mirror of
https://github.com/pumpitupdev/pumptools.git
synced 2024-12-21 02:35:57 +01:00
283 lines
13 KiB
Markdown
283 lines
13 KiB
Markdown
# mk3hook: 1st to Prex 3/Premiere 3 Linux ports
|
|
This readme covers any matters that are relevant for this hook, only. Anything that applies to **all** hooks is covered
|
|
in a [main hook readme file](../hook.md) including general data setup and a quick start guide.
|
|
|
|
First and foremost, the MK3 Linux ports are runnable without this hook as well. The ports were created from the original
|
|
fully disassembled DOS binaries and reassembled for 32-bit Linux. To make the games run on modern non-MK3 hardware,
|
|
additional features were added to the disassembly:
|
|
* Software lockchip emulation
|
|
* ISA PIUIO to USB PIUIO (over libusb)
|
|
* MP3 audio decoding and playback using fmodex
|
|
* Software sound effect playback
|
|
* Software EEPROM data reading/writing
|
|
|
|
However, since modifying the (decompiled) source code is a very complex task, various additional features and fixes
|
|
are applied using a hook library. This lacks certain flexibility but is so far sufficient to fix various bugs and add
|
|
some more quality of life features.
|
|
|
|
## Additional notable features
|
|
* Audio subsystem using fmodex: Bugfixes and audio device selection
|
|
* Relocate game data to `game` sub-folder to have identical data layout to newer generation games
|
|
* Additional development/debugging features, e.g. file, io, open logging and tracing
|
|
* Hardcoded OpenGL bugfix
|
|
* Utilize pumptools configuration infrastructure to unify configuration of all games
|
|
|
|
## Versions supported
|
|
Basically, "all" versions are supported considering there was only one Linux binary per game released so far.
|
|
|
|
## Quick start: how to run (official release), additional steps
|
|
Start with the quick start guide from the [main hook readme](../hook.md#quick-start-how-to-run-official-release) and
|
|
add the additional steps at the very end:
|
|
1. **1st and 2nd only**: Open the `hook.conf` file and set the following property: `game.1st_2nd_fs=1`. For details, see
|
|
[this section](#1st-or-2nd-errors-about-failed-resource-loading)
|
|
1. **1st only**: Go straight to the operator menu by pressing `G` on your keyboard. Go to `GAME OPTION`, select and
|
|
confirm `DEFAULT SETTING` and `SAVE AND EXIT`. Next, go to `COIN OPTION`, `DEFAULT SETTING` and `SAVE AND EXIT`. See
|
|
[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)
|
|
for details.
|
|
|
|
## Dependencies
|
|
Make sure to read the different methods of dependency resolution available in the [main hook readme file](../hook.md),
|
|
first.
|
|
|
|
The following **direct** dependencies (cmd: `readelf -d piu`) are required by all Linux ports:
|
|
* libGL.so.1
|
|
* libX11.so.6
|
|
* libXxf86vm.so.1
|
|
* libXrandr.so.2
|
|
* libpthread.so.0
|
|
* libXi.so.6
|
|
* libXcursor.so.1
|
|
* libXinerama.so.1
|
|
* libm.so.6
|
|
* libncurses.so.5
|
|
* libtinfo.so.5
|
|
* libfmodex.so
|
|
* libconfig.so.9
|
|
* libusb-0.1.so.4
|
|
* libc.so.6
|
|
|
|
As for method 1, when using Ubuntu, the dependencies can be found in the following packages:
|
|
* libc-bin (or gcc-multilib on a 64-bit platform)
|
|
* libusb-0.1-4
|
|
* libconfig++9v5
|
|
* tinfo5
|
|
* ncurses5
|
|
* libxcursor1
|
|
* libxinerama1
|
|
* libxi6
|
|
* libxrandr2
|
|
* libxxf86vm1
|
|
* libx11-6
|
|
* libasound2
|
|
|
|
## Data setup
|
|
In additional to the [general information applying to **all** hooks](../hook.md#data-setup), the following information
|
|
goes for a clean set of data from a pristine/non-bootleg CD.
|
|
|
|
If you have the official release, this might not be relevant to you as it just explains some important technical details
|
|
about the data.
|
|
|
|
In general, get a clean set of data from a pristine/non-bootleg CD.
|
|
|
|
However, 1st, 2nd and 3rd and Extra (IIRC) are the exception here. These games have their textures packed in an odd
|
|
format (IIRC something about an odd color format and/or textures being flipped) that cannot be used with the Linux port
|
|
versions. These versions require file modification and repacking to make everything look correct with the linux
|
|
binaries.
|
|
|
|
Furthermore, because the old games ran on case-insensitive file systems, everything goes with file naming depending on
|
|
the version of the game, e.g. full upper/lower-case files, folders and even mixed ones, e.g. Stage.cfg (*sigh*).
|
|
In order to make this less painful for the the hook library, some file names were modified to create some sort of
|
|
consistency.
|
|
|
|
You are not required to have the pulled data in the same location and layout as given by the original layout on the
|
|
disc as this can be configured with the hook library. Everything can be located locally in a single folder. The settings
|
|
for this can be found and tweaked in the `hook.conf` file which is created after you started the game once
|
|
([see below](#mk3hook-features)).
|
|
|
|
#### The game data subfolder
|
|
This differs slightly from newer generation games, i.e. MK6-based and newer. The hook library takes care of this by
|
|
implementing a consistent directory structure on all versions of the game. Therefore, all game data from the CD of MK3
|
|
games goes into a `game` folder as well. Example of `games` contents for Prex 3:
|
|
* `AUDIO`
|
|
* `BGA`
|
|
* `STEP`
|
|
* `TITLE`
|
|
* `PIU.BIN`
|
|
* `STAGE.CFG`
|
|
|
|
Furthermore, the game needs to have the sound effects available as files. These were stored on a ROM chip on the MK3
|
|
hardware. Luckily, newer PC-based games have these as normal files with the correct naming in the `game/WAVE` subfolder.
|
|
These also go into `game/EFFECTS`.
|
|
|
|
Some other and older versions come with different files and folders but the process is identical. The first three games,
|
|
1st, 2nd and 3rd, had their audio files stored on disc as PCM audio data next to the other game assets. These audio
|
|
files need to be ripped and provided as MP3 encoded audio files in the sub-folder `game/track`.
|
|
|
|
## Linux port features
|
|
This section covers the features that were added to the Linux ports and therefore not available on the original DOS
|
|
versions.
|
|
|
|
### Configuration file
|
|
A configuration file with different options can be provided to the game's bare executable. The configuration is provided
|
|
as a command line argument when running the game, e.g.
|
|
```
|
|
./piu ./save/config.cfg
|
|
```
|
|
|
|
Example contents:
|
|
```
|
|
fullscreen = 1;
|
|
allow_exit = 1;
|
|
save_file = "./save/EEPROM.BIN";
|
|
effect_path = "./EFFECTS/";
|
|
track_path = "./track/";
|
|
sync_offset = 115;
|
|
sync_multiplier = 4.16666666666666696272613990004;
|
|
music_volume = 1.0;
|
|
sfx_volume = 1.0;
|
|
```
|
|
|
|
Most entries are self-explanatory. However, there are two parameters that can be tweaked to control synchronisation of
|
|
the stepchart to the music.
|
|
|
|
The `sync_offset` parameter (in ms) is used to offset the stepchart to the music. However, as you might be used to such
|
|
a parameter from other music games, this offset is **NOT** entirely identical to adjusting the music to your sound
|
|
system's latency. You can use this value to shift the synchronisation point forward and backward but keep in mind that
|
|
it will not match any other offset values you determined in other games.
|
|
|
|
The `sync_multiplier` is also a variable that was depending on the sound hardware of the target platform. It was
|
|
already determined and there should be **NO** reason to change it unless you know what it does and how it is used in
|
|
synchronizing the stepchart to the song in the engine.
|
|
|
|
All these configuration values are exposed via the `hook.conf` file and hooked to the pumptools configuration
|
|
infrastructure. Usually, there is no need to deal with this directly, so this is section is mainly for documenting its
|
|
presence.
|
|
|
|
### Built-in keyboard controls
|
|
Ignore this section if you are using the `mk3hook` because it will disable this feature entirely. See
|
|
[this section](#configure-io).
|
|
|
|
The following keyboard controls are available with the Linux ports.
|
|
|
|
PIUIO hooked controls:
|
|
```
|
|
Test: Key G
|
|
Service: Key H
|
|
Clear: Key J
|
|
Coin 1: Key K
|
|
Coin 2: Key L
|
|
|
|
Pads (Player 2 on numpad):
|
|
Q E 7 9
|
|
S 5
|
|
Z C 1 3
|
|
```
|
|
|
|
Keyboard controls supported by the game engine (won't work on very early versions of the game, e.g. 1st, 2nd, 3rd):
|
|
```
|
|
Test: F1
|
|
Service: F2
|
|
Clear: F3
|
|
```
|
|
|
|
### USB PIUIO
|
|
Ignore this section if you are using the `mk3hook` because it will disable this feature entirely. See
|
|
[this section](#configure-io).
|
|
|
|
When a USB PIUIO is plugged it, the game will automatically detect and use it.
|
|
|
|
### Exit the game
|
|
Use `Test` + `Service` on the USB PIUIO (controls) to exit the game. This can also be blocked in the configuration.
|
|
|
|
## mk3hook features
|
|
Check the `hook.conf` file which is located in the same folder as the `piu` executable once you have started the game.
|
|
The available settings are explained in the `hook.conf` file.
|
|
|
|
### Configure IO
|
|
See [this section of the main hook readme](../hook.md#configure-io).
|
|
|
|
### Select another audio device
|
|
If the default sound card is not working, e.g. see [here](#no-sound-and-fmod-errors-in-log), you might want to
|
|
select another audio device/card instead.
|
|
|
|
In order to find out which cards are available and which configuration value to set, you have to run the game once.
|
|
Check the log and you will see a list of available devices printed somewhere at the beginning of the log, for example:
|
|
```
|
|
Output type: 11
|
|
Num available drivers 43
|
|
Driver 0: default
|
|
Driver 1: null
|
|
Driver 2: jack
|
|
Driver 3: sysdefault:CARD=PCH
|
|
Driver 4: front:CARD=PCH,DEV=0
|
|
...
|
|
```
|
|
|
|
By default and if you have not configured any sound device, yet, this will pick the first, usually, `default` device.
|
|
Pick another one by copying the name, e.g. `sysdefault:CARD=PCH`, and setting it in the `hook.conf` file:
|
|
```
|
|
patch.sound.device=sysdefault:CARD=PCH
|
|
```
|
|
|
|
When you restart the game, check the log if the device got picked up properly. This is indicated by a log message
|
|
right after the device list is printed.
|
|
|
|
### Debugging fmodex issues
|
|
You can also debug issues with fmodex, e.g. why
|
|
[the selected sound device does not work](#no-sound-and-fmod-errors-in-log).
|
|
|
|
You need to replace the normal `fmodex.so` library in the game local `lib` folder with a `fmodexL.so` version. Just
|
|
rename the "L"-version to `fmodex.so` and have it in the game local `lib` folder. Furthermore, you have to enable
|
|
debug output by setting the following configuration value in the `hook.conf` file:
|
|
```
|
|
patch.sound.debug_output=0
|
|
```
|
|
|
|
After that's done, you should see additional log output by fmodex on the console.
|
|
|
|
## Troubleshooting and FAQ
|
|
Make sure to also check the
|
|
[troubleshooting and FAQ section of the main hook readme](../hook.md#troubleshooting-and-faq). This covers various
|
|
things that apply to **all** hooks. The following sub-sections apply mainly to this hook.
|
|
|
|
### No sound and FMOD errors in log
|
|
If you see one or multiple of the following error messages in the log output
|
|
```
|
|
FMOD error! (60) Error initializing output device.
|
|
FMOD error! (79) This command failed because System::init or System::setDriver was not called.
|
|
FMOD error! (37) An invalid parameter was passed to this function.
|
|
```
|
|
it is very likely that fmod cannot use the default/currently selected audio device for playback. This can have various
|
|
reasons from non suitable configuration to device being used by another process and therefore blocked if not supporting
|
|
software mixing.
|
|
|
|
Choose another device for playback instead, see [this section](#select-another-audio-device), or you can enable
|
|
fmodex debug output to further debug this issue, see [this section](#debugging-fmodex-issues).
|
|
|
|
### 1st/2nd is missing the "Insert Coin" text on the title screen and several other graphics, e.g. life bar during gameplay
|
|
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
|
|
restarting the game (with a few seconds of waiting between restarts), you will start the game without this bug being
|
|
active eventually.
|
|
|
|
### 1st or 2nd errors about failed resource loading
|
|
For example:
|
|
```
|
|
FAIL: res_load( piu.dat )
|
|
```
|
|
|
|
This error indicates that one or multiple game files are not placed in the right location(s), your configured `game`
|
|
sub-directory path is not correct or you forgot to switch on the "1st/2nd filesystem" feature switch in the hook
|
|
configuration. For the latter, set the following in your `hook.conf` file:
|
|
```
|
|
game.1st_2nd_fs=1
|
|
```
|
|
|
|
### 1st crashes right after the Andamiro logo or the intro sequence when I should see the title screen with a floating point exception
|
|
1st does not detect if no EEPROM data is available and does not write defaults on first start or when you deleted the
|
|
`save/EEPROM.BIN` file. Therefore, all settings values for the game are considered "0". This is fine with all settings
|
|
except the coin settings. This causes the floating point exception though I assume it was actually caused by a division
|
|
by zero.
|
|
|
|
To fix this, go right to the operator menu when you booted up the game and are still on the Andamiro logo screen. Go
|
|
to `GAME OPTION`, select and confirm `DEFAULT SETTING` and `SAVE AND EXIT`. Next, go to `COIN OPTION`, `DEFAULT SETTING`
|
|
and `SAVE AND EXIT`. This writes a fresh `EEPROM.bin` file with all default settings and you are good to go. |