262 lines
10 KiB
Markdown
262 lines
10 KiB
Markdown
SpiceTools
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==========
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This is a loader for various arcade games developed by 573.
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The project is using CMake as it's build system, with a custom build
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script for making packages ready for distribution and to keep it easy
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for people not knowing how to use CMake.
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## Building/Distribution
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We're currently using Arch Linux for building the binaries.
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You'll need:
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- MinGW-64 packages (can be found in the AUR)
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- bash
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- git
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- zip
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- upx (optional)
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For any other GNU/Linux distributions (or Windows lol), you're on your
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own.
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To build the project, run:
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$ ./build_all.sh
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## Build Configuration
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You can tweak some settings at the beginning of the build script. You
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might want to modify the paths of the toolchains if yours differ. It's
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also possible to disable UPX compression and source distribution for
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example.
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If you're not using an IDE and want to run the build script from command
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line manually each time you make a change, you can set CLEAN_BUILD to 0
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so it will only compile what's needed. When modifying the resources you
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should build from scratch, since CMake isn't able to track changes of
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those files (e.g. changelog.txt, licenses.txt).
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You can put your custom build script under "build_all.local.sh" if you
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don't want git to track the changes you made to the build settings.
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## Debug Build
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To get proper stackstraces, you need to build with the DEBUG setting
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enabled. This will set the CMake build type to debug and the script
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will try to make use of cv2pdb.
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Check external/cv2pdb/README.md for details on how to set it up.
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It is required to use cv2pdb to generate PDB output, because at time of
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writing, MinGW still didn't support Microsoft's proprietary file format.
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## API
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SpiceTools is providing a TCP/JSON based API. You can enable it with the
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`-api [PORT]` option. It's recommended to also set a password with
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`-apipass [PASS]`.
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The protocol is meant to be simple, easy to use and with few overhead.
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To connect to the API, just open a TCP connection to the host computer
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at the specified port.
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To make a request you write the UTF-8 encoded JSON contents to the
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socket. To mark the end of the request, you need to terminate the JSON
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string with `0x00`. The server returns its answer on the same way,
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UTF-8 encoded JSON terminated with NULL.
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To save space, by default the JSONs are without whitespace. To enable
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pretty printing, use `-apipretty`.
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If you want to test the API server without running a game, you can
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run it headless via `-apidebug`.
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If a password is specified, both request and response are encrypted
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using RC4 with the key being the password encoded in UTF-8.
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While only providing weak security when the password is static,
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it's simple to implement and requires no authentication protocol.
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The password is also able to change dynamically, see
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`control.session_refresh()` for details.
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If you don't want to worry about all the details, you can just use one
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of the supplied libraries (check /api/resources). There's also a little
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remote control GUI available for python.
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### WebSocket
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SpiceTools opens a WebSocket server on the specified port plus one.
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That means if the API is on 1337, the WebSocket server will be on 1338.
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The protocol is the very same as for the normal API, but instead of
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directly sending the data over TCP you need to send binary datapackets.
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The included dart spiceapi library also has a WebSocket implementation.
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### Example Call
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This example inserts the a card into P1's reader slot.
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If you need more examples, you can check the example code.
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#### Request
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```JSON
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{
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"id": 1,
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"module": "card",
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"function": "insert",
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"params": [0, "E004010000000000"]
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}
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```
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#### Response
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```JSON
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{
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"id": 1,
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"errors": [],
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"data": []
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}
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```
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### Modules
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For the sake of simplifying this documentation, I will describe functions
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as if they were called via a normal programming language. That means,
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besides `module`/`function` needing to be set accordingly, the `params` field
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must contain all the parameters described below. Some of them are optional.
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The returning data will always be in the `data` field of the response.
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Errors will be reported as strings in the `errors` field. Sometimes, you can
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receive more than one error. The error messages may be changed/improved in the
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future, so you shouldn't rely on them. If the error list is empty, the function
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executed successfully.
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The `id` of the response will always match the `id` of the request. The API
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server itself doesn't expect any logic of your ID choices, however you can use
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them to make sure your answers aren't arriving out of order. Currently it
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doesn't matter since the TCP protocol doesn't allow for out of order data,
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however this may change when/if support for UDP is being introduced. The only
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restriction is that the ID has to be a valid 64-bit unsigned integer.
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#### Card
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- insert(index: uint, card_id: hex)
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- inserts a card which gets read by the emulated card readers for the game
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- index has to be either 0 (for P1) or 1 (for P2)
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- card_id has to be a valid 16-character hex string
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#### Coin
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- get()
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- returns the amount of unprocessed coins in queue
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- not equal to the amount of coins shown ingame since the game may drain it
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- set(amount: int)
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- sets the amount of coins in queue for the game to process
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- insert(amount: int)
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- adds the amount to the coins in queue
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- amount is optional and defaults to 1
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- blocker_get()
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- returns the current coin blocker state (false: open, true: closed)
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#### Info
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- avs()
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- returns a dict including the AVS model, dest, spec, rev and ext
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- launcher()
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- returns a dict including the version, compile date/time, system time and
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the arguments used to start the process
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- memory()
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- returns a dict including total, total used and bytes used by the process
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for both physical and virtual RAM
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#### Keypads
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For all functions in this module, the keypad parameter must be
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either 0 (for P1) or 1 (for P2). Accepted keypad characters are "0" to "9" for
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the single digit numbers, "A" for the double zero and "D" for the decimal key.
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- write(keypad: uint, input: str)
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- writes all characters in input sequentially to the keypad
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- this should be used for things like PIN input
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- set(keypad: uint, key: char, ...)
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- clears all overrides, then applies each given key as override
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- if a key is overridden, it shows up as pressed in-game
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- get(keypad: uint)
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- returns all pressed keys of the specified keypad
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#### Analogs/Buttons/Lights
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All of those three modules have equally named methods for you to call.
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- read()
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- returns an array of state objects containing name, state and a bool
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- the bool indicates if the object is active (e.g. the button was overridden)
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- write([name: str, state: float], ...)
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- applies the states as an override value
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- the device binding via the config will be ignored while an override is set
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- if an override value is set, the object will be marked as active
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- write_reset([name: str], ...)
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- removes the override value from the objects specified by name
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- if no names were passed, all overrides will be removed
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#### Touch
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- read()
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- returns an array of state objects containing id, x and y
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- write([id: uint, x: int, y: int], ...)
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- adds the given touch points having an unknown ID
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- overrides old touch points when the ID matches
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- write_reset(id: uint, ...)
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- removes the touch points matching one of the given IDs
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#### Control
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This module only functions if a password is being used to communicate,
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with the single exception of session_refresh().
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- raise(signal: str)
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- raises a signal to the current process
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- signal is a string and must be one of the following values:
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"SIGABRT", "SIGFPE", "SIGILL", "SIGINT", "SIGSEGV", "SIGTERM"
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- the signal will be raised while the message is being processed
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- exit(code: int)
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- code is optional and defaults to 0
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- the process will end while the message is being processed
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- restart()
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- spawns a new instance with the same arguments as passed to the main executable
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- session_refresh()
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- generates a new secure password and applies it after the response
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- can be used to increase the security by using the password as some kind of
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session token
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- recommended to call directly after connecting and once in a while for
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persistent connections
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- shutdown()
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- tries to force shutdown the computer
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- reboot()
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- tries to force reboot the computer
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#### Memory
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This module only functions if a password is being used to communicate.
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All offsets are specified in file offsets of the corresponding `dll_name`,
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which also means that your hex edits are applicable directly.
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- write(dll_name: str, data: hex, offset: uint)
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- writes the bytes in data to the specified offset
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- read(dll_name: str, offset: uint, size: uint)
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- reads bytes starting from offset and returns it
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- signature(dll_name: str, signature: hex, replacement: hex, offset: uint,
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usage: uint)
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- tries to find the signature in the module's memory
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- unknown bytes are masked out via "??" (e.g. "75??90????74")
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- masking out bytes works for both the signature and the replacement
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- offset is the byte difference between the offset of the found signature and
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the offset where the replacement data gets written to
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- usage is the number of the result being used for replacement, starting at 0
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- returns the offset where the replacement data gets written to
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- the replacement string can be empty, so you can only get the address of the
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signature while not actually replacing anything
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#### IIDX
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- ticker_get()
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- returns a string of the characters displayed on the 16 segment display
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- ticker_set(text: str)
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- sets the contents of the 16 segment display and disables writes from game
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- ticker_reset()
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- re-enables writes from game
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#### LCD
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- info()
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- returns information about the serial LCD controller some games use
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## License
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Unless otherwise noted, all files are licensed under the GPLv3.
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See the LICENSE file for the full license text.
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Files not originating from this project should be placed in "external",
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they each have their own license.
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###### What that means for you
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- If you want to distribute the binaries, you'll have to include the
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sources, otherwise you're violating the GPL.
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- If you want to merge some of this project's code into similar
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software, that software has to be put under the GPL as well.
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You'll probably have to modify a lot anyways, so you can just use the
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source as some kind of documentation.
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