spicetools/launcher/options.cpp

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2024-08-28 15:10:34 +00:00
#include "options.h"
#include "external/tinyxml2/tinyxml2.h"
#include "util/utils.h"
#include "util/fileutils.h"
#include <fstream>
static const std::vector<std::string> CATEGORY_ORDER_API = {
"SpiceCompanion and API",
"API (Serial)",
"API (Dev)",
"BT5 API",
};
static const std::vector<std::string> CATEGORY_ORDER_BASIC = {
"Game Options",
"Common",
"Network",
"Overlay",
"Graphics (Common)",
"Graphics (Windowed)",
"Audio",
};
static const std::vector<std::string> CATEGORY_ORDER_ADVANCED = {
"Game Options (Advanced)",
"Network (Advanced)",
"Performance",
"Miscellaneous",
"Paths",
"Touch Parameters",
"Lights Options",
"Card Readers",
};
static const std::vector<std::string> CATEGORY_ORDER_DEV = {
"Network Adapters",
"I/O Modules",
"Development",
};
static const std::vector<std::string> CATEGORY_ORDER_NONE = {
""
};
/*
* Option Definitions
* Be aware that the order must be the same as in the enum launcher::Options!
*/
static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
{
.title = "Game Executable",
.name = "exec",
.desc = "Path to the game DLL file",
.type = OptionType::Text,
.setting_name = "*.dll",
.category = "Paths",
},
{
.title = "Open Configurator",
.name = "cfg",
.desc = "Opens configuration window. This can only be launched via the command line "
"(spice -cfg or spice64 -cfg) or just launch spicecfg.exe",
.type = OptionType::Bool,
.hidden = true,
.disabled = true,
},
{
.title = "Open KFControl",
.name = "kfcontrol",
.desc = "This can only be launched via the command line. Opens KFControl, tool for controlling arcade cabinet",
.type = OptionType::Bool,
.hidden = true,
.disabled = true,
},
{
.title = "Basic Local EA Emulation",
.name = "ea",
.desc = "Enables the integrated local EA server, just enough to boot the game; no card in, no data saving",
.type = OptionType::Bool,
.category = "Network",
},
{
.title = "EA Service URL",
.name = "url",
.desc = "Sets a custom service URL override",
.type = OptionType::Text,
.category = "Network",
},
{
.title = "PCBID",
.name = "p",
.desc = "Sets a custom PCBID override",
.type = OptionType::Text,
.setting_name = "04040000000000000000",
.category = "Network",
.sensitive = true,
},
{
.title = "Player 1 Card",
.name = "card0",
.desc = "Set a card number for reader 1. Overrides the selected card file.",
.type = OptionType::Text,
.setting_name = "E004010000000000",
.category = "Network",
.sensitive = true,
},
{
.title = "Player 2 Card",
.name = "card1",
.desc = "Set a card number for reader 2. Overrides the selected card file.",
.type = OptionType::Text,
.setting_name = "E004010000000000",
.category = "Network",
.sensitive = true,
},
{
.title = "Windowed Mode",
.name = "w",
.desc = "Enables windowed mode",
.type = OptionType::Bool,
.category = "Graphics (Windowed)",
},
{
.title = "Inject DLL Hooks",
.name = "k",
.desc = "Multiple files are allowed; use multiple -k flags, or in SpiceCfg, separate by "
"space (foo.dll bar.dll baz.dll). Injects a hook by using LoadLibrary on the "
"specified file before running the main game code",
.type = OptionType::Text,
.setting_name = "a.dll b.dll c.dll",
.category = "Common",
},
{
.title = "Execute Script",
.name = "script",
.desc = "Executes a script (.lua) at the given path on game boot",
.type = OptionType::Text,
.category = "Miscellaneous",
},
{
.title = "Lock Cursor to Window",
.name = "c",
.desc = "Confines the cursor to be within the game window",
.type = OptionType::Bool,
.category = "Common",
},
{
.title = "Show Cursor & Touch Emulation Enable",
.name = "s",
.desc = "Shows the cursor in the game window; also turns on touch emulation. Do not use if you use a real touch screen",
.type = OptionType::Bool,
.category = "Common",
},
{
.title = "Monitor",
.name = "monitor",
.desc = "Sets the display that the game will be opened in, for multiple monitors",
.type = OptionType::Integer,
.category = "Graphics (Common)",
},
{
.title = "Force Refresh Rate",
.name = "graphics-force-refresh",
.desc = "Force the refresh rate for the primary display adapter; works in both full screen and windowed modes",
.type = OptionType::Integer,
.category = "Graphics (Common)",
},
{
.title = "Only Use One Monitor",
.name = "graphics-force-single-adapter",
.desc = "Force the graphics device to be opened utilizing only one adapter in multi-monitor systems.\n\n"
"May cause unstable framerate and desyncs, especially if monitors have different refresh rates!",
.type = OptionType::Bool,
.category = "Graphics (Common)",
},
{
// Graphics9On12
.title = "DirectX 9 on 12 (DEPRECATED - use -dx9on12 instead)",
.name = "9on12",
.desc = "Use D3D9On12 wrapper library, requires Windows 10 Insider Preview 18956 or later. Deprecated - use -dx9on12 instead",
.type = OptionType::Bool,
.hidden = true,
.category = "Graphics (Common)",
},
{
// spice2x_Dx9On12
.title = "DirectX 9 on 12",
.name = "sp2x-dx9on12",
.display_name = "dx9on12",
.aliases= "dx9on12",
.desc = "Use D3D9On12 wrapper library, requires Windows 10 Insider Preview 18956 or later. Has no effect games on that don't use DX9.\n\n"
"Default: auto (use DX9 for most games, but turn on 9on12 for games that require it on non-NVIDIA GPUs)",
.type = OptionType::Enum,
.category = "Graphics (Common)",
.elements = {
{"auto", "Automatic"},
{"0", "Use DX9"},
{"1", "Use DX9on12"},
},
},
{
.title = "Disable Win/Media/Special Keys",
.name = "nolegacy",
.desc = "Disables legacy key activation in-game.",
.type = OptionType::Bool,
.category = "Miscellaneous",
},
{
.title = "Discord Rich Presence",
.name = "richpresence",
.desc = "Enables Discord Rich Presence support",
.type = OptionType::Bool,
.category = "Miscellaneous",
},
{
.title = "Smart EA",
.name = "smartea",
.desc = "Automatically enables -ea when server is offline",
.type = OptionType::Bool,
.category = "Network (Advanced)",
},
{
// EAmusementMaintenance
.title = "EA Maintenance (DEPRECATED - use -forceeamaint instead)",
.name = "eamaint",
.desc = "Enables EA Maintenance, 1 for on, 0 for off.",
.type = OptionType::Enum,
.hidden = true,
.category = "Network (Advanced)",
.elements = {{"0", "Off"}, {"1", "On"}},
},
{
// spice2x_EAmusementMaintenance
.title = "Force EA Maintenance",
.name = "sp2x-eamaint",
.display_name = "forceeamaint",
.aliases= "forceeamaint",
.desc = "Force enables EA maintenance mode",
.type = OptionType::Bool,
.category = "Network (Advanced)",
},
{
.title = "Preferred NetAdapter IP",
.name = "network",
.desc = "This is NOT the EA service URL; use -url for that. "
"Force the use of an adapter with the specified network. Must also provide -subnet",
.type = OptionType::Text,
.category = "Network Adapters",
},
{
.title = "Preferred NetAdapter Subnet",
.name = "subnet",
.desc = "Force the use of an adapter with the specified subnet. Must also provide -network",
.type = OptionType::Text,
.category = "Network Adapters",
},
{
.title = "Disable Network Fixes",
.name = "netfixdisable",
.desc = "Force disables network fixes",
.type = OptionType::Bool,
.category = "Network Adapters",
},
{
.title = "HTTP/1.1",
.name = "http11",
.desc = "Sets EA3 http11 value",
.type = OptionType::Enum,
.category = "Network (Advanced)",
.elements = {{"0", "Off"}, {"1", "On"}},
},
{
.title = "Disable SSL Protocol",
.name = "ssldisable",
.desc = "Prevents the SSL protocol from being registered",
.type = OptionType::Bool,
.category = "Network (Advanced)",
},
{
.title = "URL Slash",
.name = "urlslash",
.desc = "Sets EA3 urlslash value",
.type = OptionType::Enum,
.category = "Network (Advanced)",
.elements = {{"0", "Off"}, {"1", "On"}},
},
{
.title = "SOFTID",
.name = "r",
.desc = "Set custom SOFTID override",
.type = OptionType::Text,
.category = "Network (Advanced)",
.sensitive = true,
},
{
.title = "VR controls (experimental)",
.name = "vr",
.desc = "Enable experimental VR support for feet input. "
"Hint: bind a key to Toggle VR Control overlay window",
.type = OptionType::Bool,
.game_name = "DANCERUSH",
.category = "Game Options",
},
{
.title = "Disable Spice Overlay",
.name = "overlaydisable",
.desc = "Disables the in-game overlay",
.type = OptionType::Bool,
.category = "Overlay",
},
{
// spice2x_FpsAutoShow
.title = "Auto Show FPS/Clock",
.name = "sp2x-autofps",
.display_name = "autofps",
.aliases= "autofps",
.desc = "Automatically show FPS / clock / timer overlay window when the game starts",
.type = OptionType::Bool,
.category = "Overlay",
},
{
// spice2x_SubScreenAutoShow
.title = "Auto Show Subscreen",
.name = "sp2x-autosubscreen",
.display_name = "autosubscreen",
.aliases= "autosubscreen",
.desc = "Automatically show the subscreen overlay when the game starts, if the game has one",
.type = OptionType::Bool,
.category = "Overlay",
},
{
// spice2x_IOPanelAutoShow
.title = "Auto Show IO Panel",
.name = "sp2x-autoiopanel",
.display_name = "autoiopanel",
.aliases= "autoiopanel",
.desc = "Automatically show I/O panel window when the game starts",
.type = OptionType::Bool,
.category = "Overlay",
},
{
// spice2x_KeypadAutoShow
.title = "Auto Show Keypad",
.name = "sp2x-autokeypad",
.display_name = "autokeypad",
.aliases= "autokeypad",
.desc = "Automatically show virtual keypad window when the game starts",
.type = OptionType::Enum,
.category = "Overlay",
.elements = {
{"0", "Off"},
{"1", "P1"},
{"2", "P2"},
{"3", "P1 and P2"},
},
},
{
.title = "Force Load IIDX Module",
.name = "iidx",
.desc = "Manually enable Beatmania IIDX module",
.type = OptionType::Bool,
.game_name = "Beatmania IIDX",
.category = "Game Options (Advanced)",
},
{
.title = "IIDX Camera Order Flip",
.name = "iidxflipcams",
.desc = "Flip the camera order",
.type = OptionType::Bool,
.game_name = "Beatmania IIDX",
.category = "Game Options (Advanced)",
},
{
.title = "IIDX Disable Cameras",
.name = "iidxdisablecams",
.desc = "Disables cameras",
.type = OptionType::Bool,
.game_name = "Beatmania IIDX",
.category = "Game Options",
},
{
// IIDXTDJCamera
.title = "IIDX TDJ Cam Hook (Experimental)",
.name = "iidxtdjcamhook",
.desc = "Experimental camera support for IIDX 27+. "
"Requires TDJ (010) DLL and camera(s) that support 16:9 YUY2 or NV12 encoding",
.type = OptionType::Bool,
.game_name = "Beatmania IIDX",
.category = "Game Options",
},
{
// IIDXTDJCameraRatio
.title = "IIDX TDJ Cam Aspect Ratio",
.name = "iidxtdjcamhookratio",
.desc = "Determine what aspect ratio should be preferred for webcam input. Default: 16:9",
.type = OptionType::Enum,
.game_name = "Beatmania IIDX",
.category = "Game Options (Advanced)",
.elements = {
{"43", "4:3"},
{"169", "16:9"},
},
},
{
// IIDXTDJCameraOverride
.title = "IIDX TDJ Cam Hook Offset Override",
.name = "iidxtdjcamhookoffset",
.desc = "Override DLL offsets for TDJ camera hook (-iidxtdjcamhook); "
"format: 4 hex values separated by commas "
"(offset_hook_a, offset_hook_b, offset_textures, offset_d3d_device)",
.type = OptionType::Text,
.setting_name = "0x5817a0,0x5ea3b0,0x6fffbd8,0xe0",
.game_name = "Beatmania IIDX",
.category = "Game Options (Advanced)",
},
{
.title = "IIDX Sound Output Device",
.name = "iidxsounddevice",
.desc =
"SOUND_OUTPUT_DEVICE environment variable override. Default: auto. "
"Auto will use WASAPI, unless -iidxasio is set or if XONAR SOUND CARD is present, then ASIO is used.\n\n"
"Only IIDX27-30 will accept this option; ignored in other games",
.type = OptionType::Enum,
.game_name = "Beatmania IIDX",
.category = "Game Options",
.elements = {
{"auto", "Automatic"},
{"wasapi", "Windows Audio"},
{"asio", "ASIO"},
},
},
{
.title = "IIDX ASIO Driver",
.name = "iidxasio",
.desc = "ASIO driver name to use, replacing XONAR SOUND CARD(64). "
"String should match registry key under HKLM\\SOFTWARE\\ASIO\\. "
"IIDX is very picky about ASIO devices it can support, YMMV",
.type = OptionType::Text,
.game_name = "Beatmania IIDX",
.category = "Game Options",
},
{
.title = "IIDX BIO2 Firmware",
.name = "iidxbio2fw",
.desc = "Enables BIO2 firmware updates",
.type = OptionType::Bool,
.game_name = "Beatmania IIDX",
.category = "Game Options (Advanced)",
},
{
.title = "IIDX TDJ Mode",
.name = "iidxtdj",
.desc = "Enables TDJ cabinet mode. Ensure you also set -iidxsounddevice to desired option",
.type = OptionType::Bool,
.game_name = "Beatmania IIDX",
.category = "Game Options",
},
{
// spice2x_IIDXDigitalTTSensitivity
.title = "IIDX Digital TT Sensitivity",
.name = "sp2x-iidxdigitalttsens",
.display_name = "iidxdigitalttsens",
.aliases= "iidxdigitalttsens",
.desc = "Adjust sensitivity of turntable when digital input (buttons) is used. Does not affect analog input! Default: 4",
.type = OptionType::Integer,
.setting_name = "(0-255)",
.game_name = "Beatmania IIDX",
.category = "Game Options (Advanced)",
},
{
// spice2x_IIDXLDJForce720p
.title = "IIDX LDJ Force 720p (HD)",
.name = "sp2x-iidxldjforce720p",
.display_name = "iidxldjforce720p",
.aliases= "iidxldjforce720p",
.desc = "Force Definition Type HD (720p) mode instead of FHD (1080p) for IIDX30+. Only for LDJ! TDJ is always FHD in IIDX30+",
.type = OptionType::Bool,
.game_name = "Beatmania IIDX",
.category = "Game Options (Advanced)",
},
{
// spice2x_IIDXTDJSubSize
.title = "IIDX TDJ Subscreen Size",
.name = "sp2x-iidxtdjsubsize",
.display_name = "iidxtdjsubsize",
.aliases= "iidxtdjsubsize",
.desc = "Default size of the subscreen overlay.\n\nNote: in windowed mode, subscreen will always be full size.\n\nDefault: medium",
.type = OptionType::Enum,
.game_name = "Beatmania IIDX",
.category = "Overlay",
.elements = {
{"small", ""},
{"medium", ""},
{"large", ""},
{"fullscreen", ""},
},
},
{
// spice2x_IIDXLEDFontSize
.title = "IIDX LED Ticker Font Size",
.name = "sp2x-iidxledfontsize",
.display_name = "iidxledfontsize",
.aliases= "iidxledfontsize",
.desc = "Configure the font size of the segment display, in pixels. Default: 64 (px)",
.type = OptionType::Integer,
.game_name = "Beatmania IIDX",
.category = "Overlay",
},
{
// spice2x_IIDXLEDColor
.title = "IIDX LED Ticker Color",
.name = "sp2x-iidxledcolor",
.display_name = "iidxledcolor",
.aliases= "iidxledcolor",
.desc = "Configure the font color of the segment display; specify RGB value in hex. "
"Default: 0xff0000 (red)",
.type = OptionType::Hex,
.game_name = "Beatmania IIDX",
.category = "Overlay",
},
{
// spice2x_IIDXLEDPos
.title = "IIDX LED Ticker Position",
.name = "sp2x-iidxledpos",
.display_name = "iidxledpos",
.aliases= "iidxledpos",
.desc = "Initial position of the segment display. Default: bottom",
.type = OptionType::Enum,
.game_name = "Beatmania IIDX",
.category = "Overlay",
.elements = {
{"topleft", ""},
{"top", ""},
{"topright", ""},
{"bottomleft", ""},
{"bottom", ""},
{"bottomright", ""},
},
},
{
.title = "Force Load Sound Voltex Module",
.name = "sdvx",
.desc = "Manually enable Sound Voltex Module",
.type = OptionType::Bool,
.game_name = "Sound Voltex",
.category = "Game Options (Advanced)",
},
{
.title = "SDVX Force 720p",
.name = "sdvx720",
.desc = "Force Sound Voltex 720p display mode, used by older games. "
"For newer games, use window resize function instead",
.type = OptionType::Bool,
.game_name = "Sound Voltex",
.category = "Game Options (Advanced)",
},
{
.title = "SDVX Printer Emulation",
.name = "printer",
.desc = "Enable Sound Voltex printer emulation",
.type = OptionType::Bool,
.game_name = "Sound Voltex",
.category = "Game Options (Advanced)",
},
{
.title = "SDVX Printer Output Path",
.name = "printerpath",
.desc = "Path to folder where images will be stored",
.type = OptionType::Text,
.game_name = "Sound Voltex",
.category = "Game Options (Advanced)",
},
{
.title = "SDVX Printer Output Clear",
.name = "printerclear",
.desc = "Clean up saved images in the output directory on startup",
.type = OptionType::Bool,
.game_name = "Sound Voltex",
.category = "Game Options (Advanced)",
},
{
.title = "SDVX Printer Output Overwrite",
.name = "printeroverwrite",
.desc = "Always overwrite the same file in output directory",
.type = OptionType::Bool,
.game_name = "Sound Voltex",
.category = "Game Options (Advanced)",
},
{
.title = "SDVX Printer Output Format",
.name = "printerformat",
.desc = "Path to folder where images will be stored",
.type = OptionType::Text,
.setting_name = "(png/bmp/tga/jpg)",
.game_name = "Sound Voltex",
.category = "Game Options (Advanced)",
},
{
.title = "SDVX Printer JPG Quality",
.name = "printerjpgquality",
.desc = "Quality setting in percent if JPG format is used",
.type = OptionType::Integer,
.setting_name = "(0-100)",
.game_name = "Sound Voltex",
.category = "Game Options (Advanced)",
},
{
.title = "SDVX Disable Cameras",
.name = "sdvxdisablecams",
.desc = "Disables cameras",
.type = OptionType::Bool,
.game_name = "Sound Voltex",
.category = "Game Options",
},
{
.title = "SDVX Native Touch Handling",
.name = "sdvxnativetouch",
.desc = "Disables touch hooks and lets the game access a touch screen directly. "
"Requires a touch screen to be connected as a secondary monitor. "
"Touch input must be routed to the primary screen via Windows Tablet PC settings. "
"Enable this when you get duplicate touch inputs from an actual touch screen",
.type = OptionType::Bool,
.game_name = "Sound Voltex",
.category = "Game Options",
},
{
// spice2x_SDVXDigitalKnobSensitivity
.title = "SDVX Digital Knob Sensitivity",
.name = "sp2x-sdvxdigitalknobsens",
.display_name = "sdvxdigitalknobsens",
.aliases= "sdvxdigitalknobsens",
.desc = "Adjust sensitivity of knobs when digital input (buttons) is used. Does not affect analog input! Default: 16",
.type = OptionType::Integer,
.setting_name = "(0-255)",
.game_name = "Sound Voltex",
.category = "Game Options (Advanced)",
},
{
// spice2x_SDVXAsioDriver
.title = "SDVX ASIO driver",
.name = "sp2x-sdvxasio",
.display_name = "sdvxasio",
.aliases= "sdvxasio",
.desc = "ASIO driver name to use, replacing XONAR SOUND CARD(64). "
"String should match registry key under HLKM\\SOFTWARE\\ASIO\\ "
"SDVX is EXTREMELY picky about ASIO devices it can support!",
.type = OptionType::Text,
.game_name = "Sound Voltex",
.category = "Game Options",
},
{
// spice2x_SDVXSubPos
.title = "SDVX Subscreen Overlay Position",
.name = "sp2x-sdvxsubpos",
.display_name = "sdvxsubpos",
.aliases= "sdvxsubpos",
.desc = "Location for the subscreen overlay. Default: bottom",
.type = OptionType::Enum,
.game_name = "Sound Voltex",
.category = "Overlay",
.elements = {{"top", ""}, {"center", ""}, {"bottom", ""}},
},
{
// spice2x_SDVXSubRedraw
.title = "SDVX Subscreen Force Redraw",
.name = "sp2x-sdvxsubredraw",
.display_name = "sdvxsubredraw",
.aliases= "sdvxsubredraw",
.desc = "Check if second monitor for subscreen doesn't update every frame; "
"forces subscreen to redraw every frame, only needed for newer EG.",
.type = OptionType::Bool,
.game_name = "Sound Voltex",
.category = "Game Options",
},
{
.title = "Force Load DDR Module",
.name = "ddr",
.desc = "Manually enable Dance Dance Revolution module",
.type = OptionType::Bool,
.game_name = "Dance Dance Revolution",
.category = "Game Options (Advanced)",
},
{
.title = "DDR 4:3 Mode",
.name = "ddrsd/o",
.desc = "Enable DDR 4:3 (SD) mode",
.type = OptionType::Bool,
.game_name = "Dance Dance Revolution",
.category = "Game Options",
},
{
.title = "Force Load Pop'n Music Module",
.name = "pnm",
.desc = "Manually enable Pop'n Music module",
.type = OptionType::Bool,
.game_name = "Pop'n Music",
.category = "Game Options (Advanced)",
},
{
.title = "Pop'n Music Force HD Mode",
.name = "pnmhd",
.desc = "Force enable Pop'n Music HD mode",
.type = OptionType::Bool,
.game_name = "Pop'n Music",
.category = "Game Options",
},
{
.title = "Pop'n Music Force SD Mode",
.name = "pnmsd",
.desc = "Force enable Pop'n Music SD mode",
.type = OptionType::Bool,
.game_name = "Pop'n Music",
.category = "Game Options",
},
{
.title = "Force Load HELLO! Pop'n Music Module",
.name = "hpm",
.desc = "Manually enable HELLO! Pop'n Music module",
.type = OptionType::Bool,
.game_name = "HELLO! Pop'n Music",
.category = "Game Options (Advanced)",
},
{
.title = "Force Load GitaDora Module",
.name = "gd",
.desc = "Manually enable GitaDora module",
.type = OptionType::Bool,
.game_name = "GitaDora",
.category = "Game Options (Advanced)",
},
{
.title = "GitaDora Two Channel Audio",
.name = "2ch",
.desc = "Attempt to reduce audio channels down to just two channels.",
.type = OptionType::Bool,
.game_name = "GitaDora",
.category = "Game Options",
},
{
.title = "GitaDora Cabinet Type",
.name = "gdcabtype",
.desc = "Select cabinet type. DX has more input and lights. Pick SD2 for single player guitar mode on white cab",
.type = OptionType::Enum,
.game_name = "GitaDora",
.category = "Game Options",
.elements = {{"1", "DX"}, {"2", "SD"}, {"3", "SD2 - white cab"}},
},
{
.title = "Force Load Jubeat Module",
.name = "jb",
.desc = "Manually enable Jubeat module",
.type = OptionType::Bool,
.game_name = "Jubeat",
.category = "Game Options (Advanced)",
},
{
.title = "Force Load Reflec Beat Module",
.name = "rb",
.desc = "Manually enable Reflec Beat module",
.type = OptionType::Bool,
.game_name = "Reflec Beat",
.category = "Game Options (Advanced)",
},
{
.title = "Force Load Tenkaichi Shogikai Module",
.name = "shogikai",
.desc = "Manually enable Tenkaichi Shogikai module",
.type = OptionType::Bool,
.game_name = "Tenkaichi Shogikai",
.category = "Game Options (Advanced)",
},
{
.title = "Force Load Beatstream Module",
.name = "bs",
.desc = "Manually enable Beatstream module",
.type = OptionType::Bool,
.game_name = "Beatstream",
.category = "Game Options (Advanced)",
},
{
.title = "Force Load Nostalgia Module",
.name = "nostalgia",
.desc = "Manually enable Nostalgia module",
.type = OptionType::Bool,
.game_name = "Nostalgia",
.category = "Game Options (Advanced)",
},
{
.title = "Force Load Dance Evolution Module",
.name = "dea",
.desc = "Manually enable Dance Evolution module",
.type = OptionType::Bool,
.game_name = "Dance Evolution",
.category = "Game Options (Advanced)",
},
{
.title = "Force Load FutureTomTom Module",
.name = "ftt",
.desc = "Manually enable FutureTomTom module",
.type = OptionType::Bool,
.game_name = "FutureTomTom",
.category = "Game Options (Advanced)",
},
{
.title = "Force Load BBC Module",
.name = "bbc",
.desc = "Manually enable Bishi Bashi Channel module",
.type = OptionType::Bool,
.game_name = "Bishi Bashi Channel",
.category = "Game Options (Advanced)",
},
{
.title = "Force Load Metal Gear Arcade Module",
.name = "mga",
.desc = "Manually enable Metal Gear Arcade module",
.type = OptionType::Bool,
.game_name = "Metal Gear",
.category = "Game Options (Advanced)",
},
{
.title = "Force Load Quiz Magic Academy Module",
.name = "qma",
.desc = "Manually enable Quiz Magic Academy module",
.type = OptionType::Bool,
.game_name = "Quiz Magic Academy",
.category = "Game Options (Advanced)",
},
{
.title = "Force Load Road Fighters 3D Module",
.name = "rf3d",
.desc = "Manually enable Road Fighters 3D module",
.type = OptionType::Bool,
.game_name = "Road Fighters 3D",
.category = "Game Options (Advanced)",
},
{
.title = "Force Load Steel Chronicle Module",
.name = "sc",
.desc = "Manually enable Steel Chronicle module",
.type = OptionType::Bool,
.game_name = "Steel Chronicle",
.category = "Game Options (Advanced)",
},
{
.title = "Force Load Mahjong Fight Club Module",
.name = "mfc",
.desc = "Manually enable Mahjong Fight Club module",
.type = OptionType::Bool,
.game_name = "Mahjong Fight Club",
.category = "Game Options (Advanced)",
},
{
.title = "Force Load Scotto Module",
.name = "scotto",
.desc = "Manually enable Scotto module",
.type = OptionType::Bool,
.game_name = "Scotto",
.category = "Game Options (Advanced)",
},
{
.title = "Force Load Dance Rush Module",
.name = "dr",
.desc = "Manually enable Dance Rush module",
.type = OptionType::Bool,
.game_name = "DANCERUSH",
.category = "Game Options (Advanced)",
},
{
.title = "Force Load Winning Eleven Module",
.name = "we",
.desc = "Manually enable Winning Eleven module",
.type = OptionType::Bool,
.game_name = "Winning Eleven",
.category = "Game Options (Advanced)",
},
{
.title = "Force Load Otoca D'or Module",
.name = "otoca",
.desc = "Manually enable Otoca D'or module",
.type = OptionType::Bool,
.game_name = "Otoca D'or",
.category = "Game Options (Advanced)",
},
{
.title = "Force Load LovePlus Module",
.name = "loveplus",
.desc = "manually enable LovePlus module",
.type = OptionType::Bool,
.game_name = "LovePlus",
.category = "Game Options (Advanced)",
},
{
.title = "Force Load Charge Machine Module",
.name = "pcm",
.desc = "manually enable Charge Machine module",
.type = OptionType::Bool,
.game_name = "Charge Machine",
.category = "Game Options (Advanced)",
},
{
.title = "Force Load Ongaku Paradise Module",
.name = "onpara",
.desc = "manually enable Ongaku Paradise module",
.type = OptionType::Bool,
.game_name = "Ongaku Paradise",
.category = "Game Options (Advanced)",
},
{
.title = "Force Load Busou Shinki Module",
.name = "busou",
.desc = "manually enable Busou Shinki module",
.type = OptionType::Bool,
.game_name = "Busou Shinki: Armored Princess Battle Conductor",
.category = "Game Options (Advanced)",
},
{
// LoadCCJModule
.title = "Force Load Chase Chase Jokers",
.name = "ccj",
.desc = "manually enable Chase Chase Jokers module",
.type = OptionType::Bool,
.game_name = "Chase Chase Jokers",
.category = "Game Options (Advanced)",
},
{
// LoadQKSModule
.title = "Force Load QuizKnock STADIUM",
.name = "qks",
.desc = "manually enable QuizKnock STADIUM module",
.type = OptionType::Bool,
.game_name = "QuizKnock STADIUM",
.category = "Game Options (Advanced)",
},
{
// LoadMusecaModule
.title = "Force Load Museca",
.name = "museca",
.desc = "manually enable Museca module",
.type = OptionType::Bool,
.game_name = "Museca",
.category = "Game Options (Advanced)",
},
{
.title = "Modules Folder Path",
.name = "modules",
.desc = "Sets a custom path to the modules folder",
.type = OptionType::Text,
.category = "Paths",
},
{
.title = "Screenshot Folder Path",
.name = "screenshotpath",
.desc = "Sets a custom path to the screenshots folder",
.type = OptionType::Text,
.category = "Paths",
},
{
.title = "Configuration Path",
.name = "cfgpath",
.desc = "Sets a custom file path for config file. Must be passed via the command line. "
"If left empty, %appdata%\\spicetools.xml will be used",
.type = OptionType::Text,
.setting_name = "(default)",
.category = "Paths",
.disabled = true,
},
{
// ScreenResizeConfigPath
.title = "Screen Resize Config Path",
.name = "resizecfgpath",
.desc = "Sets a custom file path for screen resize config file. "
"If left empty, %appdata%\\spicetools_screen_resize.json will be used",
.type = OptionType::Text,
.category = "Paths",
},
{
.title = "Intel SDE Folder Path",
.name = "sde",
.desc = "Path to Intel SDE kit path for automatic attaching",
.type = OptionType::Text,
.category = "Paths",
},
{
.title = "Path to ea3-config.xml",
.name = "e",
.desc = "Sets a custom path to ea3-config.xml",
.type = OptionType::Text,
.category = "Paths",
},
{
.title = "Path to app-config.xml",
.name = "a",
.desc = "Sets a custom path to app-config.xml",
.type = OptionType::Text,
.category = "Paths",
},
{
.title = "Path to avs-config.xml",
.name = "v",
.desc = "Sets a custom path to avs-config.xml",
.type = OptionType::Text,
.category = "Paths",
},
{
.title = "Path to bootstrap.xml",
.name = "b",
.desc = "Sets a custom path to bootstrap.xml",
.type = OptionType::Text,
.category = "Paths",
},
{
.title = "Path to log.txt",
.name = "y",
.desc = "Sets a custom path to log.txt",
.type = OptionType::Text,
.category = "Paths",
},
{
.title = "API TCP Port",
.name = "api",
.desc = "Port the API should be listening on",
.type = OptionType::Integer,
.category = "SpiceCompanion and API",
},
{
.title = "API Password",
.name = "apipass",
.desc = "Set the custom user password needed to use the API",
.type = OptionType::Text,
.category = "SpiceCompanion and API",
.sensitive = true,
},
{
.title = "API Verbose Logging",
.name = "apilogging",
.desc = "verbose logging of API activity",
.type = OptionType::Bool,
.category = "API (Dev)",
},
{
.title = "API Serial Port",
.name = "apiserial",
.desc = "Serial port the API should be listening on",
.type = OptionType::Text,
.category = "API (Serial)",
},
{
.title = "API Serial Baud",
.name = "apiserialbaud",
.desc = "Baud rate for the serial port",
.type = OptionType::Integer,
.category = "API (Serial)",
},
{
.title = "API Pretty",
.name = "apipretty",
.desc = "Slower, but pretty API output",
.type = OptionType::Bool,
.category = "API (Dev)",
},
{
.title = "API Debug Mode",
.name = "apidebug",
.desc = "Enables API debugging mode",
.type = OptionType::Bool,
.category = "API (Dev)",
},
{
.title = "Enable All IO Modules",
.name = "io",
.desc = "Manually enable ALL IO emulation",
.type = OptionType::Bool,
.category = "I/O Modules",
},
{
.title = "Enable ACIO Module",
.name = "acio",
.desc = "Manually enable ACIO emulation",
.type = OptionType::Bool,
.category = "I/O Modules",
},
{
.title = "Enable ICCA Module",
.name = "icca",
.desc = "Manually enable ICCA emulation",
.type = OptionType::Bool,
.category = "I/O Modules",
},
{
.title = "Enable DEVICE Module",
.name = "device",
.desc = "Manually enable DEVICE emulation",
.type = OptionType::Bool,
.category = "I/O Modules",
},
{
.title = "Enable EXTDEV Module",
.name = "extdev",
.desc = "Manually enable EXTDEV emulation",
.type = OptionType::Bool,
.category = "I/O Modules",
},
{
.title = "Enable SCIUNIT Module",
.name = "sciunit",
.desc = "Manually enable SCIUNIT emulation",
.type = OptionType::Bool,
.category = "I/O Modules",
},
{
.title = "Enable device passthrough",
.name = "devicehookdisable",
.desc = "Disable I/O and serial device hooks",
.type = OptionType::Bool,
.category = "I/O Modules",
},
{
.title = "Disable Raw Input Touch",
.name = "wintouch",
.desc = "For touch screen input, disable usage of Raw Input API and instead use "
"Win8 Pointer API or Win7 Touch API. Only enable this if you have trouble "
"using the default (raw input) touch input, as Raw Input performs better",
.type = OptionType::Bool,
.category = "Touch Parameters",
},
{
.title = "Force Touch Emulation",
.name = "touchemuforce",
.desc = "Force enable hook for GetTouchInputInfo API and inject WM_TOUCH events. "
"This is automatically turned on when needed, so it is not typically required to "
"turn it on manually. Do not enable this unless you have trouble",
.type = OptionType::Bool,
.category = "Touch Parameters",
},
{
.title = "Invert Raw Input Touch",
.name = "touchinvert",
.desc = "Inverts raw touch coordinates; only works for default raw input handler, "
"and not Windows Touch API",
.type = OptionType::Bool,
.category = "Touch Parameters",
},
{
// DisableTouchCardInsert
.title = "Disable Touch Card Insert (DEPRECATED - use -touchcard instead)",
.name = "touchnocard",
.desc = "Disables touch overlay card insert button.",
.type = OptionType::Bool,
.hidden = true,
.category = "Touch Parameters",
},
{
// spice2x_TouchCardInsert
.title = "Show Insert Card button",
.name = "sp2x-touchcard",
.display_name = "touchcard",
.aliases= "touchcard",
.desc = "Show Insert Card touch button on main display",
.type = OptionType::Bool,
.category = "Touch Parameters",
},
{
.title = "ICCA Reader Port",
.name = "reader",
.desc = "Connects to and uses a ICCA on a given COM port",
.type = OptionType::Text,
.category = "Card Readers",
},
{
.title = "ICCA Reader Port (with toggle)",
.name = "togglereader",
.desc = "Connects to and uses a ICCA on a given COM port, and enabled NumLock toggling between P1/P2",
.type = OptionType::Text,
.category = "Card Readers",
},
{
.title = "CardIO HID Reader Support",
.name = "cardio",
.desc = "Enables detection and support of cardio HID readers",
.type = OptionType::Bool,
.category = "Card Readers",
},
{
.title = "CardIO HID Reader Order Flip",
.name = "cardioflip",
.desc = "Flips the order of detection for P1/P2",
.type = OptionType::Bool,
.category = "Card Readers",
},
{
// CardIOHIDReaderOrderToggle
.title = "CardIO HID Reader Order Toggle",
.name = "cardiotoggle",
.desc = "Toggles reader between P1/P2 using the NumLock key state",
.type = OptionType::Bool,
.category = "Card Readers",
},
{
.title = "HID SmartCard",
.name = "scard",
.desc = "Detects and uses HID smart card readers for card input",
.type = OptionType::Bool,
.category = "Card Readers",
},
{
.title = "HID SmartCard Order Flip",
.name = "scardflip",
.desc = "Flips the order of detection for P1/P2",
.type = OptionType::Bool,
.category = "Card Readers",
},
{
.title = "HID SmartCard Order Toggle",
.name = "scardtoggle",
.desc = "Toggles reader between P1/P2 using the NumLock key state",
.type = OptionType::Bool,
.category = "Card Readers",
},
{
.title = "SextetStream Port",
.name = "sextet",
.desc = "Use a SextetStream device on a given COM port",
.type = OptionType::Text,
.category = "Miscellaneous",
},
{
.title = "Enable BemaniTools 5 API",
.name = "bt5api",
.desc = "Enables partial BemaniTools 5 API compatibility layer",
.type = OptionType::Bool,
.category = "BT5 API",
},
{
.title = "Realtime Process Priority (DEPRECATED - use -processpriority instead)",
.name = "realtime",
.desc = "Sets the process priority to realtime, can help with odd lag spikes.",
.type = OptionType::Bool,
.hidden = true,
.category = "Performance",
},
{
// spice2x_ProcessPriority
.title = "Process Priority",
.name = "sp2x-processpriority",
.display_name = "processpriority",
.aliases= "processpriority",
.desc = "Sets the process priority, can help with odd lag spikes. Default: high",
.type = OptionType::Enum,
.category = "Performance",
.elements = {
{"belownormal", ""},
{"normal", ""},
{"abovenormal", ""},
{"high", ""},
{"realtime", ""}
},
},
{
// spice2x_ProcessAffinity
.title = "Process Affinity",
.name = "sp2x-processaffinity",
.display_name = "processaffinity",
.aliases= "processaffinity",
.desc = "Set process affinity by calling SetProcessAffinityMask. "
"Must provide a hexadecimal mask (e.g., 0x1ff00)",
.type = OptionType::Hex,
.category = "Performance",
},
{
// spice2x_ProcessorEfficiencyClass
.title = "Process Efficiency Class",
.name = "sp2x-processefficiency",
.display_name = "processefficiency",
.aliases= "processefficiency",
.desc = "Has no effect if -processaffinity is set. Default: Use all cores",
.type = OptionType::Enum,
.category = "Performance",
.elements = {
{"all", "Use all cores"},
{"pcores", "Performant cores only"},
{"ecores", "Efficient cores only"},
},
},
{
.title = "Heap Size",
.name = "h",
.desc = "Custom heap size in bytes",
.type = OptionType::Integer,
.category = "Development",
},
// TODO: remove this and create an ignore list
{
// DisableGSyncDetection
.title = "(REMOVED) Disable G-Sync Detection",
.name = "keepgsync",
.desc = "Broken feature that was not implemented correctly",
.type = OptionType::Bool,
.hidden = true,
.category = "Graphics (Common)",
},
{
// spice2x_NvapiProfile
.title = "NVIDIA profile optimization",
.name = "sp2x-nvprofile",
.display_name = "nvprofile",
.aliases= "nvprofile",
.desc = "Creates an NVIDIA application profile for spice(64).exe and applies GPU tweaks.\n\n"
"Disables G-SYNC by setting the Monitor Technology to 'Fixed Refresh', and the Power Management Mode to 'Prefer maximum performance'.\n\n"
"G-SYNC may fail to disable properly; try enabling full-screen optimizations (FSO) for spice(64).exe.\n\n"
"May not work as expected for some games; namely G-SYNC and SDVX ",
.type = OptionType::Bool,
.category = "Graphics (Common)",
},
{
// DisableAudioHooks
.title = "Disable All Spice Audio Hooks",
.name = "audiohookdisable",
.desc = "Disables all audio hooks, including device initialization and volume hooks.\n\n"
"Default: off (allow Spice to hook IMMDeviceEnumerator for and optionally let "
"you use a different backend instead of exclusive WASAPI).\n\n"
"Check this if you want games to natively access your audio device",
.type = OptionType::Bool,
.category = "Audio",
},
{
// spice2x_DisableVolumeHook
.title = "Disable Audio Volume Hook",
.name = "sp2x-volumehookdisable",
.display_name = "volumehookdisable",
.aliases= "volumehookdisable",
.desc = "Disables audio volume hook.\n\n"
"Default: off (prevent games from changing audio volume by hooking IAudioEndpointVolume).\n\n"
"Check this if you want games to freely change your volume",
.type = OptionType::Bool,
.category = "Audio",
},
{
.title = "Spice Audio Hook Backend",
.name = "audiobackend",
.desc = "Selects the audio backend to use when spice audio hook is enabled, overriding exclusive WASAPI. "
" Does nothing for games that do not output to exclusive WASAPI",
.type = OptionType::Enum,
.category = "Audio",
.elements = {{"asio", "ASIO"}, {"waveout", "waveOut"},{"pipewire", "Pipewire (Linux)"},{"none", "None"}},
2024-08-28 15:10:34 +00:00
},
{
.title = "Spice Audio Hook ASIO Driver ID",
.name = "asiodriverid",
.desc = "Selects the ASIO driver id to use when Spice Audio Backend is set to ASIO",
.type = OptionType::Integer,
.category = "Audio",
},
{
.title = "WASAPI Dummy Context",
.name = "audiodummy",
.desc = "Uses a dummy `IAudioClient` context to maintain full audio control. "
"This is automatically enabled when required and not normally needed",
.type = OptionType::Bool,
.hidden = true,
.category = "Audio",
},
{
// DelayBy5Seconds
.title = "Delay by 5 Seconds (DEPRECATED - use -sleepduration instead)",
.name = "sleep",
.desc = "Waits five seconds before starting the game",
.type = OptionType::Bool,
.hidden = true, // superseded by sp2x-sleep_duration
.category = "Miscellaneous",
},
{
// spice2x_DelayByNSeconds
.title = "Delay Game Launch",
.name = "sp2x-sleepduration",
.display_name = "sleepduration",
.aliases= "sleepduration",
.desc = "Wait for N seconds before starting the game",
.type = OptionType::Integer,
.category = "Miscellaneous",
},
{
.title = "Load KBT/KLD Stubs",
.name = "stubs",
.desc = "Enables loading kbt/kld stub files",
.type = OptionType::Bool,
.category = "Development",
},
{
.title = "Adjust Display Orientation (DEPRECATED - use -autoorientation instead)",
.name = "adjustorientation",
.desc = "Automatically adjust the orientation of your display in portrait games. "
"WARNING: game may launch at incorrect refresh rate! Use in combination with "
"-graphics-force-refresh flag to fix.",
.type = OptionType::Bool,
.hidden = true, // superseded by sp2x-autoorientation
.category = "Graphics (Common)",
},
{
// spice2x_AutoOrientation
.title = "Auto-rotate Display",
.name = "sp2x-autoorientation",
.display_name = "autoorientation",
.aliases= "autoorientation",
.desc = "Automatically adjust the orientation of your display when launched. "
"WARNING: game may launch at incorrect refresh rate! Use in combination with "
"-graphics-force-refresh and potentially either -9on12 or full-screen optimizations (FSO) to fix.",
.type = OptionType::Enum,
.category = "Graphics (Common)",
// match graphics_orientation
.elements = {{"0", "90 (CW)"}, {"1", "270 (CCW)"}},
},
{
.title = "Log Level",
.name = "loglevel",
.desc = "Set the level of detail that gets written to the log",
.type = OptionType::Enum,
.category = "Performance",
.elements = {{"fatal", ""}, {"warning", ""}, {"info", ""}, {"misc", ""}, {"all", ""}, {"disable", ""}},
},
{
.title = "EA Automap",
.name = "automap",
.desc = "Enable automap in patch configuration",
.type = OptionType::Bool,
.category = "Development",
},
{
.title = "EA Netdump",
.name = "netdump",
.desc = "Enable automap in network dumping configuration",
.type = OptionType::Bool,
.category = "Development",
},
{
.title = "Discord RPC AppID Override",
.name = "discordappid",
.desc = "Set the discord RPC AppID override",
.type = OptionType::Text,
.category = "Development",
},
{
.title = "Blocking Logger",
.name = "logblock",
.desc = "Slower but safer logging used for debugging",
.type = OptionType::Bool,
.category = "Development",
},
{
.title = "Debug CreateFile",
.name = "createfiledebug",
.desc = "Outputs CreateFile debug prints",
.type = OptionType::Bool,
.category = "Development",
},
{
.title = "Verbose Graphics Logging",
.name = "graphicsverbose",
.desc = "Enable the verbose logging of graphics hook code",
.type = OptionType::Bool,
.category = "Development",
},
{
.title = "Verbose AVS Logging",
.name = "avsverbose",
.desc = "Enable the verbose logging of AVS filesystem functions",
.type = OptionType::Bool,
.category = "Development",
},
{
.title = "Disable Colored Output",
.name = "nocolor",
.desc = "Disable terminal colors for log outputs to console",
.type = OptionType::Bool,
.category = "Development",
},
{
.title = "Disable ACP Hook",
.name = "acphookdisable",
.desc = "Force disable advanced code pages hooks for encoding",
.type = OptionType::Bool,
.category = "Development",
},
{
.title = "Disable Signal Handling",
.name = "signaldisable",
.desc = "Force disable signal handling",
.type = OptionType::Bool,
.category = "Development",
},
{
.title = "Disable Debug Hooks",
.name = "dbghookdisable",
.desc = "Disable hooks for debug functions (e.g. OutputDebugString)",
.type = OptionType::Bool,
.category = "Development",
},
{
.title = "Disable AVS VFS Drive Mount Redirection",
.name = "avs-redirect-disable",
.desc = "Disable D:/E:/F: AVS VFS mount redirection",
.type = OptionType::Bool,
.category = "Development",
},
{
.title = "Output PEB",
.name = "pebprint",
.desc = "Prints PEB on startup to console",
.type = OptionType::Bool,
.category = "Development",
},
{
.title = "QKS Arguments Override",
.name = "qksargs",
.desc = "Command line arguments passed to the game.",
.type = OptionType::Text,
.setting_name = "",
.game_name = "QuizKnock STADIUM",
.category = "Game Options (Advanced)",
},
{
.title = "CCJ Arguments Override",
.name = "ccjargs",
.desc = "Command line arguments passed to the game. "
"If left blank, '-nomatchselect' is applied, which disables matchmaking debug menu",
.type = OptionType::Text,
.setting_name = "",
.game_name = "Chase Chase Jokers",
.category = "Game Options (Advanced)",
},
{
.title = "CCJ Mouse Trackball",
.name = "ccjmousetb",
.desc = "Use mouse for trackball input; disables any keyboard / joystick control for the trackball. "\
"Hold RMB and move the cursor to control the trackball",
.type = OptionType::Bool,
.game_name = "Chase Chase Jokers",
.category = "Game Options",
},
{
.title = "CCJ Mouse Trackball Toggle",
.name = "ccjmousetbt",
.desc = "Instead of holding RMB, click RMB to toggle trackball input",
.type = OptionType::Bool,
.game_name = "Chase Chase Jokers",
.category = "Game Options",
},
{
.title = "CCJ Trackball Sensitivity",
.name = "ccjtrackballsens",
.desc = "Adjust sensitivity of trackball. Affects both digital and analog input. Default: 10",
.type = OptionType::Integer,
.setting_name = "(0-255)",
.game_name = "Chase Chase Jokers",
.category = "Game Options",
},
{
// spice2x_LightsOverallBrightness
.title = "Lights Brightness Adjustment",
.name = "sp2x-lights-brightness",
.display_name = "lightsbrightness",
.aliases= "lightsbrightness",
.desc = "Modify HID output values, measured in %. Default is 100. "
"Requires compatible hardware, not just any LED",
.type = OptionType::Integer,
.setting_name = "(0-100)",
.category = "Lights Options",
},
{
// spice2x_WindowBorder
.title = "Window Border Style",
.name = "sp2x-windowborder",
.display_name = "windowborder",
.aliases= "windowborder",
.desc = "For windowed mode: overrides window border style. "
"Does not work for all games; can possibly make the game crash! "
"Can also be changed in Screen Resize window (default F11)",
.type = OptionType::Enum,
.category = "Graphics (Windowed)",
// match cfg::WindowDecorationMode
.elements = {
{"0", "default"},
{"1", "borderless"},
{"2", "resizable window"},
},
},
{
// spice2x_WindowSize
.title = "Window Size",
.name = "sp2x-windowsize",
.display_name = "windowsize",
.aliases= "windowsize",
.desc = "For windowed mode: override for window size, width and height separated by comma. "
"Can also be changed in Screen Resize window (default F11)",
.type = OptionType::Text,
.setting_name = "1280,720",
.category = "Graphics (Windowed)",
},
{
// spice2x_WindowPosition
.title = "Window Position",
.name = "sp2x-windowpos",
.display_name = "windowpos",
.aliases= "windowpos",
.desc = "For windowed mode: override for window position, x and y separated by comma. "
"Can also be changed in Screen Resize window (default F11)",
.type = OptionType::Text,
.setting_name = "120,240",
.category = "Graphics (Windowed)",
},
{
// spice2x_WindowAlwaysOnTop
.title = "Window Always on Top",
.name = "sp2x-windowalwaysontop",
.display_name = "windowalwaysontop",
.aliases= "windowalwaysontop",
.desc = "For windowed mode: make window to be always on top of other windows. "
"Can also be changed in Screen Resize window (default F11)",
.type = OptionType::Bool,
.category = "Graphics (Windowed)",
},
{
// spice2x_IIDXWindowedSubscreenSize
.title = "IIDX Windowed Subscreen Size",
.name = "iidxwsubsize",
.desc = "Size of the subscreen window. Defaults to (1280,720).",
.type = OptionType::Text,
.setting_name = "1280,720",
.game_name = "Beatmania IIDX",
.category = "Graphics (Windowed)",
},
{
// spice2x_IIDXWindowedSubscreenPosition
.title = "IIDX Windowed Subscreen Position",
.name = "iidxwsubpos",
.desc = "Initial position of the subscreen window. Defaults to (0,0).",
.type = OptionType::Text,
.setting_name = "0,0",
.game_name = "Beatmania IIDX",
.category = "Graphics (Windowed)",
},
{
// spice2x_JubeatLegacyTouch
.title = "JB Legacy Touch Targets",
.name = "sp2x-jubeatlegacytouch",
.display_name = "jubeatlegacytouch",
.aliases= "jubeatlegacytouch",
.desc = "For touch screen players - use the legacy & less accurate grid-based layout for touch recognition, "
"instead of the new & more accurate touch targets. Default: off",
.type = OptionType::Bool,
.game_name = "Jubeat",
.category = "Game Options",
},
{
// spice2x_RBTouchScale
.title = "RB Scale Touch Input",
.name = "sp2x-rbscaletouch",
.display_name = "rbscaletouch",
.aliases= "rbscaletouch",
.desc = "Apply scaling to make touch area smaller than the screen. "
"Specify a number out of 1000 (e.g., 800 means 80%). Default: 1000",
.type = OptionType::Integer,
.game_name = "Reflec Beat",
.category = "Game Options",
},
{
// spice2x_AsioForceUnload
.title = "ASIO Force Unload On Stop",
.name = "sp2x-asioforceunload",
.display_name = "asioforceunload",
.aliases= "asioforceunload",
.desc = "For certain buggy ASIO drivers, force unload of ASIO driver when audio stream stops. "
"Used for working around ASIO drivers that lock up after force quitting games",
.type = OptionType::Bool,
.category = "Audio",
},
{
// spice2x_IIDXNoESpec
.title = "IIDX Disable E-spec I/O",
.name = "sp2x-iidxnoespec",
.display_name = "iidxnoespec",
.aliases= "iidxnoespec",
.desc = "Disable I/O emulation for E-spec I/O upgrade (GELDJ-JX kit)",
.type = OptionType::Bool,
.hidden = true,
.game_name = "Beatmania IIDX",
.category = "Game Options (Advanced)",
},
{
// spice2x_IIDXWindowedTDJ
.title = "IIDX TDJ Windowed Mode (DEPRECATED - just use -iidxtdj and -w together)",
.name = "sp2x-iidxtdjw",
.display_name = "iidxtdjw",
.aliases= "iidxtdjw",
.desc = "Enable TDJ, optimized for windowed mode. "
"Press Toggle Subscreen button and use your mouse on the main window.",
.type = OptionType::Bool,
.hidden = true,
.game_name = "Beatmania IIDX",
.category = "Game Options",
},
{
// spice2x_DRSDisableTouch
.title = "DRS Disable Touch Input",
.name = "sp2x-drsdisabletouch",
.display_name = "drsdisabletouch",
.aliases= "drsdisabletouch",
.desc = "Disables multitouch input",
.type = OptionType::Bool,
.game_name = "DANCERUSH",
.category = "Game Options",
},
{
// spice2x_DRSTransposeTouch
.title = "DRS Transpose Touch Input",
.name = "sp2x-drstransposetouch",
.display_name = "drstransposetouch",
.aliases= "drstransposetouch",
.desc = "Swap x and y values of touch input",
.type = OptionType::Bool,
.game_name = "DANCERUSH",
.category = "Game Options",
},
{
// spice2x_IIDXNativeTouch
.title = "IIDX Native Touch Handling",
.name = "sp2x-iidxnativetouch",
.display_name = "iidxnativetouch",
.aliases= "iidxnativetouch",
.desc = "Disables touch hooks and lets the game access a touch screen directly. "
"Requires a touch screen to be connected as a secondary monitor. "
"Touch input must be routed to the primary screen via Windows Tablet PC settings. "
"Enable this when you get duplicate touch inputs from an actual touch screen",
.type = OptionType::Bool,
.game_name = "Beatmania IIDX",
.category = "Game Options",
},
{
// spice2x_IIDXNoSub
.title = "IIDX TDJ Subscreen Disable",
.name = "sp2x-iidxnosub",
.display_name = "iidxnosub",
.aliases= "iidxnosub",
.desc = "Prevents TDJ subscreen from launching a separate window.",
.type = OptionType::Bool,
.game_name = "Beatmania IIDX",
.category = "Game Options",
},
{
// spice2x_IIDXEmulateSubscreenKeypadTouch
.title = "IIDX TDJ Subscreen Keypad Touch Emulation",
.name = "sp2x-iidxsubpoke",
.display_name = "iidxsubpoke",
.aliases = "iidxsubpoke",
.desc = "Emulates touches on TDJ subscreen when keypad input is received. "
"Should be used along with 'Unscramble Touch Screen Keypad in TDJ' patch. "
"00 is mapped to erase button, and Decimal is shows/hides the keypad",
.type = OptionType::Bool,
.game_name = "Beatmania IIDX",
.category = "Game Options",
},
{
// spice2x_AutoCard
.title = "Auto Card Insert",
.name = "sp2x-autocard",
.display_name = "autocard",
.aliases= "autocard",
.desc =
"Periodically present virtual card(s) to the reader, removing the need to press Insert Card button. "
"Only applies to local virtual cards (-card0, -card1, or card0/1.txt), "
"do not use with physical card reader or API.",
.type = OptionType::Enum,
.category = "Network",
.elements = {
{"off", ""},
{"p1", ""},
{"p2", ""},
{"both", ""},
},
},
{
// spice2x_LowLatencySharedAudio
.title = "Low Latency Shared Audio",
.name = "sp2x-lowlatencysharedaudio",
.display_name = "lowlatencysharedaudio",
.aliases= "lowlatencysharedaudio",
.desc = "Force the usage of smallest buffer size supported by the device when shared mode audio is used. "
"Works for games using DirectSound or shared WASAPI; no effect for exclusive WASAPI and ASIO. "
"For best results (under 10ms), use the default Windows inbox audio driver instead of manufacturer supplied driver. "
"Requires Windows 10 and above",
.type = OptionType::Bool,
.category = "Audio",
},
{
// spice2x_TapeLedAlgorithm
.title = "Tape LED Avg Algorithm",
.name = "sp2x-tapeledalgo",
.display_name = "tapeledalgo",
.aliases= "tapeledalgo",
.desc = "For games with light arrays, determine the algorithm that is used to translate them into a single light binding in Lights tab. "
"Only applies to IIDX, SDVX, and DDR for now. Default: mid",
.type = OptionType::Enum,
.category = "Lights Options",
.elements = {
{"off", "Off"},
{"first", "First LED"},
{"mid", "Middle LED"},
{"last", "Last LED"},
{"avg", "Average color"},
},
},
{
// spice2x_NoNVAPI
.title = "NVAPI Block",
.name = "sp2x-nonvapi",
.display_name = "nonvapi",
.aliases= "nonvapi",
.desc = "Completely block the game from accessing NVAPI. Can be used if NVAPI is returning undesirable "
"results to the game (e.g., wrong values from NvDisplayConfig for SDVX). You may need to apply additional "
"hex edits in order to boot the game correctly",
.type = OptionType::Bool,
.category = "Graphics (Common)",
},
{
// spice2x_NoD3D9DeviceHook
.title = "Disable D3D9 Device Hook (DEPRECATED - no longer needed for TDJ recording)",
.name = "sp2x-nod3d9devhook",
.display_name = "nod3d9devhook",
.aliases= "nod3d9devhook",
.desc = "This was previously required for TDJ play recording, but as of 2024-08-04, it is no longer needed. "
"Completely disable all DXD9 device hook, preventing features like Spice overlay, subscreen window, "
"screenshots, screen resize, touch emulation, streaming to Companion, etc.",
.type = OptionType::Bool,
.hidden = true,
.category = "Graphics (Common)",
},
{
// spice2x_SDVXNoSub
.title = "SDVX Subscreen Disable",
.name = "sp2x-sdvxnosub",
.display_name = "sdvxnosub",
.aliases= "sdvxnosub",
.desc = "Prevents VM subscreen from launching a separate window.",
.type = OptionType::Bool,
.game_name = "Sound Voltex",
.category = "Game Options",
},
{
// spice2x_EnableSMXStage
.title = "StepmaniaX Stage Lighting Support",
.name = "sp2x-smx-stage",
.display_name = "smxstage",
.aliases= "smxstage",
.desc = "StepmaniaX stage will show up as a device that can recieve lighting output. "
"For configurator, restart spicecfg.exe after enabling this to have the device show up for binding",
.type = OptionType::Bool,
.category = "Lights Options",
},
};
const std::vector<std::string> &launcher::get_categories(Options::OptionsCategory category) {
switch (category) {
case Options::OptionsCategory::API:
return CATEGORY_ORDER_API;
case Options::OptionsCategory::Basic:
return CATEGORY_ORDER_BASIC;
case Options::OptionsCategory::Advanced:
return CATEGORY_ORDER_ADVANCED;
case Options::OptionsCategory::Dev:
return CATEGORY_ORDER_DEV;
case Options::OptionsCategory::Everything:
default:
return CATEGORY_ORDER_NONE;
}
}
const std::vector<OptionDefinition> &launcher::get_option_definitions() {
return OPTION_DEFINITIONS;
}
std::unique_ptr<std::vector<Option>> launcher::parse_options(int argc, char *argv[]) {
// generate options
auto &definitions = get_option_definitions();
auto options = std::make_unique<std::vector<Option>>();
options->reserve(definitions.size());
for (auto &definition : definitions) {
// create aliases
std::vector<std::string> aliases;
aliases.push_back(definition.name);
if (!definition.aliases.empty()) {
strsplit(definition.aliases, aliases, '/');
}
// create option
auto &option = options->emplace_back(definition, "");
// check if enabled
for (int i = 1; i < argc; i++) {
// ignore leading '-' characters
auto argument = argv[i];
while (argument[0] == '-') {
argument++;
}
// check aliases
for (const auto &alias : aliases) {
if (_stricmp(alias.c_str(), argument) == 0) {
switch (definition.type) {
case OptionType::Bool: {
option.value_add("/ENABLED");
break;
}
case OptionType::Integer: {
if (++i >= argc) {
log_fatal("options", "missing parameter for -{}", alias);
} else {
// validate it is an integer
char *p;
strtol(argv[i], &p, 10);
if (*p) {
log_fatal("options", "parameter for -{} is not a number: {}", alias, argv[i]);
} else {
option.value_add(argv[i]);
}
}
break;
}
case OptionType::Hex: {
if (++i >= argc) {
log_fatal("options", "missing parameter for -{}", alias);
} else {
// validate it is an integer
try {
std::stoull(argv[i], nullptr, 16);
} catch (const std::exception &ex) {
log_fatal("options", "parameter for -{} is not a hex number: {}", alias, argv[i]);
}
}
break;
}
case OptionType::Enum:
case OptionType::Text: {
if (++i >= argc) {
log_fatal("options", "missing parameter for -{}", alias);
} else {
option.value_add(argv[i]);
}
break;
}
default: {
log_warning("options", "unknown option type: {} (-{})", definition.type, alias);
break;
}
}
break;
}
}
}
}
// positional arguments
std::vector<std::string> positional;
for (int i = 1; i < argc; i++) {
// check if enabled
bool found = false;
for (auto &definition : definitions) {
// create aliases
std::vector<std::string> aliases;
aliases.push_back(definition.name);
if (!definition.aliases.empty()) {
strsplit(definition.aliases, aliases, '/');
}
// ignore leading '-' characters
auto argument = argv[i];
while (argument[0] == '-') {
argument++;
}
// check aliases
for (const auto &alias : aliases) {
if (_stricmp(alias.c_str(), argument) == 0) {
found = true;
switch (definition.type) {
case OptionType::Bool:
break;
case OptionType::Integer:
case OptionType::Hex:
case OptionType::Text:
case OptionType::Enum:
i++;
break;
}
break;
}
}
// early quit
if (found) {
break;
}
}
// positional argument
if (!found && *argv[i] != '-') {
positional.emplace_back(argv[i]);
}
}
// game executable
if (!positional.empty()) {
options->at(launcher::Options::GameExecutable).value = positional[0];
}
// return vector
return options;
}
std::vector<Option> launcher::merge_options(
const std::vector<Option> &options,
const std::vector<Option> &overrides)
{
std::vector<Option> merged;
for (const auto &option : options) {
for (const auto &override : overrides) {
if (option.get_definition().name == override.get_definition().name) {
if (override.is_active()) {
if (option.is_active()) {
auto &new_option = merged.emplace_back(option.get_definition(), "");
new_option.disabled = true;
for (auto &value : option.values()) {
new_option.value_add(value);
}
for (auto &value : override.values()) {
new_option.value_add(value);
}
} else {
auto &new_option = merged.emplace_back(override.get_definition(), "");
new_option.disabled = true;
for (auto &value : override.values()) {
new_option.value_add(value);
}
}
} else {
merged.push_back(option);
}
break;
}
}
}
return merged;
}
std::string launcher::detect_bootstrap_release_code() {
std::string bootstrap_path = "prop/bootstrap.xml";
// load XML
tinyxml2::XMLDocument bootstrap;
if (bootstrap.LoadFileA(bootstrap_path.c_str()) != tinyxml2::XML_SUCCESS) {
log_warning("options", "unable to parse {}", bootstrap_path);
return "";
}
// find release_code
auto node_root = bootstrap.LastChild();
if (node_root) {
auto node_release_code = node_root->FirstChildElement("release_code");
if (node_release_code) {
return node_release_code->GetText();
}
}
// failure
log_warning("options", "no release_code found in {}", bootstrap_path);
return "";
}
static launcher::GameVersion detect_gameversion_ident() {
// detect ea3-ident path
std::string ident_path;
if (fileutils::file_exists("prop/ea3-ident.xml")) {
ident_path = "prop/ea3-ident.xml";
}
if (ident_path.empty()) {
log_warning("options", "unable to detect ea3-ident.xml file");
return launcher::GameVersion();
}
// load XML
tinyxml2::XMLDocument ea3_ident;
if (ea3_ident.LoadFileA(ident_path.c_str()) != tinyxml2::XML_SUCCESS) {
log_warning("options", "unable to parse {}", ident_path);
return launcher::GameVersion();
}
// find model string
auto node_root = ea3_ident.LastChild();
if (node_root) {
auto node_soft = node_root->FirstChildElement("soft");
if (node_soft) {
launcher::GameVersion version;
bool error = true;
auto node_model = node_soft->FirstChildElement("model");
if (node_model) {
version.model = node_model->GetText();
error = false;
}
auto node_dest = node_soft->FirstChildElement("dest");
if (node_dest) {
version.dest = node_dest->GetText();
}
auto node_spec = node_soft->FirstChildElement("spec");
if (node_spec) {
version.spec = node_spec->GetText();
}
auto node_rev = node_soft->FirstChildElement("rev");
if (node_rev) {
version.rev = node_rev->GetText();
}
auto node_ext = node_soft->FirstChildElement("ext");
if (node_ext) {
version.ext = node_ext->GetText();
auto bootstrap_ext = launcher::detect_bootstrap_release_code();
if (version.ext.size() != 10 && bootstrap_ext.size() == 10) {
version.ext = bootstrap_ext;
} else if (bootstrap_ext.size() == 10) {
int ext_cur = 0;
int ext_new = 0;
try {
ext_cur = std::stoi(version.ext);
try {
ext_new = std::stoi(bootstrap_ext);
if (ext_new > ext_cur) {
version.ext = bootstrap_ext;
}
} catch (const std::exception &ex) {
log_warning("options", "unable to parse soft/ext: {}", bootstrap_ext);
}
} catch (const std::exception &ex) {
log_warning("options", "unable to parse soft/ext: {}", version.ext);
version.ext = bootstrap_ext;
}
}
}
if (!error) {
log_info("options", "using model {}:{}:{}:{}:{} from {}",
version.model, version.dest, version.spec, version.rev, version.ext,
ident_path);
return version;
}
}
}
// error
log_warning("options", "unable to find /ea3_conf/soft/model in {}", ident_path);
return launcher::GameVersion();
}
launcher::GameVersion launcher::detect_gameversion(const std::string &ea3_user) {
// detect ea3-config path
std::string ea3_path;
if (!ea3_user.empty()) {
ea3_path = ea3_user;
} else if (fileutils::file_exists("prop/ea3-config.xml")) {
ea3_path = "prop/ea3-config.xml";
} else if (fileutils::file_exists("prop/ea3-cfg.xml")) {
ea3_path = "prop/ea3-cfg.xml";
} else if (fileutils::file_exists("prop/eamuse-config.xml")) {
ea3_path = "prop/eamuse-config.xml";
}
if (ea3_path.empty()) {
log_warning("options", "unable to detect EA3 configuration file");
return detect_gameversion_ident();
}
// load XML
tinyxml2::XMLDocument ea3_config;
if (ea3_config.LoadFileA(ea3_path.c_str()) != tinyxml2::XML_SUCCESS) {
log_warning("options", "unable to parse {}", ea3_path);
log_warning("options", "trying again with improper XML header removed...");
// below: dirty hack to deal with bad ea3 xml file with comments in the beginning
// https://stackoverflow.com/questions/19100408/tinyxml-any-way-to-skip-problematic-doctype-tag
// Open the file and read it into a vector
std::ifstream ifs(ea3_path.c_str(), std::ios::in | std::ios::binary | std::ios::ate);
std::ifstream::pos_type fsize = ifs.tellg();
ifs.seekg(0, std::ios::beg);
std::vector<char> bytes(fsize);
ifs.read(&bytes[0], fsize);
// Create string from vector
std::string xml_str(&bytes[0], fsize);
// Skip unsupported statements
size_t pos = 0;
while (true) {
pos = xml_str.find_first_of("<", pos);
if (xml_str[pos + 1] == '?' || // <?xml...
xml_str[pos + 1] == '!') { // <!DOCTYPE... or [<!ENTITY...
// Skip this line
pos = xml_str.find_first_of("\n", pos);
} else
break;
}
xml_str = xml_str.substr(pos);
// replace with fixed one
ea3_config.Clear();
if (ea3_config.Parse(xml_str.c_str()) != tinyxml2::XML_SUCCESS) {
// if we still failed, give up
log_warning("options", "unable to parse fixed xml");
return detect_gameversion_ident();
}
}
// find model string
auto node_root = ea3_config.LastChild();
if (node_root) {
auto node_soft = node_root->FirstChildElement("soft");
if (node_soft) {
GameVersion version;
bool error = true;
auto node_model = node_soft->FirstChildElement("model");
if (node_model) {
version.model = node_model->GetText();
error = false;
}
auto node_dest = node_soft->FirstChildElement("dest");
if (node_dest) {
version.dest = node_dest->GetText();
}
auto node_spec = node_soft->FirstChildElement("spec");
if (node_spec) {
version.spec = node_spec->GetText();
}
auto node_rev = node_soft->FirstChildElement("rev");
if (node_rev) {
version.rev = node_rev->GetText();
}
auto node_ext = node_soft->FirstChildElement("ext");
if (node_ext) {
version.ext = node_ext->GetText();
auto bootstrap_ext = launcher::detect_bootstrap_release_code();
if (version.ext.size() != 10 && bootstrap_ext.size() == 10) {
version.ext = bootstrap_ext;
} else if (bootstrap_ext.size() == 10) {
int ext_cur = 0;
int ext_new = 0;
try {
ext_cur = std::stoi(version.ext);
try {
ext_new = std::stoi(bootstrap_ext);
if (ext_new > ext_cur) {
version.ext = bootstrap_ext;
}
} catch (const std::exception &ex) {
log_warning("options", "unable to parse soft/ext: {}", bootstrap_ext);
}
} catch (const std::exception &ex) {
log_warning("options", "unable to parse soft/ext: {}", version.ext);
version.ext = bootstrap_ext;
}
}
}
if (!error) {
log_info("options", "using model {}:{}:{}:{}:{} from {}",
version.model, version.dest, version.spec, version.rev, version.ext,
ea3_path);
return version;
}
}
}
// error
log_warning("options", "unable to find /ea3/soft/model in {}", ea3_path);
return detect_gameversion_ident();
}