forked from Hay1tsme/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: #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>
24 lines
502 B
C
24 lines
502 B
C
#pragma once
|
|
|
|
#include <windows.h>
|
|
|
|
#include "apm3io/apm3io.h"
|
|
|
|
struct apm3_dll {
|
|
uint16_t api_version;
|
|
HRESULT (*init)(void);
|
|
HRESULT (*poll)(void);
|
|
void (*get_opbtns)(uint8_t *opbtn);
|
|
void (*get_gamebtns)(uint32_t *gamebtn);
|
|
HRESULT (*led_init)(void);
|
|
void (*led_set_leds)(uint8_t board, uint8_t *rgb);
|
|
};
|
|
|
|
struct apm3_dll_config {
|
|
wchar_t path[MAX_PATH];
|
|
};
|
|
|
|
extern struct apm3_dll apm3_dll;
|
|
|
|
HRESULT apm3_dll_init(const struct apm3_dll_config *cfg, HINSTANCE self);
|