Initial re-upload of spice2x-24-08-24

This commit is contained in:
2024-08-28 11:10:34 -04:00
commit caa9e02285
1181 changed files with 380065 additions and 0 deletions

66
games/sc/io.cpp Normal file
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#include "io.h"
std::vector<Button> &games::sc::get_buttons() {
static std::vector<Button> buttons;
if (buttons.empty()) {
buttons = GameAPI::Buttons::getButtons("Steel Chronicle");
GameAPI::Buttons::sortButtons(
&buttons,
"Service",
"Test",
"Coin Mech",
"L1 Button",
"L2 Button",
"L Stick Button",
"R1 Button",
"R2 Button",
"R Stick Button",
"Jog Switch Left",
"Jog Switch Right"
);
}
return buttons;
}
std::vector<Analog> &games::sc::get_analogs() {
static std::vector<Analog> analogs;
if (analogs.empty()) {
analogs = GameAPI::Analogs::getAnalogs("Steel Chronicle");
GameAPI::Analogs::sortAnalogs(
&analogs,
"Left Stick X",
"Left Stick Y",
"Right Stick X",
"Right Stick Y"
);
}
return analogs;
}
std::vector<Light> &games::sc::get_lights() {
static std::vector<Light> lights;
if (lights.empty()) {
lights = GameAPI::Lights::getLights("Steel Chronicle");
GameAPI::Lights::sortLights(
&lights,
"Center Red",
"Center Green",
"Center Blue",
"Side Red",
"Side Green",
"Side Blue",
"Controller Red",
"Controller Blue"
);
}
return lights;
}

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games/sc/io.h Normal file
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#pragma once
#include <vector>
#include "cfg/api.h"
namespace games::sc {
// all buttons in correct order
namespace Buttons {
enum {
Service,
Test,
CoinMech,
L1,
L2,
LButton,
R1,
R2,
RButton,
JogLeft,
JogRight,
};
}
// all analogs in correct order
namespace Analogs {
enum {
LEFT_X,
LEFT_Y,
RIGHT_X,
RIGHT_Y,
};
}
// all lights in correct order
namespace Lights {
enum {
CenterRed,
CenterGreen,
CenterBlue,
SideRed,
SideGreen,
SideBlue,
ControllerRed,
ControllerBlue,
};
}
// getters
std::vector<Button> &get_buttons();
std::vector<Analog> &get_analogs();
std::vector<Light> &get_lights();
}

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games/sc/sc.cpp Normal file
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#include "sc.h"
#include "avs/game.h"
#include "hooks/devicehook.h"
#include "hooks/graphics/graphics.h"
#include "hooks/lang.h"
#include "hooks/libraryhook.h"
#include "games/shared/lcdhandle.h"
#include "games/shared/twtouch.h"
#include "util/detour.h"
#include "util/libutils.h"
#include "util/logging.h"
#include "util/utils.h"
#include "launcher/shutdown.h"
/**
* Overridden touchscreen for attaching the touch hooks to the window.
*/
class SCTouchDevice : public games::shared::TwTouchDevice {
public:
SCTouchDevice() {
// match factory calibration setting
this->offset_x = -1500;
this->offset_y = 3100;
this->scale_x = (65535.f + 2500) / 1920.f;
this->scale_y = (65535.f - 5800) / 1080.f;
this->flip_x = true;
this->flip_y = true;
}
bool open(LPCWSTR lpFileName) override {
// check if device was opened
auto result = TwTouchDevice::open(lpFileName);
if (result) {
// attach touch module
HWND hWnd = GetForegroundWindow();
if (!string_begins_with(GetActiveWindowTitle(), "Graphics")) {
hWnd = FindWindowBeginsWith("Graphics");
}
// check window
if (hWnd != nullptr) {
// check if windowed
if (GRAPHICS_WINDOWED) {
// remove style borders
LONG lStyle = GetWindowLong(hWnd, GWL_STYLE);
lStyle &= ~(WS_CAPTION | WS_THICKFRAME | WS_MINIMIZE | WS_MAXIMIZE | WS_SYSMENU);
SetWindowLongPtr(hWnd, GWL_STYLE, lStyle);
// remove ex style borders
LONG lExStyle = GetWindowLong(hWnd, GWL_EXSTYLE);
lExStyle &= ~(WS_EX_DLGMODALFRAME | WS_EX_CLIENTEDGE | WS_EX_STATICEDGE);
SetWindowLongPtr(hWnd, GWL_EXSTYLE, lExStyle);
// update/move window (Steel Chronicle runs at 1920x1080)
SetWindowPos(hWnd, nullptr, 0, 0, 1920, 1080,
SWP_FRAMECHANGED | SWP_NOZORDER | SWP_NOOWNERZORDER);
} else {
// show game window because it lost focus
ShowWindow(hWnd, SW_SHOW);
}
}
// use DirectX window for touch events, otherwise game window loses focus and runs at 10 FPS
touch_attach_dx_hook();
// cursor
if (!is_touch_available()) {
ShowCursor(true);
}
}
// return result
return result;
}
};
static int __cdecl setvolume_stub(const char *set_volume_file) {
return 0;
}
static decltype(GetFileAttributesA)* GetFileAttributesA_orig;
static DWORD __stdcall GetFileAttributesA_hook(LPCSTR lpFileName) {
if (strcmp(lpFileName, "C:\\WERUNTIME.INI") == 0) {
return INVALID_FILE_ATTRIBUTES;
}
return GetFileAttributesA_orig(lpFileName);
}
games::sc::SCGame::SCGame() : Game("Steel Chronicle") {
}
void games::sc::SCGame::attach() {
Game::attach();
/*
* Since there are still some problems when the locale is non-japanese,
* we want to warn the user about it.
*/
if (!hooks::lang::is_native_shiftjis()) {
switch (MessageBoxA(
NULL,
"System locale for non-unicode programs not set to Japanese.\n"
"This is unsupported and the game will crash at some point.\n"
"Google: \"windows japanese non-unicode\"",
"Warning",
MB_ICONWARNING | MB_OKCANCEL | MB_DEFBUTTON1))
{
case IDCANCEL:
launcher::kill();
break;
case IDOK:
default:
break;
}
}
// add devices
devicehook_init();
devicehook_add(new games::shared::LCDHandle());
devicehook_add(new SCTouchDevice());
// game code resides in another DLL
auto gamekgg = libutils::load_library("gamekgg.dll");
devicehook_init(gamekgg);
libraryhook_enable(gamekgg);
// set volume hook - default function causes access violation on some setups
auto setvolume_module = libutils::load_library("setvolume.dll");
detour::inline_hook((void *) setvolume_stub, libutils::get_proc(setvolume_module, "?setvolume@@YAHPAD@Z"));
// game changes power configurations if C:\WERUNTIME.INI exists
GetFileAttributesA_orig = detour::iat_try("GetFileAttributesA", GetFileAttributesA_hook, avs::game::DLL_INSTANCE);
}
void games::sc::SCGame::detach() {
Game::detach();
devicehook_dispose();
}

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games/sc/sc.h Normal file
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#pragma once
#include "games/game.h"
namespace games::sc {
class SCGame : public games::Game {
public:
SCGame();
virtual void attach() override;
virtual void detach() override;
};
}