forked from TeamTofuShop/segatools
This adds support for APMv3 I/O, menus and the launcher. * Added a apm3hook dll and I/O based on the usual layout. * Added C:\Mount\Apm to vfs. * Added the relevant .dlls to unityhook. * Added a hook for apmmount.dll that uses `CreateDosDevice` to mount decrypted data to the locations the launcher and games expect files to be. This will conflict with anything that is already at W:\ and X:\, but I do not have better solutions for this. * `launch.bat` is a bit more involved as it simulates the launcher loop. It can be broken by alt+f4ing or closing the launcher with "X". * An extra export was added, so rundll32 can be used to get rid of the dosdevices after the launcher was killed. * Since all the games do everything via `X:\lib\apm.dll`, no game hooks were needed in testing, therefore, `game.bat` files can be used as is. * Path hooks are applied correctly, so you can go correctly between games, launcher, sub system test mode and game test modes. A setup guide (some stuff specific to my server) can be found here: https://gmg.hopto.org:82/gmg/wiki/index.php/All.Net_P-ras_Multi_Menu Tested with the 2 APM sample apps, Blazblue, Puyo, Guilty Gear and some weird unity puzzle game whose name I forgot.   Reviewed-on: TeamTofuShop/segatools#73 Co-authored-by: kyoubate-haruka <46010460+kyoubate-haruka@users.noreply.github.com> Co-committed-by: kyoubate-haruka <46010460+kyoubate-haruka@users.noreply.github.com>
29 lines
468 B
C
29 lines
468 B
C
#pragma once
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#include <stddef.h>
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#include <stdint.h>
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#include <stdbool.h>
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#define APM3_BUTTON_COUNT 8
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struct apm3_io_config {
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uint8_t vk_test;
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uint8_t vk_service;
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uint8_t vk_coin;
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uint8_t vk_start;
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uint8_t vk_home;
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uint8_t vk_up;
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uint8_t vk_right;
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uint8_t vk_down;
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uint8_t vk_left;
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uint8_t vk_buttons[APM3_BUTTON_COUNT];
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};
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void apm3_io_config_load(
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struct apm3_io_config *cfg,
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const wchar_t *filename);
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