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fde943c97f
- Ephasize that the games are 32-bit - Add note about pumpnet curl deps - Add note about indirect deps not being covered in docs
288 lines
13 KiB
Markdown
288 lines
13 KiB
Markdown
# mk3hook: 1st to Prex 3/Premiere 3 Linux ports
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This readme covers any matters that are relevant for this hook, only. Anything that applies to **all** hooks is covered
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in a [main hook readme file](../hook.md) including general data setup and a quick start guide.
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First and foremost, the MK3 Linux ports are runnable without this hook as well. The ports were created from the original
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fully disassembled DOS binaries and reassembled for 32-bit Linux. To make the games run on modern non-MK3 hardware,
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additional features were added to the disassembly:
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* Software lockchip emulation
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* ISA PIUIO to USB PIUIO (over libusb)
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* MP3 audio decoding and playback using fmodex
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* Software sound effect playback
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* Software EEPROM data reading/writing
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However, since modifying the (decompiled) source code is a very complex task, various additional features and fixes
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are applied using a hook library. This lacks certain flexibility but is so far sufficient to fix various bugs and add
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some more quality of life features.
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## Additional notable features
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* Audio subsystem using fmodex: Bugfixes and audio device selection
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* Relocate game data to `game` sub-folder to have identical data layout to newer generation games
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* Additional development/debugging features, e.g. file, io, open logging and tracing
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* Hardcoded OpenGL bugfix
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* Utilize pumptools configuration infrastructure to unify configuration of all games
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## Versions supported
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Basically, "all" versions are supported considering there was only one Linux binary per game released so far.
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## Quick start: how to run (official release), additional steps
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Start with the quick start guide from the [main hook readme](../hook.md#quick-start-how-to-run-official-release) and
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add the additional steps at the very end:
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1. **1st and 2nd only**: Open the `hook.conf` file and set the following property: `game.1st_2nd_fs=1`. For details, see
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[this section](#1st-or-2nd-errors-about-failed-resource-loading)
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1. **1st only**: Go straight to the operator menu by pressing `G` on your keyboard. Go to `GAME OPTION`, select and
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confirm `DEFAULT SETTING` and `SAVE AND EXIT`. Next, go to `COIN OPTION`, `DEFAULT SETTING` and `SAVE AND EXIT`. See
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[this section](#1st-crashes-right-after-the-andamiro-logo-or-the-intro-sequence-when-i-should-see-the-title-screen-with-a-floating-point-exception)
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for details.
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## Dependencies
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Make sure to read the different methods of dependency resolution available in the [main hook readme file](../hook.md),
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first.
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Note: Game is 32-bit, so you need to install the 32-bit versions of the dependencies!
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The following **direct** dependencies (cmd: `readelf -d piu`) are required by all Linux ports:
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* libGL.so.1
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* libX11.so.6
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* libXxf86vm.so.1
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* libXrandr.so.2
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* libpthread.so.0
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* libXi.so.6
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* libXcursor.so.1
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* libXinerama.so.1
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* libm.so.6
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* libncurses.so.5
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* libtinfo.so.5
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* libfmodex.so
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* libconfig.so.9
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* libusb-0.1.so.4
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* libc.so.6
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As for method 1, when using Ubuntu, the dependencies can be found in the following packages:
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* libc-bin (or gcc-multilib on a 64-bit platform)
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* libusb-0.1-4
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* libconfig++9v5
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* tinfo5
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* ncurses5
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* libxcursor1
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* libxinerama1
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* libxi6
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* libxrandr2
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* libxxf86vm1
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* libx11-6
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* libasound2
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Further indirect dependencies are needed but should be taken care of automatically when using a package manager to
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install the direct dependencies.
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## Data setup
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In additional to the [general information applying to **all** hooks](../hook.md#data-setup), the following information
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goes for a clean set of data from a pristine/non-bootleg CD.
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If you have the official release, this might not be relevant to you as it just explains some important technical details
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about the data.
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In general, get a clean set of data from a pristine/non-bootleg CD.
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However, 1st, 2nd and 3rd and Extra (IIRC) are the exception here. These games have their textures packed in an odd
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format (IIRC something about an odd color format and/or textures being flipped) that cannot be used with the Linux port
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versions. These versions require file modification and repacking to make everything look correct with the linux
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binaries.
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Furthermore, because the old games ran on case-insensitive file systems, everything goes with file naming depending on
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the version of the game, e.g. full upper/lower-case files, folders and even mixed ones, e.g. Stage.cfg (*sigh*).
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In order to make this less painful for the the hook library, some file names were modified to create some sort of
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consistency.
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You are not required to have the pulled data in the same location and layout as given by the original layout on the
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disc as this can be configured with the hook library. Everything can be located locally in a single folder. The settings
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for this can be found and tweaked in the `hook.conf` file which is created after you started the game once
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([see below](#mk3hook-features)).
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#### The game data subfolder
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This differs slightly from newer generation games, i.e. MK6-based and newer. The hook library takes care of this by
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implementing a consistent directory structure on all versions of the game. Therefore, all game data from the CD of MK3
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games goes into a `game` folder as well. Example of `games` contents for Prex 3:
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* `AUDIO`
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* `BGA`
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* `STEP`
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* `TITLE`
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* `PIU.BIN`
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* `STAGE.CFG`
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Furthermore, the game needs to have the sound effects available as files. These were stored on a ROM chip on the MK3
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hardware. Luckily, newer PC-based games have these as normal files with the correct naming in the `game/WAVE` subfolder.
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These also go into `game/EFFECTS`.
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Some other and older versions come with different files and folders but the process is identical. The first three games,
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1st, 2nd and 3rd, had their audio files stored on disc as PCM audio data next to the other game assets. These audio
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files need to be ripped and provided as MP3 encoded audio files in the sub-folder `game/track`.
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## Linux port features
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This section covers the features that were added to the Linux ports and therefore not available on the original DOS
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versions.
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### Configuration file
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A configuration file with different options can be provided to the game's bare executable. The configuration is provided
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as a command line argument when running the game, e.g.
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```
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./piu ./save/config.cfg
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```
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Example contents:
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```
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fullscreen = 1;
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allow_exit = 1;
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save_file = "./save/EEPROM.BIN";
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effect_path = "./EFFECTS/";
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track_path = "./track/";
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sync_offset = 115;
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sync_multiplier = 4.16666666666666696272613990004;
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music_volume = 1.0;
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sfx_volume = 1.0;
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```
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Most entries are self-explanatory. However, there are two parameters that can be tweaked to control synchronisation of
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the stepchart to the music.
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The `sync_offset` parameter (in ms) is used to offset the stepchart to the music. However, as you might be used to such
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a parameter from other music games, this offset is **NOT** entirely identical to adjusting the music to your sound
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system's latency. You can use this value to shift the synchronisation point forward and backward but keep in mind that
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it will not match any other offset values you determined in other games.
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The `sync_multiplier` is also a variable that was depending on the sound hardware of the target platform. It was
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already determined and there should be **NO** reason to change it unless you know what it does and how it is used in
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synchronizing the stepchart to the song in the engine.
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All these configuration values are exposed via the `hook.conf` file and hooked to the pumptools configuration
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infrastructure. Usually, there is no need to deal with this directly, so this is section is mainly for documenting its
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presence.
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### Built-in keyboard controls
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Ignore this section if you are using the `mk3hook` because it will disable this feature entirely. See
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[this section](#configure-io).
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The following keyboard controls are available with the Linux ports.
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PIUIO hooked controls:
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```
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Test: Key G
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Service: Key H
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Clear: Key J
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Coin 1: Key K
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Coin 2: Key L
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Pads (Player 2 on numpad):
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Q E 7 9
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S 5
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Z C 1 3
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```
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Keyboard controls supported by the game engine (won't work on very early versions of the game, e.g. 1st, 2nd, 3rd):
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```
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Test: F1
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Service: F2
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Clear: F3
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```
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### USB PIUIO
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Ignore this section if you are using the `mk3hook` because it will disable this feature entirely. See
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[this section](#configure-io).
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When a USB PIUIO is plugged it, the game will automatically detect and use it.
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### Exit the game
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Use `Test` + `Service` on the USB PIUIO (controls) to exit the game. This can also be blocked in the configuration.
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## mk3hook features
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Check the `hook.conf` file which is located in the same folder as the `piu` executable once you have started the game.
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The available settings are explained in the `hook.conf` file.
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### Configure IO
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See [this section of the main hook readme](../hook.md#configure-io).
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### Select another audio device
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If the default sound card is not working, e.g. see [here](#no-sound-and-fmod-errors-in-log), you might want to
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select another audio device/card instead.
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In order to find out which cards are available and which configuration value to set, you have to run the game once.
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Check the log and you will see a list of available devices printed somewhere at the beginning of the log, for example:
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```
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Output type: 11
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Num available drivers 43
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Driver 0: default
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Driver 1: null
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Driver 2: jack
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Driver 3: sysdefault:CARD=PCH
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Driver 4: front:CARD=PCH,DEV=0
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...
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```
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By default and if you have not configured any sound device, yet, this will pick the first, usually, `default` device.
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Pick another one by copying the name, e.g. `sysdefault:CARD=PCH`, and setting it in the `hook.conf` file:
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```
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patch.sound.device=sysdefault:CARD=PCH
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```
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When you restart the game, check the log if the device got picked up properly. This is indicated by a log message
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right after the device list is printed.
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### Debugging fmodex issues
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You can also debug issues with fmodex, e.g. why
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[the selected sound device does not work](#no-sound-and-fmod-errors-in-log).
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You need to replace the normal `fmodex.so` library in the game local `lib` folder with a `fmodexL.so` version. Just
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rename the "L"-version to `fmodex.so` and have it in the game local `lib` folder. Furthermore, you have to enable
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debug output by setting the following configuration value in the `hook.conf` file:
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```
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patch.sound.debug_output=0
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```
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After that's done, you should see additional log output by fmodex on the console.
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## Troubleshooting and FAQ
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Make sure to also check the
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[troubleshooting and FAQ section of the main hook readme](../hook.md#troubleshooting-and-faq). This covers various
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things that apply to **all** hooks. The following sub-sections apply mainly to this hook.
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### No sound and FMOD errors in log
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If you see one or multiple of the following error messages in the log output
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```
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FMOD error! (60) Error initializing output device.
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FMOD error! (79) This command failed because System::init or System::setDriver was not called.
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FMOD error! (37) An invalid parameter was passed to this function.
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```
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it is very likely that fmod cannot use the default/currently selected audio device for playback. This can have various
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reasons from non suitable configuration to device being used by another process and therefore blocked if not supporting
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software mixing.
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Choose another device for playback instead, see [this section](#select-another-audio-device), or you can enable
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fmodex debug output to further debug this issue, see [this section](#debugging-fmodex-issues).
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### 1st/2nd is missing the "Insert Coin" text on the title screen and several other graphics, e.g. life bar during gameplay
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This is a known bug and we do not have a fix for this so far. However, this is not always triggered and if you keep
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restarting the game (with a few seconds of waiting between restarts), you will start the game without this bug being
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active eventually.
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### 1st or 2nd errors about failed resource loading
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For example:
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```
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FAIL: res_load( piu.dat )
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```
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This error indicates that one or multiple game files are not placed in the right location(s), your configured `game`
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sub-directory path is not correct or you forgot to switch on the "1st/2nd filesystem" feature switch in the hook
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configuration. For the latter, set the following in your `hook.conf` file:
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```
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game.1st_2nd_fs=1
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```
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### 1st crashes right after the Andamiro logo or the intro sequence when I should see the title screen with a floating point exception
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1st does not detect if no EEPROM data is available and does not write defaults on first start or when you deleted the
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`save/EEPROM.BIN` file. Therefore, all settings values for the game are considered "0". This is fine with all settings
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except the coin settings. This causes the floating point exception though I assume it was actually caused by a division
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by zero.
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To fix this, go right to the operator menu when you booted up the game and are still on the Andamiro logo screen. Go
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to `GAME OPTION`, select and confirm `DEFAULT SETTING` and `SAVE AND EXIT`. Next, go to `COIN OPTION`, `DEFAULT SETTING`
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and `SAVE AND EXIT`. This writes a fresh `EEPROM.bin` file with all default settings and you are good to go. |