forked from Hay1tsme/segatools
mai2: segatools added
This commit is contained in:
parent
01be6ee33c
commit
0ee081ca1b
@ -17,6 +17,12 @@ Loaders and hardware emulators for SEGA games that run on the Nu and ALLS platfo
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* Initial D The Arcade
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* SEGA World Drivers Championship
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* SEGA World Drivers Championship 2019
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* ONGEKI
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* bright MEMORY
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* maimai DX
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* maimai DX FESTiVAL
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* Card Maker
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* Card Maker 1.35
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* Wacca
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* Wacca Lilly R (WIP)
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70
dist/mai2/segatools.ini
vendored
Normal file
70
dist/mai2/segatools.ini
vendored
Normal file
@ -0,0 +1,70 @@
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[vfs]
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; Insert the path to the game AMFS directory here (contains ICF1 and ICF2)
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amfs=
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; Insert the path to the game Option directory here (contains Axxx, Bxxx directories)
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option=
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; Create an empty directory somewhere and insert the path here.
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; This directory may be shared between multiple SEGA games.
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; NOTE: This has nothing to do with Windows %APPDATA%.
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appdata=
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[aime]
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; Enable aime reader emulation.
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enable=1
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[dns]
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; Insert the hostname or IP address of the server you wish to use here.
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; Note that 127.0.0.1, localhost etc are specifically rejected.
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default=
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[netenv]
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; Simulate an ideal LAN environment. This may interfere with head-to-head play.
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; SEGA games are somewhat picky about its LAN environment, so leaving this
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; setting enabled is recommended.
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enable=1
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[keychip]
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; The /24 LAN subnet that the emulated keychip will tell the game to expect.
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; If you disable netenv then you must set this to your LAN's IP subnet, and
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; that subnet must start with 192.168.
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subnet=192.168.100.0
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; -----------------------------------------------------------------------------
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; Input settings
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; -----------------------------------------------------------------------------
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; Keyboard bindings are specified as hexadecimal (prefixed with 0x) or decimal
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; (not prefixed with 0x) virtual-key codes, a list of which can be found here:
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;
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; https://docs.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes
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;
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; This is, admittedly, not the most user-friendly configuration method in the
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; world. An improved solution will be provided later.
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[io4]
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; Test button virtual-key code. Default is the 1 key.
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test=0x31
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; Service button virtual-key code. Default is the 2 key.
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service=0x32
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; Keyboard button to increment coin counter. Default is the 3 key.
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coin=0x33
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; Key bindings for buttons around screen. The default key map, depicted
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; in clockwise order, is as follows:
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;
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; Player 1 Ring buttons: WEDCXZAQ, Select button: 3
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; Player 2 Ring buttons: (Numpad) 89632147, Select button: (Numpad) *
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;
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; Select buttons are considered as button 9.
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;
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; Uncomment and complete the following sequence of settings to configure a
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; custom keybinding.
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[button]
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;1p_btn1=0x53
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;1p_btn2=0x53
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;1p_btn3=0x53
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; ... etc ...
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;2p_btn1=0x53
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;2p_btn2=0x53
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;2p_btn3=0x53
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; ... etc ...
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11
dist/mai2/start.bat
vendored
Normal file
11
dist/mai2/start.bat
vendored
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@ -0,0 +1,11 @@
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@echo off
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pushd %~dp0
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start /min inject -d -k mai2hook.dll amdaemon.exe -f -c config_common.json config_server.json config_client.json
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inject -d -k mai2hook.dll sinmai -screen-fullscreen 0
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taskkill /f /im amdaemon.exe > nul 2>&1
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echo.
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echo Game processes have terminated
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pause
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41
mai2hook/config.c
Normal file
41
mai2hook/config.c
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@ -0,0 +1,41 @@
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#include <assert.h>
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#include <stddef.h>
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#include "board/config.h"
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#include "hooklib/config.h"
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#include "hooklib/dvd.h"
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#include "mai2hook/config.h"
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#include "platform/config.h"
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void mai2_dll_config_load(
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struct mai2_dll_config *cfg,
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const wchar_t *filename)
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{
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assert(cfg != NULL);
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assert(filename != NULL);
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GetPrivateProfileStringW(
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L"mai2io",
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L"path",
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L"",
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cfg->path,
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_countof(cfg->path),
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filename);
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}
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void mai2_hook_config_load(
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struct mai2_hook_config *cfg,
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const wchar_t *filename)
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{
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assert(cfg != NULL);
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assert(filename != NULL);
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platform_config_load(&cfg->platform, filename);
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aime_config_load(&cfg->aime, filename);
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dvd_config_load(&cfg->dvd, filename);
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io4_config_load(&cfg->io4, filename);
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mai2_dll_config_load(&cfg->dll, filename);
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}
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27
mai2hook/config.h
Normal file
27
mai2hook/config.h
Normal file
@ -0,0 +1,27 @@
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#pragma once
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#include <stddef.h>
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#include "board/config.h"
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#include "hooklib/dvd.h"
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#include "mai2hook/mai2-dll.h"
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#include "platform/config.h"
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struct mai2_hook_config {
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struct platform_config platform;
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struct aime_config aime;
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struct dvd_config dvd;
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struct io4_config io4;
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struct mai2_dll_config dll;
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};
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void mai2_dll_config_load(
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struct mai2_dll_config *cfg,
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const wchar_t *filename);
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void mai2_hook_config_load(
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struct mai2_hook_config *cfg,
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const wchar_t *filename);
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116
mai2hook/dllmain.c
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116
mai2hook/dllmain.c
Normal file
@ -0,0 +1,116 @@
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#include <windows.h>
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#include "board/io4.h"
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#include "board/sg-reader.h"
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#include "board/vfd.h"
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#include "hook/process.h"
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#include "hooklib/serial.h"
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#include "hooklib/spike.h"
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#include "mai2hook/config.h"
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#include "mai2hook/io4.h"
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#include "mai2hook/mai2-dll.h"
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#include "mai2hook/unity.h"
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#include "platform/platform.h"
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#include "util/dprintf.h"
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static HMODULE mai2_hook_mod;
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static process_entry_t mai2_startup;
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static struct mai2_hook_config mai2_hook_cfg;
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/* This hook is based on mu3hook, with leaked mai2hook i/o codes. */
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static DWORD CALLBACK mai2_pre_startup(void)
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{
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HRESULT hr;
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dprintf("--- Begin mai2_pre_startup ---\n");
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/* Load config */
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mai2_hook_config_load(&mai2_hook_cfg, L".\\segatools.ini");
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/* Hook Win32 APIs */
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dvd_hook_init(&mai2_hook_cfg.dvd, mai2_hook_mod);
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serial_hook_init();
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/* Initialize emulation hooks */
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hr = platform_hook_init(
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&mai2_hook_cfg.platform,
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"SDEZ",
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"ACA1",
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mai2_hook_mod);
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if (FAILED(hr)) {
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goto fail;
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}
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hr = sg_reader_hook_init(&mai2_hook_cfg.aime, 1, mai2_hook_mod);
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if (FAILED(hr)) {
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goto fail;
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}
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hr = vfd_hook_init(2);
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if (FAILED(hr)) {
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goto fail;
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}
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hr = mai2_dll_init(&mai2_hook_cfg.dll, mai2_hook_mod);
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if (FAILED(hr)) {
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goto fail;
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}
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hr = mai2_io4_hook_init(&mai2_hook_cfg.io4);
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if (FAILED(hr)) {
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goto fail;
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}
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/* Initialize Unity native plugin DLL hooks
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There seems to be an issue with other DLL hooks if `LoadLibraryW` is
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hooked earlier in the `mai2hook` initialization. */
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unity_hook_init();
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/* Initialize debug helpers */
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spike_hook_init(L".\\segatools.ini");
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dprintf("--- End mai2_pre_startup ---\n");
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/* Jump to EXE start address */
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return mai2_startup();
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fail:
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ExitProcess(EXIT_FAILURE);
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}
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BOOL WINAPI DllMain(HMODULE mod, DWORD cause, void *ctx)
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{
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HRESULT hr;
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if (cause != DLL_PROCESS_ATTACH) {
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return TRUE;
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}
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mai2_hook_mod = mod;
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hr = process_hijack_startup(mai2_pre_startup, &mai2_startup);
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if (!SUCCEEDED(hr)) {
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dprintf("Failed to hijack process startup: %x\n", (int) hr);
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}
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return SUCCEEDED(hr);
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}
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153
mai2hook/io4.c
Normal file
153
mai2hook/io4.c
Normal file
@ -0,0 +1,153 @@
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#include <windows.h>
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#include <assert.h>
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#include <stdlib.h>
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#include <string.h>
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#include "board/io4.h"
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#include "mai2hook/mai2-dll.h"
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#include "util/dprintf.h"
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static HRESULT mai2_io4_poll(void *ctx, struct io4_state *state);
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static uint16_t coins;
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static const struct io4_ops mai2_io4_ops = {
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.poll = mai2_io4_poll,
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};
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HRESULT mai2_io4_hook_init(const struct io4_config *cfg)
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{
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HRESULT hr;
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assert(mai2_dll.init != NULL);
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hr = io4_hook_init(cfg, &mai2_io4_ops, NULL);
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if (FAILED(hr)) {
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return hr;
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}
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return mai2_dll.init();
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}
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static HRESULT mai2_io4_poll(void *ctx, struct io4_state *state)
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{
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uint8_t opbtn;
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uint16_t player1;
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uint16_t player2;
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HRESULT hr;
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assert(mai2_dll.poll != NULL);
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assert(mai2_dll.get_opbtns != NULL);
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assert(mai2_dll.get_gamebtns != NULL);
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memset(state, 0, sizeof(*state));
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hr = mai2_dll.poll();
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if (FAILED(hr)) {
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return hr;
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}
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opbtn = 0;
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player1 = 0;
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player2 = 0;
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mai2_dll.get_opbtns(&opbtn);
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mai2_dll.get_gamebtns(&player1, &player2);
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if (opbtn & MAI2_IO_OPBTN_TEST) {
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state->buttons[0] |= IO4_BUTTON_TEST;
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}
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if (opbtn & MAI2_IO_OPBTN_SERVICE) {
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state->buttons[0] |= IO4_BUTTON_SERVICE;
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}
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if (opbtn & MAI2_IO_OPBTN_COIN) {
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coins++;
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}
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state->chutes[0] = coins << 8;
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// Buttons around screen are active-low, select button is active-high
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// Player 1
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if (!(player1 & MAI2_IO_GAMEBTN_1)) {
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state->buttons[0] |= 1 << 2;
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}
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if (!(player1 & MAI2_IO_GAMEBTN_2)) {
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state->buttons[0] |= 1 << 3;
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}
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if (!(player1 & MAI2_IO_GAMEBTN_3)) {
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state->buttons[0] |= 1 << 0;
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}
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if (!(player1 & MAI2_IO_GAMEBTN_4)) {
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state->buttons[0] |= 1 << 15;
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}
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if (!(player1 & MAI2_IO_GAMEBTN_5)) {
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state->buttons[0] |= 1 << 14;
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}
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if (!(player1 & MAI2_IO_GAMEBTN_6)) {
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state->buttons[0] |= 1 << 13;
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}
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if (!(player1 & MAI2_IO_GAMEBTN_7)) {
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state->buttons[0] |= 1 << 12;
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}
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if (!(player1 & MAI2_IO_GAMEBTN_8)) {
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state->buttons[0] |= 1 << 11;
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}
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if (player1 & MAI2_IO_GAMEBTN_SELECT) {
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state->buttons[0] |= 1 << 1;
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}
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// Player 2
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if (!(player2 & MAI2_IO_GAMEBTN_1)) {
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state->buttons[1] |= 1 << 2;
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}
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if (!(player2 & MAI2_IO_GAMEBTN_2)) {
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state->buttons[1] |= 1 << 3;
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}
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if (!(player2 & MAI2_IO_GAMEBTN_3)) {
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state->buttons[1] |= 1 << 0;
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}
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if (!(player2 & MAI2_IO_GAMEBTN_4)) {
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state->buttons[1] |= 1 << 15;
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}
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if (!(player2 & MAI2_IO_GAMEBTN_5)) {
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state->buttons[1] |= 1 << 14;
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}
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if (!(player2 & MAI2_IO_GAMEBTN_6)) {
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state->buttons[1] |= 1 << 13;
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}
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if (!(player2 & MAI2_IO_GAMEBTN_7)) {
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state->buttons[1] |= 1 << 12;
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}
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if (!(player2 & MAI2_IO_GAMEBTN_8)) {
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state->buttons[1] |= 1 << 11;
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}
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if (player2 & MAI2_IO_GAMEBTN_SELECT) {
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state->buttons[1] |= 1 << 4;
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}
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return S_OK;
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}
|
7
mai2hook/io4.h
Normal file
7
mai2hook/io4.h
Normal file
@ -0,0 +1,7 @@
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#pragma once
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#include <windows.h>
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#include "board/io4.h"
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HRESULT mai2_io4_hook_init(const struct io4_config *cfg);
|
109
mai2hook/mai2-dll.c
Normal file
109
mai2hook/mai2-dll.c
Normal file
@ -0,0 +1,109 @@
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#include <windows.h>
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#include <assert.h>
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#include <stdlib.h>
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#include "mai2hook/mai2-dll.h"
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#include "util/dll-bind.h"
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#include "util/dprintf.h"
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const struct dll_bind_sym mai2_dll_syms[] = {
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{
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.sym = "mai2_io_init",
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.off = offsetof(struct mai2_dll, init),
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}, {
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.sym = "mai2_io_poll",
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.off = offsetof(struct mai2_dll, poll),
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}, {
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.sym = "mai2_io_get_opbtns",
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.off = offsetof(struct mai2_dll, get_opbtns),
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}, {
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.sym = "mai2_io_get_gamebtns",
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.off = offsetof(struct mai2_dll, get_gamebtns),
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}
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};
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struct mai2_dll mai2_dll;
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// Copypasta DLL binding and diagnostic message boilerplate.
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// Not much of this lends itself to being easily factored out. Also there
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// will be a lot of API-specific branching code here eventually as new API
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// versions get defined, so even though these functions all look the same
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// now this won't remain the case forever.
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HRESULT mai2_dll_init(const struct mai2_dll_config *cfg, HINSTANCE self)
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{
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uint16_t (*get_api_version)(void);
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const struct dll_bind_sym *sym;
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HINSTANCE owned;
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HINSTANCE src;
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HRESULT hr;
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assert(cfg != NULL);
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assert(self != NULL);
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if (cfg->path[0] != L'\0') {
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owned = LoadLibraryW(cfg->path);
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if (owned == NULL) {
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hr = HRESULT_FROM_WIN32(GetLastError());
|
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dprintf("Maimai DX IO: Failed to load IO DLL: %lx: %S\n",
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hr,
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cfg->path);
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goto end;
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}
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|
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dprintf("Maimai DX IO: Using custom IO DLL: %S\n", cfg->path);
|
||||
src = owned;
|
||||
} else {
|
||||
owned = NULL;
|
||||
src = self;
|
||||
}
|
||||
|
||||
get_api_version = (void *) GetProcAddress(src, "mai2_io_get_api_version");
|
||||
|
||||
if (get_api_version != NULL) {
|
||||
mai2_dll.api_version = get_api_version();
|
||||
} else {
|
||||
mai2_dll.api_version = 0x0100;
|
||||
dprintf("Custom IO DLL does not expose mai2_io_get_api_version, "
|
||||
"assuming API version 1.0.\n"
|
||||
"Please ask the developer to update their DLL.\n");
|
||||
}
|
||||
|
||||
if (mai2_dll.api_version >= 0x0200) {
|
||||
hr = E_NOTIMPL;
|
||||
dprintf("Maimai DX IO: Custom IO DLL implements an unsupported "
|
||||
"API version (%#04x). Please update Segatools.\n",
|
||||
mai2_dll.api_version);
|
||||
|
||||
goto end;
|
||||
}
|
||||
|
||||
sym = mai2_dll_syms;
|
||||
hr = dll_bind(&mai2_dll, src, &sym, _countof(mai2_dll_syms));
|
||||
|
||||
if (FAILED(hr)) {
|
||||
if (src != self) {
|
||||
dprintf("Maimai DX IO: Custom IO DLL does not provide function "
|
||||
"\"%s\". Please contact your IO DLL's developer for "
|
||||
"further assistance.\n",
|
||||
sym->sym);
|
||||
|
||||
goto end;
|
||||
} else {
|
||||
dprintf("Internal error: could not reflect \"%s\"\n", sym->sym);
|
||||
}
|
||||
}
|
||||
|
||||
owned = NULL;
|
||||
|
||||
end:
|
||||
if (owned != NULL) {
|
||||
FreeLibrary(owned);
|
||||
}
|
||||
|
||||
return hr;
|
||||
}
|
21
mai2hook/mai2-dll.h
Normal file
21
mai2hook/mai2-dll.h
Normal file
@ -0,0 +1,21 @@
|
||||
#pragma once
|
||||
|
||||
#include <windows.h>
|
||||
|
||||
#include "mai2io/mai2io.h"
|
||||
|
||||
struct mai2_dll {
|
||||
uint16_t api_version;
|
||||
HRESULT (*init)(void);
|
||||
HRESULT (*poll)(void);
|
||||
void (*get_opbtns)(uint8_t *opbtn);
|
||||
void (*get_gamebtns)(uint16_t *player1, uint16_t *player2);
|
||||
};
|
||||
|
||||
struct mai2_dll_config {
|
||||
wchar_t path[MAX_PATH];
|
||||
};
|
||||
|
||||
extern struct mai2_dll mai2_dll;
|
||||
|
||||
HRESULT mai2_dll_init(const struct mai2_dll_config *cfg, HINSTANCE self);
|
18
mai2hook/mai2hook.def
Normal file
18
mai2hook/mai2hook.def
Normal file
@ -0,0 +1,18 @@
|
||||
LIBRARY mai2hook
|
||||
|
||||
EXPORTS
|
||||
aime_io_get_api_version
|
||||
aime_io_init
|
||||
aime_io_led_set_color
|
||||
aime_io_nfc_get_aime_id
|
||||
aime_io_nfc_get_felica_id
|
||||
aime_io_nfc_poll
|
||||
amDllVideoClose @2
|
||||
amDllVideoGetVBiosVersion @4
|
||||
amDllVideoOpen @1
|
||||
amDllVideoSetResolution @3
|
||||
mai2_io_get_api_version
|
||||
mai2_io_get_gamebtns
|
||||
mai2_io_get_opbtns
|
||||
mai2_io_init
|
||||
mai2_io_poll
|
31
mai2hook/meson.build
Normal file
31
mai2hook/meson.build
Normal file
@ -0,0 +1,31 @@
|
||||
shared_library(
|
||||
'mai2hook',
|
||||
name_prefix : '',
|
||||
include_directories : inc,
|
||||
implicit_include_directories : false,
|
||||
vs_module_defs : 'mai2hook.def',
|
||||
c_pch : '../precompiled.h',
|
||||
dependencies : [
|
||||
capnhook.get_variable('hook_dep'),
|
||||
capnhook.get_variable('hooklib_dep'),
|
||||
],
|
||||
link_with : [
|
||||
aimeio_lib,
|
||||
board_lib,
|
||||
hooklib_lib,
|
||||
mai2io_lib,
|
||||
platform_lib,
|
||||
util_lib,
|
||||
],
|
||||
sources : [
|
||||
'config.c',
|
||||
'config.h',
|
||||
'dllmain.c',
|
||||
'io4.c',
|
||||
'io4.h',
|
||||
'mai2-dll.c',
|
||||
'mai2-dll.h',
|
||||
'unity.h',
|
||||
'unity.c',
|
||||
],
|
||||
)
|
95
mai2hook/unity.c
Normal file
95
mai2hook/unity.c
Normal file
@ -0,0 +1,95 @@
|
||||
#include <stdbool.h>
|
||||
|
||||
#include <windows.h>
|
||||
|
||||
#include "hook/table.h"
|
||||
|
||||
#include "hooklib/dll.h"
|
||||
#include "hooklib/path.h"
|
||||
|
||||
#include "util/dprintf.h"
|
||||
|
||||
static void dll_hook_insert_hooks(HMODULE target);
|
||||
|
||||
static HMODULE WINAPI my_LoadLibraryW(const wchar_t *name);
|
||||
static HMODULE (WINAPI *next_LoadLibraryW)(const wchar_t *name);
|
||||
|
||||
static const struct hook_symbol unity_kernel32_syms[] = {
|
||||
{
|
||||
.name = "LoadLibraryW",
|
||||
.patch = my_LoadLibraryW,
|
||||
.link = (void **) &next_LoadLibraryW,
|
||||
},
|
||||
};
|
||||
|
||||
static const wchar_t *target_modules[] = {
|
||||
L"mono-2.0-bdwgc.dll",
|
||||
L"cri_ware_unity.dll",
|
||||
};
|
||||
static const size_t target_modules_len = _countof(target_modules);
|
||||
|
||||
void unity_hook_init(void)
|
||||
{
|
||||
dll_hook_insert_hooks(NULL);
|
||||
}
|
||||
|
||||
static void dll_hook_insert_hooks(HMODULE target)
|
||||
{
|
||||
hook_table_apply(
|
||||
target,
|
||||
"kernel32.dll",
|
||||
unity_kernel32_syms,
|
||||
_countof(unity_kernel32_syms));
|
||||
}
|
||||
|
||||
static HMODULE WINAPI my_LoadLibraryW(const wchar_t *name)
|
||||
{
|
||||
const wchar_t *name_end;
|
||||
const wchar_t *target_module;
|
||||
bool already_loaded;
|
||||
HMODULE result;
|
||||
size_t name_len;
|
||||
size_t target_module_len;
|
||||
|
||||
if (name == NULL) {
|
||||
SetLastError(ERROR_INVALID_PARAMETER);
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
// Check if the module is already loaded
|
||||
already_loaded = GetModuleHandleW(name) != NULL;
|
||||
|
||||
// Must call the next handler so the DLL reference count is incremented
|
||||
result = next_LoadLibraryW(name);
|
||||
|
||||
if (!already_loaded && result != NULL) {
|
||||
name_len = wcslen(name);
|
||||
|
||||
for (size_t i = 0; i < target_modules_len; i++) {
|
||||
target_module = target_modules[i];
|
||||
target_module_len = wcslen(target_module);
|
||||
|
||||
// Check if the newly loaded library is at least the length of
|
||||
// the name of the target module
|
||||
if (name_len < target_module_len) {
|
||||
continue;
|
||||
}
|
||||
|
||||
name_end = &name[name_len - target_module_len];
|
||||
|
||||
// Check if the name of the newly loaded library is one of the
|
||||
// modules the path hooks should be injected into
|
||||
if (_wcsicmp(name_end, target_module) != 0) {
|
||||
continue;
|
||||
}
|
||||
|
||||
dprintf("Unity: Loaded %S\n", target_module);
|
||||
|
||||
dll_hook_insert_hooks(result);
|
||||
path_hook_insert_hooks(result);
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
3
mai2hook/unity.h
Normal file
3
mai2hook/unity.h
Normal file
@ -0,0 +1,3 @@
|
||||
#pragma once
|
||||
|
||||
void unity_hook_init(void);
|
48
mai2io/config.c
Normal file
48
mai2io/config.c
Normal file
@ -0,0 +1,48 @@
|
||||
#include <windows.h>
|
||||
|
||||
#include <assert.h>
|
||||
#include <stddef.h>
|
||||
#include <stdio.h>
|
||||
|
||||
#include "mai2io/config.h"
|
||||
|
||||
/*
|
||||
Maimai DX Default key binding
|
||||
1P: self-explanatory
|
||||
2P: (Numpad) 8, 9, 6, 3, 2, 1, 4, 7, *
|
||||
*/
|
||||
static const int mai2_io_1p_default[] = {'W', 'E', 'D', 'C', 'X', 'Z', 'A', 'Q', '3'};
|
||||
static const int mai2_io_2p_default[] = {0x68, 0x69, 0x66, 0x63, 0x62, 0x61, 0x64, 0x67, 0x54};
|
||||
|
||||
void mai2_io_config_load(
|
||||
struct mai2_io_config *cfg,
|
||||
const wchar_t *filename)
|
||||
{
|
||||
wchar_t key[16];
|
||||
int i;
|
||||
|
||||
assert(cfg != NULL);
|
||||
assert(filename != NULL);
|
||||
|
||||
cfg->vk_test = GetPrivateProfileIntW(L"io4", L"test", '1', filename);
|
||||
cfg->vk_service = GetPrivateProfileIntW(L"io4", L"service", '2', filename);
|
||||
cfg->vk_coin = GetPrivateProfileIntW(L"io4", L"coin", '3', filename);
|
||||
|
||||
for (i = 0 ; i < 9 ; i++) {
|
||||
swprintf_s(key, _countof(key), L"1p_btn%i", i + 1);
|
||||
cfg->vk_1p_btn[i] = GetPrivateProfileIntW(
|
||||
L"button",
|
||||
key,
|
||||
mai2_io_1p_default[i],
|
||||
filename);
|
||||
}
|
||||
|
||||
for (i = 0 ; i < 9 ; i++) {
|
||||
swprintf_s(key, _countof(key), L"2p_btn%i", i + 1);
|
||||
cfg->vk_2p_btn[i] = GetPrivateProfileIntW(
|
||||
L"button",
|
||||
key,
|
||||
mai2_io_2p_default[i],
|
||||
filename);
|
||||
}
|
||||
}
|
18
mai2io/config.h
Normal file
18
mai2io/config.h
Normal file
@ -0,0 +1,18 @@
|
||||
#pragma once
|
||||
|
||||
#include <stddef.h>
|
||||
#include <stdint.h>
|
||||
|
||||
#include <stdbool.h>
|
||||
|
||||
struct mai2_io_config {
|
||||
uint8_t vk_test;
|
||||
uint8_t vk_service;
|
||||
uint8_t vk_coin;
|
||||
uint8_t vk_1p_btn[9];
|
||||
uint8_t vk_2p_btn[9];
|
||||
};
|
||||
|
||||
void mai2_io_config_load(
|
||||
struct mai2_io_config *cfg,
|
||||
const wchar_t *filename);
|
143
mai2io/mai2io.c
Normal file
143
mai2io/mai2io.c
Normal file
@ -0,0 +1,143 @@
|
||||
#include <windows.h>
|
||||
|
||||
#include <limits.h>
|
||||
#include <stdint.h>
|
||||
|
||||
#include "mai2io/mai2io.h"
|
||||
#include "mai2io/config.h"
|
||||
|
||||
static uint8_t mai2_opbtn;
|
||||
static uint16_t mai2_player1_btn;
|
||||
static uint16_t mai2_player2_btn;
|
||||
static struct mai2_io_config mai2_io_cfg;
|
||||
static bool mai2_io_coin;
|
||||
|
||||
uint16_t mai2_io_get_api_version(void)
|
||||
{
|
||||
return 0x0100;
|
||||
}
|
||||
|
||||
HRESULT mai2_io_init(void)
|
||||
{
|
||||
mai2_io_config_load(&mai2_io_cfg, L".\\segatools.ini");
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
HRESULT mai2_io_poll(void)
|
||||
{
|
||||
mai2_opbtn = 0;
|
||||
mai2_player1_btn = 0;
|
||||
mai2_player2_btn = 0;
|
||||
|
||||
if (GetAsyncKeyState(mai2_io_cfg.vk_test) & 0x8000) {
|
||||
mai2_opbtn |= MAI2_IO_OPBTN_TEST;
|
||||
}
|
||||
|
||||
if (GetAsyncKeyState(mai2_io_cfg.vk_service) & 0x8000) {
|
||||
mai2_opbtn |= MAI2_IO_OPBTN_SERVICE;
|
||||
}
|
||||
|
||||
if (GetAsyncKeyState(mai2_io_cfg.vk_coin) & 0x8000) {
|
||||
if (!mai2_io_coin) {
|
||||
mai2_io_coin = true;
|
||||
mai2_opbtn |= MAI2_IO_OPBTN_COIN;
|
||||
}
|
||||
} else {
|
||||
mai2_io_coin = false;
|
||||
}
|
||||
|
||||
//Player 1
|
||||
if (GetAsyncKeyState(mai2_io_cfg.vk_1p_btn[0])) {
|
||||
mai2_player1_btn |= MAI2_IO_GAMEBTN_1;
|
||||
}
|
||||
|
||||
if (GetAsyncKeyState(mai2_io_cfg.vk_1p_btn[1])) {
|
||||
mai2_player1_btn |= MAI2_IO_GAMEBTN_2;
|
||||
}
|
||||
|
||||
if (GetAsyncKeyState(mai2_io_cfg.vk_1p_btn[2])) {
|
||||
mai2_player1_btn |= MAI2_IO_GAMEBTN_3;
|
||||
}
|
||||
|
||||
if (GetAsyncKeyState(mai2_io_cfg.vk_1p_btn[3])) {
|
||||
mai2_player1_btn |= MAI2_IO_GAMEBTN_4;
|
||||
}
|
||||
|
||||
if (GetAsyncKeyState(mai2_io_cfg.vk_1p_btn[4])) {
|
||||
mai2_player1_btn |= MAI2_IO_GAMEBTN_5;
|
||||
}
|
||||
|
||||
if (GetAsyncKeyState(mai2_io_cfg.vk_1p_btn[5])) {
|
||||
mai2_player1_btn |= MAI2_IO_GAMEBTN_6;
|
||||
}
|
||||
|
||||
if (GetAsyncKeyState(mai2_io_cfg.vk_1p_btn[6])) {
|
||||
mai2_player1_btn |= MAI2_IO_GAMEBTN_7;
|
||||
}
|
||||
|
||||
if (GetAsyncKeyState(mai2_io_cfg.vk_1p_btn[7])) {
|
||||
mai2_player1_btn |= MAI2_IO_GAMEBTN_8;
|
||||
}
|
||||
|
||||
if (GetAsyncKeyState(mai2_io_cfg.vk_1p_btn[8])) {
|
||||
mai2_player1_btn |= MAI2_IO_GAMEBTN_SELECT;
|
||||
}
|
||||
|
||||
//Player 2
|
||||
if (GetAsyncKeyState(mai2_io_cfg.vk_2p_btn[0])) {
|
||||
mai2_player2_btn |= MAI2_IO_GAMEBTN_1;
|
||||
}
|
||||
|
||||
if (GetAsyncKeyState(mai2_io_cfg.vk_2p_btn[1])) {
|
||||
mai2_player2_btn |= MAI2_IO_GAMEBTN_2;
|
||||
}
|
||||
|
||||
if (GetAsyncKeyState(mai2_io_cfg.vk_2p_btn[2])) {
|
||||
mai2_player2_btn |= MAI2_IO_GAMEBTN_3;
|
||||
}
|
||||
|
||||
if (GetAsyncKeyState(mai2_io_cfg.vk_2p_btn[3])) {
|
||||
mai2_player2_btn |= MAI2_IO_GAMEBTN_4;
|
||||
}
|
||||
|
||||
if (GetAsyncKeyState(mai2_io_cfg.vk_2p_btn[4])) {
|
||||
mai2_player2_btn |= MAI2_IO_GAMEBTN_5;
|
||||
}
|
||||
|
||||
if (GetAsyncKeyState(mai2_io_cfg.vk_2p_btn[5])) {
|
||||
mai2_player2_btn |= MAI2_IO_GAMEBTN_6;
|
||||
}
|
||||
|
||||
if (GetAsyncKeyState(mai2_io_cfg.vk_2p_btn[6])) {
|
||||
mai2_player2_btn |= MAI2_IO_GAMEBTN_7;
|
||||
}
|
||||
|
||||
if (GetAsyncKeyState(mai2_io_cfg.vk_2p_btn[7])) {
|
||||
mai2_player2_btn |= MAI2_IO_GAMEBTN_8;
|
||||
}
|
||||
|
||||
if (GetAsyncKeyState(mai2_io_cfg.vk_2p_btn[8])) {
|
||||
mai2_player2_btn |= MAI2_IO_GAMEBTN_SELECT;
|
||||
}
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
void mai2_io_get_opbtns(uint8_t *opbtn)
|
||||
{
|
||||
if (opbtn != NULL) {
|
||||
*opbtn = mai2_opbtn;
|
||||
}
|
||||
}
|
||||
|
||||
void mai2_io_get_gamebtns(uint16_t *player1, uint16_t *player2)
|
||||
{
|
||||
if (player1 != NULL) {
|
||||
*player1 = mai2_player1_btn;
|
||||
}
|
||||
|
||||
if (player2 != NULL ){
|
||||
*player2 = mai2_player2_btn;
|
||||
}
|
||||
}
|
68
mai2io/mai2io.h
Normal file
68
mai2io/mai2io.h
Normal file
@ -0,0 +1,68 @@
|
||||
#pragma once
|
||||
|
||||
#include <windows.h>
|
||||
|
||||
#include <stdint.h>
|
||||
|
||||
enum {
|
||||
MAI2_IO_OPBTN_TEST = 0x01,
|
||||
MAI2_IO_OPBTN_SERVICE = 0x02,
|
||||
MAI2_IO_OPBTN_COIN = 0x04,
|
||||
};
|
||||
|
||||
enum {
|
||||
MAI2_IO_GAMEBTN_1 = 0x01,
|
||||
MAI2_IO_GAMEBTN_2 = 0x02,
|
||||
MAI2_IO_GAMEBTN_3 = 0x04,
|
||||
MAI2_IO_GAMEBTN_4 = 0x08,
|
||||
MAI2_IO_GAMEBTN_5 = 0x10,
|
||||
MAI2_IO_GAMEBTN_6 = 0x20,
|
||||
MAI2_IO_GAMEBTN_7 = 0x40,
|
||||
MAI2_IO_GAMEBTN_8 = 0x80,
|
||||
MAI2_IO_GAMEBTN_SELECT = 0x100,
|
||||
};
|
||||
|
||||
/* Get the version of the Maimai IO API that this DLL supports. This
|
||||
function should return a positive 16-bit integer, where the high byte is
|
||||
the major version and the low byte is the minor version (as defined by the
|
||||
Semantic Versioning standard).
|
||||
|
||||
The latest API version as of this writing is 0x0100. */
|
||||
|
||||
uint16_t mai2_io_get_api_version(void);
|
||||
|
||||
/* Initialize the IO DLL. This is the second function that will be called on
|
||||
your DLL, after mai2_io_get_api_version.
|
||||
|
||||
All subsequent calls to this API may originate from arbitrary threads.
|
||||
|
||||
Minimum API version: 0x0100 */
|
||||
|
||||
HRESULT mai2_io_init(void);
|
||||
|
||||
/* Send any queued outputs (of which there are currently none, though this may
|
||||
change in subsequent API versions) and retrieve any new inputs.
|
||||
|
||||
Minimum API version: 0x0100 */
|
||||
|
||||
HRESULT mai2_io_poll(void);
|
||||
|
||||
/* Get the state of the cabinet's operator buttons as of the last poll. See
|
||||
MAI2_IO_OPBTN enum above: this contains bit mask definitions for button
|
||||
states returned in *opbtn. All buttons are active-high.
|
||||
|
||||
Minimum API version: 0x0100 */
|
||||
|
||||
void mai2_io_get_opbtns(uint8_t *opbtn);
|
||||
|
||||
/* Get the state of the cabinet's gameplay buttons as of the last poll. See
|
||||
MAI2_IO_GAMEBTN enum above for bit mask definitions. Inputs are split into
|
||||
a left hand side set of inputs and a right hand side set of inputs: the bit
|
||||
mappings are the same in both cases.
|
||||
|
||||
All buttons are active-high, even though some buttons' electrical signals
|
||||
on a real cabinet are active-low.
|
||||
|
||||
Minimum API version: 0x0100 */
|
||||
|
||||
void mai2_io_get_gamebtns(uint16_t *player1, uint16_t *player2);
|
13
mai2io/meson.build
Normal file
13
mai2io/meson.build
Normal file
@ -0,0 +1,13 @@
|
||||
mai2io_lib = static_library(
|
||||
'mai2io',
|
||||
name_prefix : '',
|
||||
include_directories : inc,
|
||||
implicit_include_directories : false,
|
||||
c_pch : '../precompiled.h',
|
||||
sources : [
|
||||
'mai2io.c',
|
||||
'mai2io.h',
|
||||
'config.c',
|
||||
'config.h',
|
||||
],
|
||||
)
|
@ -61,6 +61,7 @@ subdir('idzio')
|
||||
subdir('idacio')
|
||||
subdir('swdcio')
|
||||
subdir('mu3io')
|
||||
subdir('mai2io')
|
||||
subdir('cmio')
|
||||
subdir('mercuryio')
|
||||
subdir('cxbio')
|
||||
@ -74,6 +75,7 @@ subdir('swdchook')
|
||||
subdir('minihook')
|
||||
subdir('chusanhook')
|
||||
subdir('mu3hook')
|
||||
subdir('mai2hook')
|
||||
subdir('cmhook')
|
||||
subdir('mercuryhook')
|
||||
subdir('cxbhook')
|
||||
|
Loading…
Reference in New Issue
Block a user