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>
130 lines
2.5 KiB
C
130 lines
2.5 KiB
C
#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 "apm3hook/apm3-dll.h"
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#include "util/dprintf.h"
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static HRESULT apm3_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 apm3_io4_ops = {
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.poll = apm3_io4_poll,
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};
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HRESULT apm3_io4_hook_init(const struct io4_config *cfg)
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{
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HRESULT hr;
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assert(apm3_dll.init != NULL);
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hr = io4_hook_init(cfg, &apm3_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 apm3_dll.init();
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}
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static HRESULT apm3_io4_poll(void *ctx, struct io4_state *state)
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{
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uint8_t opbtn;
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uint32_t gamebtn;
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HRESULT hr;
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assert(apm3_dll.poll != NULL);
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assert(apm3_dll.get_opbtns != NULL);
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assert(apm3_dll.get_gamebtns != NULL);
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memset(state, 0, sizeof(*state));
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hr = apm3_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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gamebtn = 0;
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apm3_dll.get_opbtns(&opbtn);
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apm3_dll.get_gamebtns(&gamebtn);
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if (opbtn & APM3_IO_OPBTN_TEST) {
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state->buttons[0] |= IO4_BUTTON_TEST;
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}
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if (opbtn & APM3_IO_OPBTN_SERVICE) {
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state->buttons[0] |= IO4_BUTTON_SERVICE;
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}
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if (opbtn & APM3_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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if (gamebtn & APM3_IO_GAMEBTN_HOME) {
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state->buttons[1] |= 1 << 12;
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}
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if (gamebtn & APM3_IO_GAMEBTN_START) {
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state->buttons[0] |= 1 << 7;
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}
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if (gamebtn & APM3_IO_GAMEBTN_UP) {
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state->buttons[0] |= 1 << 5;
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}
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if (gamebtn & APM3_IO_GAMEBTN_RIGHT) {
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state->buttons[0] |= 1 << 2;
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}
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if (gamebtn & APM3_IO_GAMEBTN_DOWN) {
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state->buttons[0] |= 1 << 4;
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}
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if (gamebtn & APM3_IO_GAMEBTN_LEFT) {
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state->buttons[0] |= 1 << 3;
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}
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if (gamebtn & APM3_IO_GAMEBTN_B1) {
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state->buttons[0] |= 1 << 1;
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}
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if (gamebtn & APM3_IO_GAMEBTN_B2) {
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state->buttons[0] |= 1 << 0;
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}
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if (gamebtn & APM3_IO_GAMEBTN_B3) {
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state->buttons[0] |= 1 << 15;
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}
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if (gamebtn & APM3_IO_GAMEBTN_B4) {
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state->buttons[0] |= 1 << 14;
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}
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if (gamebtn & APM3_IO_GAMEBTN_B5) {
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state->buttons[0] |= 1 << 13;
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}
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if (gamebtn & APM3_IO_GAMEBTN_B6) {
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state->buttons[0] |= 1 << 12;
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}
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if (gamebtn & APM3_IO_GAMEBTN_B7) {
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state->buttons[0] |= 1 << 11;
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}
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if (gamebtn & APM3_IO_GAMEBTN_B8) {
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state->buttons[0] |= 1 << 10;
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}
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return S_OK;
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}
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