecfg, but it's close enough.
* If you still can't figure out the problem, delete the config files (`%appdata%\spicetools.xml` and `%appdata%\spice2x`) and try again.
* `spicecfg.exe` may fail to launch when run from a network share (UNC path).
@@ -37,36 +37,36 @@
* If you were already using `Naive` button, try `Bind` button instead.
* If neither helps, your keyboard sucks.
* (`Bind` uses HID APIs and `Naive` uses `GetAsyncKeyState` - one may work better than the other depending on your keyboard)
- * If you're using input remapper like AutoHotKey, slidershim, joytokey, i2dx, Elgato Stream Deck, etc - make sure you're running them as **admin** in order to be bound in spice. Also, try both the `Bind` and `Naive` buttons when binding if one or the other doesn't register your remapped input.
+ * If you're using an input remapper like AutoHotkey, slidershim, JoyToKey, i2dx, Elgato Stream Deck, etc - make sure you're running them as **admin** in order to be bound in spice. Also, try both the `Bind` and `Naive` buttons when binding if one or the other doesn't register your remapped input.
* Some input remappers will not work, depending on what method they use (which Windows API they use). In order for injected input to be recognized by spice, it must flow through Raw Input API. Some applications are unable to do that.
- * Windows 11: if your controller is not detected for some reason, reboot your PC with your controller plugged in. Seems to be some bug with raw input APIs in newer versions of Windows 11.
- * Spice will always process controller bindings even if the game does not have focus, as it uses Windows raw input API to directly communicate with input devices for lowest latency. To adjust this behavior, use `-inputfocus` option.
+ * Windows 11: if your controller is not detected for some reason, reboot your PC with your controller plugged in. This seems to be a bug with the raw input APIs in newer versions of Windows 11.
+ * Spice will always process controller bindings even if the game does not have focus, as it uses the Windows raw input API to directly communicate with input devices for the lowest latency. To adjust this behavior, use the `-inputfocus` option.
## Touch
* If your touch screen is misbehaving in certain games, it's likely due to hardware incompatibility.
* For most touch-based games, spice uses Windows Raw Input API, which provides the lowest latency and the best performance; however, some lower-end touch screens have issues with Raw Input. In this case, try `Touch Compatibility Mode (Disable Raw Input Touch) (-wintouch)` option which tells spice to fall back to Windows 8 Pointer API / Windows 7 Touch API, which provides better compatibility but results in higher latency and worse performance.
* Note that each game handles touch differently and this is not a trivial topic; you'll need to experiment with various options and Windows settings.
- * `Show Insert Card button` feature was implemented long ago and never updated. It only works in very specific situations: the game must be jubeat, and you must disable raw input touch. It's recommended that you use the auto-card insert feature instead of this.
+ * The `Show Insert Card button` feature was implemented long ago and never updated. It only works in very specific situations: the game must be jubeat, and you must disable raw input touch. It's recommended that you use the auto card insert feature instead.
## Network
* Make sure you have at least one working network adapter (wireless or wired), successfully connected to some **IPv4** network. The adapter **must** have a valid IPv4 address. It doesn't matter if this is an internal or external connection.
* Using Windows network sharing (mobile hotspot feature) is known to break EA functionality.
* Virtual network adapters installed by some VPN services are known to break EA connections as well.
- * Some games like older GITADORA and Hello! pop'n music have internal block list on certain IP ranges; patches exist to nullify those checks.
+ * Some games like older GITADORA and Hello! pop'n music have an internal block list for certain IP ranges; patches exist to nullify those checks.
## Graphics
* If you're trying to capture the game with OBS, make sure you launch OBS as an administrator. Spice always runs as admin, so the broadcast software must also be running at the same privilege level.
- * Almost all of the supported games are meant to run in exclusive full screen. Running in windowed mode is a hack done on per-game basis. Things may not work as expected in windowed mode. Namely:
+ * Almost all of the supported games are meant to run in exclusive full screen. Running in windowed mode is a hack done on a per-game basis. Things may not work as expected in windowed mode. Namely:
* Some multi-monitor games will fail to display more than one window.
- * For most touch screen games, game will launch as borderless window. Touch coordinates may not be aligned if resized or moved.
- * Games may launch in incorrect refresh rate.
+ * For most touch screen games, the game will launch as a borderless window. Touch coordinates may not be aligned if the window is resized or moved.
+ * Games may launch at an incorrect refresh rate.
* DirectX 9on12 options may result in better or worse performance. This is entirely up to your GPU.
* Generally, NVIDIA handles games in DX9 mode fairly well, while AMD suffers from lower framerate, and other GPUs like Intel may flat out not support DX9. With 9on12 enabled, NVIDIA might actually perform slightly worse, while AMD will tend to be better than DX9.
- * 9on12 can also cause games to hang or crash - e.g., SDVX VW, IIDX32+, etc
- * Third party DirectX-reimplementations (e.g., dxvk, ForceD3D9On12) may occasionally cause crashes in the weirdest ways; if you encounter random crashes, please try running the game without them. No support will be provided for these.
+ * 9on12 can also cause games to hang or crash - e.g., SDVX VW, IIDX 32+.
+ * Third-party DirectX reimplementations (e.g., DXVK, ForceD3D9On12) may occasionally cause crashes in the weirdest ways; if you encounter random crashes, please try running the game without them. No support will be provided for these.
* Having NVIDIA RTX Voice (or other NVIDIA applications) open sometimes causes games to randomly crash in fullscreen.
* Some older games do not like it when you alt-tab out of the game or lose focus while in full screen. This is unfortunately a limitation of XP-era DirectX9 and not something that can be fixed by spice. Newer games that use DirectX9Ex APIs do not have this problem. To mitigate this, you can try:
* windowed mode
@@ -78,22 +78,22 @@
## Gitadora
* For Arena Model (GW Delta), also see [this dedicated wiki page](https://github.com/spice2x/spice2x.github.io/wiki/GITADORA-Arena-Model).
- * GITADORA may seem like it's stuttering, notes not moving at a steady framerate; check [this section for fixes](https://github.com/spice2x/spice2x.github.io/wiki/PC-optimization#gitadora).
- * If the game fails to launch due to audio errors, turn on `GitaDora Two Channel Audio (-2ch)` option which forces the game to use only two audio channels. This is not perfect though, the game will sound different when compared to the arcade.
- * For Guitar, if you only hear sounds from the left speaker, it's because you booted into a mode with two guitars, so you are only hearing sound effects on the 1P side. To "fix" this, set `GitaDora Cabinet Type` option to `SD2` which only has one guitar.
+ * GITADORA may seem like it's stuttering, with notes not moving at a steady framerate; check [this section for fixes](https://github.com/spice2x/spice2x.github.io/wiki/PC-optimization#gitadora).
+ * If the game fails to launch due to audio errors, turn on the `GitaDora Two Channel Audio (-2ch)` option, which forces the game to use only two audio channels. This is not perfect, though; the game will sound different compared to the arcade.
+ * For Guitar, if you only hear sounds from the left speaker, it's because you booted into a mode with two guitars, so you are only hearing sound effects on the 1P side. To "fix" this, set the `GitaDora Cabinet Type` option to `SD2`, which only has one guitar.
* GITADORA series is picky about audio.
- * GITADORA series uses WASAPI Exclusive @ 48khz (excludes XG series). There are no shared mode audio patches (except Delta).
+ * GITADORA series uses WASAPI Exclusive @ 48kHz (excludes XG series). There are no shared mode audio patches (except Delta).
* Check for `W:audio::wasapi: WrappedIAudioClient::IsFormatSupported failed` in the log.
* If your DAC supports ASIO, you can try that instead following [this guide](https://github.com/spice2x/spice2x.github.io/wiki/Audio-modes-demystified#exclusive-wasapi---asio-conversion).
- * In windowed mode, when the window size is changed, GITADORA seems to react poorly; this can range from game taking a long time between scene transitions, background not showing in UI, etc. Try to stick to the original resolution if possible (720p).
- * To bind wailing for the official guitar controller, [see this issue](https://github.com/spice2x/spice2x.github.io/issues/688) and bind using Buttons tab.
+ * In windowed mode, GITADORA reacts poorly when the window size is changed; symptoms range from the game taking a long time between scene transitions to backgrounds not showing in the UI. Try to stick to the original resolution if possible (720p).
+ * To bind wailing for the official guitar controller, [see this issue](https://github.com/spice2x/spice2x.github.io/issues/688) and bind using the Buttons tab.
### XG2 / XG3
* On Win7+, if things seem extremely slow to load between scene transitions, try the `LargeAddressAware` variant of spice.
* General stability issues on modern OS (Win10/11?) - game shutting down after a song, graphical glitches, etc.
- * Getting UI background videos to work can be finicky. Hopefully, wherever you obtain the data, they also provided the right codec DLLs and told you how to register them; spice won't do that for you.
- * If you get SECURITY ERROR during boot, make sure the game code is set correctly. Even if it's slightly off, the game will refuse to boot.
+ * Getting UI background videos to work can be finicky. Hopefully, whoever you obtained the data from also provided the right codec DLLs and told you how to register them; spice won't do that for you.
+ * If you get a SECURITY ERROR during boot, make sure the game code is set correctly. Even if it's slightly off, the game will refuse to boot.
* XG2 Drum: K32 J:A:A
* XG2 Guitar: K33 J:A:A
* XG3 Drum: L32 J:A:A or J:B:A
@@ -104,15 +104,15 @@
* 99% of unknown crashes are due to missing DirectX dependencies or failure to properly register codecs.
* For instructions on setting up DirectX and codecs, follow [this page](https://github.com/spice2x/spice2x.github.io/wiki/DLL-Dependencies), especially the section specifically about DDR.
* Game may crash if running in windowed mode & focus is taken away while the game is booting.
- * Ensure you do not have non-Latin (Unicode) path to your game folder; codecs will silently fail to register properly and cause your game to crash.
- * Common pitfall with dance pads is failing to recognize Left+Right or Up+Down simultaneous presses. Carefully read the text at the top of Buttons tab to determine how you can fix this.
+ * Ensure you do not have a non-Latin (Unicode) path to your game folder; codecs will silently fail to register properly and cause your game to crash.
+ * A common pitfall with dance pads is failing to recognize simultaneous Left+Right or Up+Down presses. Carefully read the text at the top of the Buttons tab to determine how you can fix this.
## DANCERUSH Stardom
* If you see errors like this when video recording: `W:CVideoUploadGameData::Boot: ディレクトリ作成失敗:0x80070002`
* Try adding this to your AVS mounts in avs-config.xml:
-```
+```xml
```
@@ -127,30 +127,30 @@
* If you see `F:afpu-heap: malloc failed size=428088.` then try increasing heap size with `-h 201326592`.
### HH
- * If your game crashes when you switch regions (changing `J` to A or K), it means you have the Japanese region data and therefore missing the region graphic files. You'll likely see this message: `W:BM2D: CreateLayer() 指定したレイヤーは存在しません shutter2`
+ * If your game crashes when you switch regions (changing `J` to A or K), it means you have the Japanese region data and are therefore missing the region graphic files. You'll likely see this message: `W:BM2D: CreateLayer() 指定したレイヤーは存在しません shutter2`
### VW
- * If your game freezes after carding in, make sure `dx9on12` / `9on12` options are OFF. VW causes 9on12 layer to crash or hang during certain screen transitions.
+ * If your game freezes after carding in, make sure the `dx9on12` / `9on12` options are OFF. VW causes the 9on12 layer to crash or hang during certain screen transitions.
### EG
- * On laptops - especially ones with hybrid iGPU+dGPU configuration - seem to have a **lot** of trouble correctly launching recent EG versions. This includes: window launching on the wrong monitor, failing to launch at correct resolution and/or refresh rate, or just failing to launch completely. The main issue seems to be that the game uses Windows and NVIDIA APIs to determine monitor state, but ends up with wrong information on hybrid GPU configurations. There is no fix or workaround at the moment, other than playing in windowed mode (YMMV), or just switching to a desktop PC. [Issue 117](https://github.com/spice2x/spice2x.github.io/issues/117)
- * For EG, running on AMD GPUs (or Intel) will need a few workarounds, due to the game taking dependency on NVIDIA SDK:
- * You MUST have x64 versions of nvcuda.dll and nvcuvid.dll next to soundvoltex.dll. Originally, these are bundled with NVIDIA GPU drivers and installed automatically, but if you don't have NVIDIA, you can use the stub DLLs included in the release package, starting with version `2023-12-27` and up. Look in the /stubs/64 folder.
- * If you get graphical glitches, such as missing textures or invisible lasers, enable `-dx9on12` option, but performance may vary depending on your GPU.
- * For running in VM mode with AMD GPU, see below regarding notes scroll speed issue.
+ * Laptops - especially ones with hybrid iGPU+dGPU configurations - seem to have a **lot** of trouble launching recent EG versions correctly. This includes: the window launching on the wrong monitor, failing to launch at the correct resolution and/or refresh rate, or just failing to launch completely. The main issue seems to be that the game uses Windows and NVIDIA APIs to determine monitor state, but ends up with wrong information on hybrid GPU configurations. There is no fix or workaround at the moment, other than playing in windowed mode (YMMV), or just switching to a desktop PC. [Issue 117](https://github.com/spice2x/spice2x.github.io/issues/117)
+ * For EG, running on AMD GPUs (or Intel) will require a few workarounds, as the game takes a dependency on the NVIDIA SDK:
+ * You MUST have x64 versions of nvcuda.dll and nvcuvid.dll next to soundvoltex.dll. Normally, these are bundled with NVIDIA GPU drivers and installed automatically, but if you don't have NVIDIA, you can use the stub DLLs included in the release package, starting with version `2023-12-27` and up. Look in the /stubs/64 folder.
+ * If you get graphical glitches, such as missing textures or invisible lasers, enable the `-dx9on12` option, but performance may vary depending on your GPU.
+ * For running in VM mode with an AMD GPU, see the note below about the notes scroll speed issue.
* Some songs with heavy Live2D effects may result in lowered framerate.
- * Live2D effects are mostly CPU bound, so ensure your CPU is at least Intel 9400F or better.
+ * Live2D effects are mostly CPU bound, so ensure your CPU is at least an Intel 9400F or better.
* Please see [this wiki page](https://github.com/spice2x/spice2x.github.io/wiki/PC-optimization) for potential solutions.
* The most impactful tweaks are: disable graphics scaling (F11 menu in overlay), ensure XMP is enabled in BIOS, and disable VBS and the hypervisor.
- * Game crashes with `W:BM2D: CreateLayer() 指定したレイヤーは存在しません touch_effect` (or instead of `touch_effect`, the name of any other game resource), and then a crash later with `EXCEPTION_ACCESS_VIOLATION`.
+ * Game crashes with `W:BM2D: CreateLayer() 指定したレイヤーは存在しません touch_effect` (or instead of `touch_effect`, the name of any other game resource), and then a crash later with `EXCEPTION_ACCESS_VIOLATION`.
* You have bad / incomplete data.
* Either you are missing the texture file mentioned, or your DLLs are outdated (missed DLL updates) or mismatched.
- * Double check that you do not have conflicting DLLs in multiple places (such as in `modules` directory and also in the game root). It's probably `afp-core.dll` and `afp-utils.dll`.
+ * Double-check that you do not have conflicting DLLs in multiple places (such as in the `modules` directory and also in the game root). It's probably `afp-core.dll` and `afp-utils.dll`.
* SpiceCompanion subscreen mirroring does not register touches if you are using windowed mode.
- * On some AMD GPUs, game may crash in certain circumstances (e.g., after Arena mode). Your log will be spammed with `afputils: CTexture::set_texture_image テクスチャの取得に失敗` or `W:CTexture: no such texture: id` and the game will eventually crash.
- * If you see this message in the log, `W:ea3-pos: ea3_report_posev: no such node: /coin/kfc_game_s_standard_plus` and get "Server Busy" error in certain modes or continuing the credit:
+ * On some AMD GPUs, the game may crash in certain circumstances (e.g., after Arena mode). Your log will be spammed with `afputils: CTexture::set_texture_image テクスチャの取得に失敗` or `W:CTexture: no such texture: id` and the game will eventually crash.
+ * If you see this message in the log, `W:ea3-pos: ea3_report_posev: no such node: /coin/kfc_game_s_standard_plus` and get a "Server Busy" error in certain modes or when continuing the credit:
* See https://github.com/22vv0/asphyxia_plugins/releases/tag/kfc-6.1.0b on how to fix your ea3-config.xml.
- * If your controller's analog knobs work fine in test menu and in-game but not in song select, your game might be running at the wrong speed. Check FPS overlay (F12) and ensure that it's running at 120 FPS. If that still doesn't fix the issue, your controller's encoder resolution may be too low and may need to be compensated (analog sensitivity in spice).
+ * If your controller's analog knobs work fine in the test menu and in-game but not in song select, your game might be running at the wrong speed. Check the FPS overlay (F12) and ensure that it's running at 120 FPS. If that still doesn't fix the issue, your controller's encoder resolution may be too low and may need to be compensated (analog sensitivity in spice).
### Server-side graphics settings (SUBMONITOR_VSYNC_ENABLE and USE_CUDA_VIDEO_PRESENTER)
@@ -160,55 +160,55 @@ Depending on your PC configuration, toggling these may result in vastly differen
Generally, try to keep both of these on; turning them off may cause some modes to run poorly (e.g., MEGAMIX mode may run super slow).
-When you would need to toggle flag(s) :
+When you would need to toggle the flag(s):
* If windowed mode crashes with the following signature when carding in, turn `SUBMONITOR_VSYNC_ENABLE` **off**.
* `... (nvd3dumx): (unknown): QueryOglResource`
* If dx9on12 is active (on AMD/Intel GPUs), it may crash on top of `... (d3d9on12)` instead.
- * If videos show up as black (menu themes or subscreen background videos) - try turning `USE_CUDA_VIDEO_PRESENTER` **off**. This is only a problem on AMD/Intel GPU; no issue with NVIDIA.
- * If fullscreen runs at expected FPS (60 or 120) but windowed mode doesn't (weird FPS like 40 or 90) then try changing `SUBMONITOR_VSYNC_ENABLE` to see if it improves it.
+ * If videos show up as black (menu themes or subscreen background videos) - try turning `USE_CUDA_VIDEO_PRESENTER` **off**. This is only a problem on AMD/Intel GPUs; no issue with NVIDIA.
+ * If full screen runs at the expected FPS (60 or 120) but windowed mode doesn't (weird FPS like 40 or 90), then try changing `SUBMONITOR_VSYNC_ENABLE` to see if it improves it.
### VM mode specific
- * On non-NVIDIA GPUs, VM mode may launch at 120Hz, but the notes scroll at 60Hz. As a workaround, apply `Notes FPS Target` patch in a patcher to match the refresh rate. [Issue 107](https://github.com/spice2x/spice2x.github.io/issues/107)
- * The PIN pad input (physical buttons, not touch screen) may not work in all menus. This is expected, as the real VM cab does not have a PIN pad, you're supposed to use the touch screen; it just happens to work in some places due to leftover code in the game DLLs.
- * AMD GPUs may see a crash after certain battle modes, such as Arena or Single Battle (crash on top of d3d9on12 module). Not enough data to determine exact configuration that causes this issue. Workaround is to use DXVK.
- * If you're on NVIDIA GPU, simply don't use dx9on12.
- * If you see `F:GraphicUtility: Timeout AddLoadBuff` during boot, then disk I/O is timing out in the game due to slow disk read speed. Add folder exception in anti-virus and move to an SSD.
+ * On non-NVIDIA GPUs, VM mode may launch at 120Hz, but the notes scroll at 60Hz. As a workaround, apply the `Notes FPS Target` patch in a patcher to match the refresh rate. [Issue 107](https://github.com/spice2x/spice2x.github.io/issues/107)
+ * The PIN pad input (physical buttons, not touch screen) may not work in all menus. This is expected; the real VM cab does not have a PIN pad, so you're supposed to use the touch screen. It just happens to work in some places due to leftover code in the game DLLs.
+ * AMD GPUs may see a crash after certain battle modes, such as Arena or Single Battle (crash on top of d3d9on12 module). Not enough data to determine the exact configuration that causes this issue. The workaround is to use DXVK.
+ * If you're on an NVIDIA GPU, simply don't use dx9on12.
+ * If you see `F:GraphicUtility: Timeout AddLoadBuff` during boot, then disk I/O is timing out in the game due to slow disk read speed. Add a folder exception in your anti-virus and move the game to an SSD.
* DXVK may cause the subscreen to launch as a white screen if you are running on a second monitor.
### Physical touchscreen for subscreen
- * Note that a touch screen is **not** required to play VM mode. In full screen mode, you can press Page Up (`Toggle Sub Screen` button) and use your mouse to click. Or you can play in windowed mode which will launch two windows.
+ * Note that a touch screen is **not** required to play VM mode. In full screen mode, you can press Page Up (`Toggle Sub Screen` button) and use your mouse to click. Or you can play in windowed mode, which will launch two windows.
* See [this page](https://github.com/spice2x/spice2x.github.io/wiki/Configuring-touch-screens-as-subscreen) for instructions on how to set up your touch screen.
* If the secondary monitor doesn't refresh (if graphics seem "stuck"), enable `-sdvxsubredraw`. Don't enable it if there are no issues.
## IIDX
* For camera hook (enabling webcams in-game) you have a few options:
- * IIDX 25-26: set `-iidxcabcams` to `on` and see if your camera is detected - YMMV, unless you're using official cams you will likely have poor experience.
- * IIDX 27 and above: use `-iidxcamhook` option [described on this page](https://github.com/spice2x/spice2x.github.io/wiki/IIDX-Camera-Hook), should work for most webcams
+ * IIDX 25-26: set `-iidxcabcams` to `on` and see if your camera is detected - YMMV; unless you're using official cams you will likely have a poor experience.
+ * IIDX 27 and above: use the `-iidxcamhook` option [described on this page](https://github.com/spice2x/spice2x.github.io/wiki/IIDX-Camera-Hook); it should work for most webcams.
* **Depending on the type of DLL you have (003, 010, 012...) and the version of the DLL, you may not be able to freely switch between LDJ and TDJ modes just from spice. You will need to find a patcher to force LDJ mode, or TDJ mode, and in addition, enable the appropriate setting in spice.**
- * If you try to run older games (iidx26 and below) with `-iidxtdj` the game will fail to boot with USB I/O error, because TDJ didn't exist then. Simply omit the flag when running older games.
- * iidx24 and below (ezusb I/O) does not accept Insert Coin due to incomplete I/O emulation. Use the Service button instead. (Not an issue on iidx25+).
- * iidx25 and above requires SSE4.2 instruction set. If your CPU is too old, you will not be able to run the game, it will crash with `EXCEPTION_ILLEGAL_INSTRUCTION`. Patches exist that may help you boot the game without some features (not covered here).
- * iidx31 and above requires AVX2 instruction set. If your CPU is too old, you will not be able to run the game, it will crash with `EXCEPTION_ILLEGAL_INSTRUCTION`. You'll need to find a way to completely disable videos to make the game run (usually a patch to disable all videos, or deleting videos in `data/movie` folder).
- * iidx31+ will most likely not run on integrated GPU (Intel or AMD), resulting in a crash when entering song select screen. This seems to be issues with drivers not properly supporting DX9.
+ * If you try to run older games (iidx26 and below) with `-iidxtdj`, the game will fail to boot with a USB I/O error, because TDJ didn't exist then. Simply omit the flag when running older games.
+ * iidx24 and below (ezusb I/O) do not accept Insert Coin due to incomplete I/O emulation. Use the Service button instead. (Not an issue on iidx25+).
+ * iidx25 and above require the SSE4.2 instruction set. If your CPU is too old, you will not be able to run the game; it will crash with `EXCEPTION_ILLEGAL_INSTRUCTION`. Patches exist that may help you boot the game without some features (not covered here).
+ * iidx31 and above require the AVX2 instruction set. If your CPU is too old, you will not be able to run the game; it will crash with `EXCEPTION_ILLEGAL_INSTRUCTION`. You'll need to find a way to completely disable videos to make the game run (usually a patch to disable all videos, or deleting videos in the `data/movie` folder).
+ * iidx31+ will most likely not run on integrated GPUs (Intel or AMD), resulting in a crash when entering the song select screen. This seems to be an issue with drivers not properly supporting DX9.
* Some Iris Xe users have reported that downgrading drivers to an older version may resolve this issue (which?)
* Some users tried dxvk with mixed results.
- * On some GPUs, DX9on12 may crash iidx31+. Turn off `DX9on12` / `9on12` options on these versions of iidx. Your log will be spammed with `afputils: CTexture::set_texture_image テクスチャの取得に失敗` or `W:CTexture: no such texture: id` and the game will eventually crash.
- * If you see `EXCEPTION_INT_DIVIDE_BY_ZERO` crash after starting a song, it may be caused by `Skip monitor check` patch. Don't enable that.
+ * On some GPUs, DX9on12 may crash iidx31+. Turn off the `DX9on12` / `9on12` options on these versions of iidx. Your log will be spammed with `afputils: CTexture::set_texture_image テクスチャの取得に失敗` or `W:CTexture: no such texture: id` and the game will eventually crash.
+ * If you see an `EXCEPTION_INT_DIVIDE_BY_ZERO` crash after starting a song, it may be caused by the `Skip monitor check` patch. Don't enable that.
### LDJ specific
This section only applies to LDJ mode, and not to TDJ mode.
- * If you can't change VEFX mode using `VEFX Change` button, this is not a bug in spice, but the game doing that. Check the following:
+ * If you can't change VEFX mode using the `VEFX Change` button, this is not a bug in spice; it's the game doing that. Check the following:
* Make sure you're running the right mode (LDJ vs. TDJ) with the correct DLL or patched DLL.
* If you start the game without carding in, it cannot be changed. (Only applies to recent versions - not sure exactly which)
- * If you enabled `VEFX Lock` option on the server side on your profile, it cannot be changed.
+ * If you enabled the `VEFX Lock` option on the server side on your profile, it cannot be changed.
* (IIDX31+) If you are in song select, it cannot be changed. It can only be changed during the song.
- * LDJ is meant to be run at 60Hz. While you *can* patch the game to run at 120Hz you *will* see minor issues like default offset being "incorrect".
+ * LDJ is meant to be run at 60Hz. While you *can* patch the game to run at 120Hz, you *will* see minor issues like the default offset being "incorrect".
### TDJ specific
@@ -217,10 +217,10 @@ This section only applies to TDJ mode, and not to LDJ mode.
* Note that a touch screen is **not** required to play TDJ mode.
* In windowed mode, two windows will launch by default. Click on the second window.
* In full screen, press Page Up (`Toggle Sub Screen` button) and use your mouse to click. You cannot click on the second monitor; you must use the overlay.
- * If a game mysteriously hangs & shuts down when starting certain songs, with no stack trace in the log, it's most likely a failure in NVENC trying to enable Play Record function. Try playing a song that doesn't have the record icon, or try disabling play record support on the server side, and see if it helps.
- * To fix, update GPU drivers, ensure you are not using stub files if you have NVIDIA GPU, and don't use any third party graphics hooks (d3d9.dll, etc)
- * You can also disable recording by using `-iidxnorec` option.
- * iidx28-29 may mysteriously crash during boot when using `-iidxtdj` option on 003 DLL. As a fix, enable `Lightning Mode camera crash fix for spicetools` patch, or just use 010 DLL.
+ * If the game mysteriously hangs and shuts down when starting certain songs, with no stack trace in the log, it's most likely a failure in NVENC trying to enable the Play Record function. Try playing a song that doesn't have the record icon, or try disabling play record support on the server side, and see if it helps.
+ * To fix, update GPU drivers, ensure you are not using stub files if you have an NVIDIA GPU, and don't use any third-party graphics hooks (d3d9.dll, etc)
+ * You can also disable recording by using the `-iidxnorec` option.
+ * iidx28-29 may mysteriously crash during boot when using the `-iidxtdj` option with the 003 DLL. As a fix, enable the `Lightning Mode camera crash fix for spicetools` patch, or just use the 010 DLL.
* DXVK may cause the subscreen to launch as a white screen if you are running on a second monitor.
#### TDJ Windowed Subscreen
@@ -237,18 +237,18 @@ If running TDJ in windowed mode with subscreen in a separate window (`-w` on, `-
## Beatstream
- * Beatstream uses native Windows Touch APIs, but makes a lot of assumption about how often touch events are sent. If your touch screen doesn't poll enough, it'll end up with holds not working in the game (instead it will be flickering on and off). You can try using `Force Touch Emulation (-touchemuforce)` option to work around it.
+ * Beatstream uses native Windows Touch APIs, but makes a lot of assumptions about how often touch events are sent. If your touch screen doesn't poll often enough, holds will not work properly in the game (they will flicker on and off). You can try using the `Force Legacy Touch Emulation (-touchemuforce)` option to work around it.
* Game crashes if it loses window focus during boot. Keep the window at the front while the game is booting.
## Nostalgia
- * Same touch polling issue may be present in Nostalgia - see Beatstream section for a workaround. Fortunately, since you only need to navigate menus with the touch screen, you can just use a mouse instead.
- * Nostalgia is picky about audio. If you see the boot screen trying to initialize audio & eventually the window automatically closing, try a different audio device. Onboard Realtek device usually works.
- * The game requires 2 channels or 5.1 channel. Change this for your audio output device in `mmsys.cpl`. If not, the game will crash on boot.
- * If you want to use a mouse to navigate menus, enable `Show Cursor & Touch Emulation (-c)`. If you want to use a touch screen, leave it off.
+ * The same touch polling issue may be present in Nostalgia - see the Beatstream section for a workaround. Fortunately, since you only need to navigate menus with the touch screen, you can just use a mouse instead.
+ * Nostalgia is picky about audio. If you see the boot screen trying to initialize audio and the window eventually closing on its own, try a different audio device. Onboard Realtek devices usually work.
+ * The game requires a 2-channel or 5.1-channel audio device; change this for your audio output device in `mmsys.cpl`. Otherwise, the game will crash on boot.
+ * If you want to use a mouse to navigate menus, enable `Show Cursor & Touch Emulation (-s)`. If you want to use a touch screen, leave it off.
* If album jacket images don't show up, there is an issue with your EA server.
- * Piano keys used for Nostalgia are velocity-sensitive. If you have velocity-sensitive MIDI piano, [read this section](https://github.com/spice2x/spice2x.github.io/wiki/MIDI-Input#nostalgia-key-binding). If you are using anything else, bind your buttons to `Key n Medium` so that every press registers as a medium press, which counts as both soft and hard press.
- * Game may crash if you touch a touch screen while it's booting up.
+ * Piano keys used for Nostalgia are velocity-sensitive. If you have a velocity-sensitive MIDI piano, [read this section](https://github.com/spice2x/spice2x.github.io/wiki/MIDI-Input#nostalgia-key-binding). If you are using anything else, bind your buttons to `Key n Medium` so that every press registers as a medium press, which counts as both a soft and a hard press.
+ * The game may crash if you touch the touch screen while it's booting up.
## Reflec Beat
@@ -257,9 +257,9 @@ If running TDJ in windowed mode with subscreen in a separate window (`-w` on, `-
See [this page](https://github.com/spice2x/spice2x.github.io/wiki/Touch-screens).
### Other issues
- * When launched in windowed mode, the game must stay in borderless & fixed on top left corner of the primary monitor in order for touch emulation to work correctly. This is really only meant for debugging (with a mouse). For best experience, connect a touch screen and play in full screen mode.
+ * When launched in windowed mode, the game must stay borderless and fixed to the top-left corner of the primary monitor in order for touch emulation to work correctly. This is really only meant for debugging (with a mouse). For best experience, connect a touch screen and play in full screen mode.
* Game crashes if it loses window focus during boot. Keep the window at the front while the game is booting.
- * On Windows 11, game may fail to launch in windowed mode with `CTexture::create_texture テクスチャの作成に失敗しました。` Either run in full screen mode, or try enabling compatibility mode in Windows for spice.exe (set to Windows 7).
+ * On Windows 11, the game may fail to launch in windowed mode with `CTexture::create_texture テクスチャの作成に失敗しました。` Either run in full screen mode, or try enabling compatibility mode in Windows for spice.exe (set to Windows 7).
## Jubeat
@@ -272,86 +272,86 @@ See [this page](https://github.com/spice2x/spice2x.github.io/wiki/Touch-screens)
* Your GPU must support OpenGL; some old integrated GPUs have trouble with this. If your GPU doesn't support it, the game will fail to launch.
* Older Intel HD Graphics (integrated) **will** fail to launch. You can tell if the game disappears after `CreateWindowExA hook hit` in the log.
* Due to the game using OpenGL, many of the graphics options simply do not work, including but not limited to: screenshots, window options, image scaling, streaming to Companion, etc.
-* Older versions of Jubeat (Copious and below?) tend to launch at the wrong FPS (41FPS instead of 30FPS). Supposedly, running it on Windows 7 (and below) fixes this problem.
+* Older versions of Jubeat (Copious and below?) tend to launch at the wrong FPS (41 FPS instead of 30 FPS). Supposedly, running it on Windows 7 (and below) fixes this problem.
* Don't trust spice's FPS counter for this, it seems to be broken for OpenGL.
* The game **always** launches in a window without any decorations.
-* The recommended set up is the following. This way, you can have an experience close to full screen.
- 1. Set the screen as main monitor, if you have multiple, using `-mainmonitor` option
- 1. Rotate desktop 90 degrees to portrait mode, using `-autoorientation` option
- 1. Set resolution to 768x1360 using `-changeres` option (if that doesn't work with your monitor, try 768x1366, though it'll leave empty space at the bottom)
- 1. If playing on touch screen, move task bar to the top of screen and enable auto-hide
+* The recommended setup is as follows. This way, you can have an experience close to full screen.
+ 1. Set the screen as the main monitor, if you have multiple, using the `-mainmonitor` option
+ 1. Rotate the desktop 90 degrees to portrait mode using the `-autoorientation` option
+ 1. Set the resolution to 768x1360 using the `-changeres` option (if that doesn't work with your monitor, try 768x1366, though it'll leave empty space at the bottom)
+ 1. If playing on a touch screen, move the taskbar to the top of the screen and enable auto-hide
### Other issues
* If you see a failure to load `kws.dll`, just rename the file to something else (`kws.bak`) to prevent it from loading.
* There is a bad dump of Knit that is commonly shared that has the game code set to `KDZ`. This is a bad dump, please don't bother with it.
### T44
-* This game is a proper DX9 game, and it'll try to launch at 1080x1920 in fullscreen by default. Rotate your monitor to fit this, or run in windowed mode.
+* This game is a proper DX9 game, and it'll try to launch at 1080x1920 in full screen by default. Rotate your monitor to fit this, or run in windowed mode.
* If the game tabs out when you mouse click or touch, or if the screen is frozen, it means the game failed to launch in full screen.
* In `2020020180` data, markers are invisible by default for some reason. Enter the hamburger menu and exit to fix this (bottom left button in song select).
* Touch debug overlay is not implemented.
## Pop'n Music
- * pop'n 19 Tune Street; when HD mode is enabled, it may crash on title screen with `CommReadMyAddr` / `CommPolling` on the stack. This is caused by dirty / incomplete data that is widely distributed.
+ * pop'n 19 Tune Street: when HD mode is enabled, it may crash on the title screen with `CommReadMyAddr` / `CommPolling` on the stack. This is caused by dirty / incomplete data that is widely distributed.
* pop'n may appear to hang immediately after launching (either stuck on black screen, or "not responding" popup from Windows). This may be caused by slow disk I/O when the game tries to access NVRAM. Try waiting a few minutes and see if the game eventually boots. To speed this up, move to an SSD, and add an exception to any anti-virus scanners.
- * Some older popn games may boot into a cyan boot screen with white text (instead of black background with white text). Normally, this should only happen on boot screen, and should go back to normal colors when the game boots to the title screen.
+ * Some older pop'n games may boot into a cyan boot screen with white text (instead of black background with white text). Normally, this should only happen on the boot screen, and should go back to normal colors when the game boots to the title screen.
* The "HD" resolution for popn is 1360x768, which is different from the usual 1366x768. Many monitors and laptop panels do not support this resolution, so you'll need to figure out a way to enable scaling if you want the game to boot in full screen.
- * pop'n runs at whatever refresh rate you have set on desktop; you can set `Force Refresh Rate` to 60 to fix this. Do not forcibly limit framerate to fix this problem as it will lead to desyncs.
+ * pop'n runs at whatever refresh rate you have set on your desktop; you can set `Monitor Refresh Rate (-graphics-force-refresh)` to 60 to fix this. Do not forcibly limit the framerate to fix this problem, as it will lead to desyncs.
### PikaPika cabinet (High Cheers)
* Windowed mode may perform very poorly (frequent frame drops); full screen should be much better.
- * When selecting which payment method, touch may take a while to register - this is a game bug, it's like that in the arcades too.
- * `2026041500` data floating around has many missing textures and incorrectly sized assets. This is not a bug; this is bad data release.
+ * When selecting a payment method, touch may take a while to register - this is a game bug; it's like that in the arcades too.
+ * `2026041500` data floating around has many missing textures and incorrectly sized assets. This is not a bug; it is a bad data release.
## HELLO! pop'n music
* Game may crash if it loses focus during initialization. Let the game fully initialize and don't click away to another window.
- * Hello! pop'n music may boot into a cyan boot screen with white text (instead of black background with white text). Normally, this should only happen on boot screen, and should go back to normal colors when the game boots to the title screen.
- * Hello! pop'n music may completely freeze during boot up sequence on AMD Ryzen processors. Root cause is unknown and it has not been debugged yet. [#87](https://github.com/spice2x/spice2x.github.io/issues/87)
+ * Hello! pop'n music may boot into a cyan boot screen with white text (instead of black background with white text). Normally, this should only happen on the boot screen, and should go back to normal colors when the game boots to the title screen.
+ * Hello! pop'n music may completely freeze during the boot sequence on AMD Ryzen processors. Root cause is unknown and it has not been debugged yet. [#87](https://github.com/spice2x/spice2x.github.io/issues/87)
## Silent Scope: Bone Eater
- * Implementation is incomplete. It boots to test menu, but fails I/O check and does not boot to title screen. Serial I/O needs work. [Issue 114](https://github.com/spice2x/spice2x.github.io/issues/114)
+ * Implementation is incomplete. It boots to the test menu, but fails the I/O check and does not boot to the title screen. Serial I/O needs work. [Issue 114](https://github.com/spice2x/spice2x.github.io/issues/114)
## Mahjong Fight Club
- * If you get unexpected networking errors, try enabling `-netfixdisable`. Spice's built-in network fixes may be interfering with cab-to-cab local network that the game requires.
+ * If you get unexpected networking errors, try enabling `-netfixdisable`. Spice's built-in network fixes may be interfering with the cab-to-cab local network that the game requires.
* Not all cab types are supported.
## Busou Shinki: Armored Princess Battle Conductor
- * Busou Shinki is based on Unity. See [section on Unity Games](#Unity-based-Games) for various limitations.
+ * Busou Shinki is based on Unity. See the [section on Unity Games](#unity-based-games) for various limitations.
* If you get a camera error, either plug in three compatible webcams, or get patched DLLs.
- * `Insert` key is a hardcoded debug key bound to Test button - bind a different key to insert coins.
- * WASD keys are hardcoded to be directional input.
+ * The `Insert` key is a hardcoded debug key bound to the Test button - bind a different key for inserting coins.
+ * The WASD keys are hardcoded as directional input.
## Chase Chase Jokers
* Local EA server does not work for CCJ; it has been explicitly disabled.
- * CCJ is based on Unity. See [section on Unity Games](#Unity-based-Games) for various limitations.
- * Pressing Delete key occasionally breaks the game and causes I/O to stop working (seems to be a debug option). Recommended that you bind test button to some other key, or use a controller.
+ * CCJ is based on Unity. See the [section on Unity Games](#unity-based-games) for various limitations.
+ * Pressing the Delete key occasionally breaks the game and causes I/O to stop working (seems to be a debug option). It's recommended that you bind the test button to another key, or use a controller.
## Mahjong Fight Girl
- * MFG is based on Unity. See [section on Unity Games](#Unity-based-Games) for various limitations.
+ * MFG is based on Unity. See the [section on Unity Games](#unity-based-games) for various limitations.
* If audio doesn't play, try making a backup and deleting `VirtualSurroundNative.dll` from `game/MFGClient_Data/Plugins/x86_64`.
* Stick to the default cab type (HG) and don't bother with B/C (needs serial I/O for touch) or UKS (I/O not implemented). Exception: if you have a real arcade I/O board, of course.
## Polaris Chord
- * Polaris Chord is based on Unity. See [section on Unity Games](#Unity-based-Games) for various limitations.
- * If the game fails be detected or crashes on boot, it's almost certainly because you need to fix your XML files in prop folder. (e.g., `execexe: failed to load library libaio.dll` is actually caused by bad prop files).
+ * Polaris Chord is based on Unity. See the [section on Unity Games](#unity-based-games) for various limitations.
+ * If the game fails to be detected or crashes on boot, it's almost certainly because you need to fix your XML files in the prop folder. (e.g., `execexe: failed to load library libaio.dll` is actually caused by bad prop files).
* The game requires your CPU to support AVX2 instructions.
* The game is picky about audio; it runs in exclusive WASAPI. If you see messages like `[WASAPI EXCLUSIVE] Failed to initialize` you will need to find a patched DLL so you can use shared mode WASAPI. Patching cannot be performed via Patches tab for Unity games; you'll need to download it elsewhere.
- * Having multiple monitors seem to break windowed mode. Temporarily force single monitor before launching the game (no need to disconnect).
+ * Having multiple monitors seems to break windowed mode. Temporarily force single monitor before launching the game (no need to disconnect).
## QuizKnock STADIUM
- * QuizKnock STADIUM is based on Unity. See [section on Unity Games](#Unity-based-Games) for various limitations.
- * This game requires two monitors. Top screen (secondary monitor), and bottom touch screen (main monitor); but your mouse can be used.
+ * QuizKnock STADIUM is based on Unity. See the [section on Unity Games](#unity-based-games) for various limitations.
+ * This game requires two monitors: a top screen (secondary monitor) and a bottom touch screen (main monitor); a mouse can be used instead of a touch screen.
* Ensure both monitors are set to 1080p@60Hz before launching the game. If the resolution is wrong, your touch/mouse input may be off.
* Game launches in full screen only; windowed option is ignored.
- * Booting the game takes a couple minutes. The game may appear frozen and may even trigger the Windows "application is not responding" dialog - but wait patiently.
+ * Booting the game takes a couple of minutes. The game may appear frozen and may even trigger the Windows "application is not responding" dialog - but wait patiently.
* If you only see a black screen with `Credit 99...` message, as mentioned above, you need two monitors...
- * Some keys are hard wired (e.g., T for Test, S for service, C for coin) - avoid binding buttons to these.
+ * Some keys are hardwired (e.g., T for Test, S for Service, C for Coin) - avoid binding buttons to these.
## Otoca Doll
@@ -362,7 +362,7 @@ See [this page](https://github.com/spice2x/spice2x.github.io/wiki/Touch-screens)
## Scotto
- * Bad data is commonly distributed that causes boot failure. Double check contents of eacoin.xml in `dev/nvram`.
+ * Bad data is commonly distributed that causes boot failure. Double-check the contents of `eacoin.xml` in `dev/nvram`.
* Overlay doesn't work.
## Museca
@@ -373,7 +373,7 @@ See [this page](https://github.com/spice2x/spice2x.github.io/wiki/Touch-screens)
* You need to install Kinect v1.x SDK, Kinect Developer Tools, and DirectX SDK, otherwise the game will fail to launch with DLL load error.
* Kinect v1 hardware (Xbox 360 Kinect or Kinect for Windows, not Xbox One Kinect, not Azure Kinect) is needed for the game to be fully playable with video feed and motion sensing; however, it is not required.
- * Game requires 4-channel audio. If you don't have that, enable `WASAPI Stereo Downmix` option.
+ * Game requires 4-channel audio. If you don't have that, enable the `WASAPI Stereo Downmix` option.
## Winning Eleven 2012
@@ -382,12 +382,12 @@ See [this page](https://github.com/spice2x/spice2x.github.io/wiki/Touch-screens)
## Metal Gear Arcade
* A microphone is required to boot.
- * Game may crash after playing a match or a mission; LargeAddressAware variant of spice.exe may help with this - check `extras` directory in the archive.
+ * Game may crash after playing a match or a mission; the LargeAddressAware variant of spice.exe may help with this - check the `extras` directory in the archive.
## Love Plus
- * If the game fails to load with DLL dependency error, make sure you have `cpusbxpkm.dll`. This is included in the `stubs/32` directory in the spice archive.
- * Camera is disabled by default. It can be enabled by using `LovePlus Camera Enable (-lovepluscam)` option, but you will need a compatible camera. Many webcams will not work. [One user](https://github.com/spice2x/spice2x.github.io/pull/318#issuecomment-2861787537) has managed to get it working on a laptop webcam.
+ * If the game fails to load with a DLL dependency error, make sure you have `cpusbxpkm.dll`. This is included in the `stubs/32` directory in the spice archive.
+ * Camera is disabled by default. It can be enabled by using the `LovePlus Camera Enable (-lovepluscam)` option, but you will need a compatible camera. Many webcams will not work. [One user](https://github.com/spice2x/spice2x.github.io/pull/318#issuecomment-2861787537) has managed to get it working on a laptop webcam.
* If your game hangs on a white screen after selecting a mode and watching the tutorial animation, apply the `Fix tutorial hang` patch from a patcher.
## Quiz Magic Academy
@@ -396,16 +396,16 @@ See [this page](https://github.com/spice2x/spice2x.github.io/wiki/Touch-screens)
# Unity-based Games
-Spicetools was never designed to provide support for games based on the Unity engine. While few games are supported, many basic functionalities may be missing compared to support for other games.
+Spicetools was never designed to provide support for games based on the Unity engine. While a few games are supported, many basic features may be missing compared to the support for other games.
- * These games are sensitive to long file paths (even 32+ character path will make the game unhappy and fail to launch) - put them closer to the drive letter root.
- * Graphics: some graphics features don't work as Unity games use DX11, and not at parity with DX9 support.
+ * These games are sensitive to long file paths (even a 32+ character path will make the game unhappy and fail to launch) - put them closer to the drive letter root.
+ * Graphics: some graphics features don't work, as Unity games use DX11, which is not at parity with spice's DX9 support.
* Some games won't boot into windowed mode.
* Image resize and window resize options don't work.
* Companion streaming doesn't work.
- * Input: some games register for mouse rawinput, so you can't use mouse wheel in overlay, can't use `Bind` for mouse buttons, and can't map mouse movement for analogs.
+ * Input: some games register for mouse raw input, so you can't use the mouse wheel in the overlay, can't use `Bind` for mouse buttons, and can't map mouse movement for analogs.
* They seem to have a set of default debug key binds that always work; e.g., WASD for directional input. You'll need to map keys through spice that do not conflict with these, or use a controller.
- * In general, patches are not supported. Spice's patch system is built to make small modifications to small number of binaries. Most of the game logic is in managed code for Unity-based games, so the patches aren't trivial. Please look to binary replacements and third party tools for patching.
+ * In general, patches are not supported. Spice's patch system is built to make small modifications to a small number of binaries. Most of the game logic is in managed code for Unity-based games, so the patches aren't trivial. Please look to binary replacements and third party tools for patching.
* If you encounter a crash, check Windows Event Viewer. Spice can't capture the stack for managed code.
# SpiceCompanion
@@ -413,33 +413,33 @@ Spicetools was never designed to provide support for games based on the Unity en
Note that SpiceCompanion apps are not part of the spice2x project (not forked). Unfortunately, they are also not being updated.
* Downloads are archived [here](https://github.com/spice2x/spicecompanion_archive/releases). As of 2025, the iOS app has been delisted from the App Store.
- * Mirroring display - main or subscreen - is very resource-intensive, on both server and client side. Reduce the image quality to work around this.
+ * Mirroring the display - main or subscreen - is very resource-intensive, on both the server and client side. Reduce the image quality to work around this.
* On Windows and Android apps, multi-touch does not seem to work properly.
- * If your touches don't register on the subscreen and instead only moves the mouse cursor around on the main screen, make sure the overlay is hidden. This includes the FPS counter - hide that too, by pressing F12.
+ * If your touches don't register on the subscreen and instead only move the mouse cursor around on the main screen, make sure the overlay is hidden. This includes the FPS counter - hide that too, by pressing F12.
# Touch
- * `Always Show Cursor (-s)` option force enables WinTouch hooks. This is usually **not** what you want if you're using a touch screen, so leave it off.
+ * The `Show Cursor & Touch Emulation (-s)` option force-enables WinTouch hooks. This is usually **not** what you want if you're using a touch screen, so leave it off.
* In some rare cases, the overlay may interfere with touch input. Toggle it off, or use `Disable Spice Overlay (-overlaydisable)`.
- * Overlay widgets don't respond well to touch in most cases, requiring two taps in a row. This is due to a quirk of spice using rawinput for touch and unlikely it'll ever get fixed.
+ * Overlay widgets don't respond well to touch in most cases, requiring two taps in a row. This is due to a quirk of spice using raw input for touch, and it's unlikely to ever get fixed.
# Physical NFC Card Readers
## HID SmartCard (ACR122U)
> [!WARNING]
-> ACR112U card readers are no longer recommended to purchase. Official product was discontinued years ago, and many cheap Chinese clones on Amazon and Alibaba are unable to properly read FeliCa cards. Please only purchase from known sellers recommended by the community.
+> ACR122U card readers are no longer recommended for purchase. The official product was discontinued years ago, and many cheap clones sold on Amazon and Alibaba are unable to properly read FeliCa cards. Please only purchase from known sellers recommended by the community.
-`HID Smartcard` option is intended for NFC readers with ACR112U chipset; it's coded to [their specifications](https://www.acs.com.hk/en/download-manual/419/API-ACR122U-2.04.pdf). Official driver is [here](https://www.acs.com.hk/en/driver/3/acr122u-usb-nfc-reader/).
+The `HID Smartcard` option is intended for NFC readers with the ACR122U chipset; it's coded to [their specifications](https://www.acs.com.hk/en/download-manual/419/API-ACR122U-2.04.pdf). The official driver is [here](https://www.acs.com.hk/en/driver/3/acr122u-usb-nfc-reader/).
-As mentioned above, many clones of ACR112U fail to properly read FeliCa cards. When you place a FeliCa card on the reader, you may notice:
+As mentioned above, many clones of the ACR122U fail to properly read FeliCa cards. When you place a FeliCa card on the reader, you may notice:
* Continuous beeping sound
* `scard: error connecting to the card: 0x80100069` in spice2x logs
-... and not actually read the card contents.
+... and the card contents are never actually read.
-Instead of trying to find a good ACR112U unit, you may instead want to look into DIY solutions based on cardIO HID protocol: https://rhythm-cons.wiki/other-hardware/card-readers/
+Instead of trying to find a good ACR122U unit, you may instead want to look into DIY solutions based on the cardIO HID protocol: https://rhythm-cons.wiki/other-hardware/card-readers/
### Card format conversion for ACR122U readers
@@ -448,18 +448,18 @@ There are two types of valid cards:
* FeliCa cards
* ISO15693 cards that start with E004
-If you want to use invalid cards, such as MiFare cards, use `-scardfix fix` to convert unsupported cards into one with E004 number.
+If you want to use invalid cards, such as MiFare cards, use `-scardfix fix` to convert unsupported cards into ones with an E00401 prefix.
-Really old games do not support FeliCa card numbers, instead they expect all card numbers to begin with E004. If you want to use your FeliCa cards with these old games, use `-scardfix all` to have spice automatically convert your new cards into the old format by prefixing with E004 (and chopping off a few digits at the end).
+Really old games do not support FeliCa card numbers; instead, they expect all card numbers to begin with E004. If you want to use your FeliCa cards with these old games, use `-scardfix all` to have spice automatically convert your new cards into the old format by prefixing them with E00401 (and chopping off a few digits at the end).
# Other issues
* For more, please see the GitHub [issue tracker](https://github.com/spice2x/spice2x.github.io/issues).
- * Using touch screens + wintoucemu + DXVK is known to cause a crash the moment you touch the screen. This seems to be an issue with how DXVK hooks into the game. Solution: don't use DXVK.
+ * Using touch screens + wintouchemu + DXVK is known to cause a crash the moment you touch the screen. This seems to be an issue with how DXVK hooks into the game. Solution: don't use DXVK.
## RTSS / Afterburner silent crash
-Riva Tuner Statistics Server (RTSS) and MSI Afterburner are known to cause mystery crashes during boot. They seem to prevent spice from establishing I/O hooks. The failure usually looks like this:
+RivaTuner Statistics Server (RTSS) and MSI Afterburner are known to cause mystery crashes during boot. They seem to prevent spice from establishing I/O hooks. The failure usually looks like this:
```
I:acio: SpiceTools ACIO
@@ -468,12 +468,12 @@ I:signal: printing callstack
```
-Another sign of this is that your 64-bit game DLL doesn't load at `0x180000000`, because RTSS injects itself to the game early during launch. Some games boot with an assumption that its game DLL loads at that precise address.
+Another sign of this is that your 64-bit game DLL doesn't load at `0x180000000`, because RTSS injects itself into the game early during launch. Some games boot with the assumption that their game DLL loads at that precise address.
* `I:avs-game: loaded successfully (0x180000000)` <- GOOD
* `I:avs-game: loaded successfully (0xdbf0000)` <- anything other than `0x180000000` is often BAD
-To fix this, please fully shut down both RTSS and Afterburner, before launching the game.
+To fix this, please fully shut down both RTSS and Afterburner before launching the game.
### But I **NEED** to use RTSS to limit my framerate!
-You should be enabling V-Sync instead - that's the intended way of playing these games. More accurately, you should leave vsync settings as default, so that the game can turn it on automatically on launch; don't explicitly override to enabled or disabled, otherwise you will see FPS issues in some games (IIDX TDJ, SDVX Valk Cab mode)
+You should be enabling V-Sync instead - that's the intended way of playing these games. More accurately, you should leave V-Sync settings at their default so that the game can turn it on automatically on launch; don't explicitly override it to enabled or disabled, otherwise you will see FPS issues in some games (IIDX TDJ, SDVX Valkyrie Model).