Stardew Valley FNA XU4 Help

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Stardew Valley FNA XU4 Help

Unread post by Mystic_Guardian » Thu Apr 11, 2019 2:47 pm

First of all I'm new to this forum and have no idea what I'm doing so I apologize if I've posted this in the wrong place lol.

I've been following this article but have run into a couple of problems:
https://magazine.odroid.com/article/pla ... m/#respond

When compiling SDL2 I got an error due to a typo which was corrected here:
https://github.com/ptitSeb/SDL2/issues/1

However I'm running into an issue with compiling mojoshader still:

Code: Select all

root@gamestation-turbo:~/mojoshader# cmake -DCMAKE_BUILD_TYPE=RelWithDebInfo -DBUILD_SHARED=ON \
> -DDEPTH_CLIPPING=ON -DFLIP_VIEWPORT=ON
-- The C compiler identification is GNU 4.9.2
-- The CXX compiler identification is GNU 4.9.2
-- Check for working C compiler: /usr/bin/cc
-- Check for working C compiler: /usr/bin/cc -- works
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working CXX compiler: /usr/bin/c++
-- Check for working CXX compiler: /usr/bin/c++ -- works
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
/root/mojoshader
CMake Warning (dev) at CMakeLists.txt:87 (GET_TARGET_PROPERTY):
  Policy CMP0026 is not set: Disallow use of the LOCATION target property.
  Run "cmake --help-policy CMP0026" for policy details.  Use the cmake_policy
  command to set the policy and suppress this warning.

  The LOCATION property should not be read from target "lemon".  Use the
  target name directly with add_custom_command, or use the generator
  expression $<TARGET_FILE>, as appropriate.

This warning is for project developers.  Use -Wno-dev to suppress it.

CMake Error at CMakeLists.txt:159 (TARGET_SOURCES):
  Unknown CMake command "TARGET_SOURCES".


-- Configuring incomplete, errors occurred!
See also "/root/mojoshader/CMakeFiles/CMakeOutput.log".
I'm running off a fresh image of Debian Gamestation Turbo if that's any help

I'm not sure what to do from here. Any help would be much appreciated!

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Re: Stardew Valley FNA XU4 Help

Unread post by meveric » Thu Apr 11, 2019 3:00 pm

if you're running GameStation Turbo you need to do none of the steps in the article that involves manual compiling stuff.
If you read carefully you should find, that the only thing you have to do is to install "monolibs-odroid" which is a already pre-compiled package of all the drivers that you need from that article (and more).
If you use OGST and do not want to build all those libraries, you can simply use the one built by @meveric for you with the following command:

$ sudo apt install monolibs-odroid
But it could be that the repository is currently not working as @mdrjr's server that is hosting the packages was down the last few days (but this is hopefully fixed soon).
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Re: Stardew Valley FNA XU4 Help

Unread post by Mystic_Guardian » Fri Apr 12, 2019 5:06 am

Yeah that monolibs command never worked but I can't do various other steps since those servers are down lol.

Code: Select all

odroid@gamestation-turbo:~$ sudo apt install monolibs-odroid
Reading package lists... Done
Building dependency tree       
Reading state information... Done
E: Unable to locate package monolibs-odroid

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Re: Stardew Valley FNA XU4 Help

Unread post by Mystic_Guardian » Fri Apr 12, 2019 3:58 pm

Servers are back and I have a new error?

Code: Select all

odroid@gamestation-turbo:~$ sudo apt install monolibs-odroid
Reading package lists... Done
Building dependency tree       
Reading state information... Done
Some packages could not be installed. This may mean that you have
requested an impossible situation or if you are using the unstable
distribution that some required packages have not yet been created
or been moved out of Incoming.
The following information may help to resolve the situation:

The following packages have unmet dependencies:
 monolibs-odroid : Depends: mono-runtime (>= 4.6.2.7) but 3.2.8+dfsg-10+deb8u1 is to be installed
E: Unable to correct problems, you have held broken packages.
Again I used a fresh image and apt-get update && etc etc

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Re: Stardew Valley FNA XU4 Help

Unread post by meveric » Fri Apr 12, 2019 4:54 pm

please do a

Code: Select all

apt-get install -t jessie monolibs-odroid
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Re: Stardew Valley FNA XU4 Help

Unread post by Mystic_Guardian » Fri Apr 12, 2019 5:26 pm

That worked! Thank you! How many steps from the article does that skip? It mentions using the Steam version but I'm now sure how to go about getting that on my machine (I own it on steam but understand the Steam launcher itself isn't designed for ARM)

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Re: Stardew Valley FNA XU4 Help

Unread post by ptitSeb » Fri Apr 12, 2019 7:18 pm

Yes, just copy the X86 version. As long as it's the linux version and not the Windows one, it will work, even if it's x86 and not ARM. That's the magic of C#...
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Re: Stardew Valley FNA XU4 Help

Unread post by meveric » Fri Apr 12, 2019 7:30 pm

Mystic_Guardian wrote:
Fri Apr 12, 2019 5:26 pm
That worked! Thank you! How many steps from the article does that skip? It mentions using the Steam version but I'm now sure how to go about getting that on my machine (I own it on steam but understand the Steam launcher itself isn't designed for ARM)
This step skips everything regarding building libraries. SDL2, the FNA libraries such as mojoshader, libXNAFileDialog, TheoraPlay-CS, Theorafile.
It also provides, gl4es, libopenal, fmod libs, and as far as I remember also includes the rexwb to compress music and sounds created by @ptitSeb.

What you still need is to set the start parameters and point to your game binary once you copy it over:

Code: Select all

LC_ALL="C" LIBGL_ES=2 LIBGL_GL=21 LIBGL_DEFAULTWRAP=2 LIBGL_FBOFORCETEX=1 LD_LIBRARY_PATH=/usr/local/lib/monolibs/ mono StardewValley.exe
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Re: Stardew Valley FNA XU4 Help

Unread post by Mystic_Guardian » Sat Apr 13, 2019 4:16 am

meveric wrote:
Fri Apr 12, 2019 7:30 pm
What you still need is to set the start parameters and point to your game binary once you copy it over:
Yes I'm not sure how to get this on my machine, I assumed you needed Steam. The XU4 is my only computer at the moment, am I supposed to copy the game file from an x86 computer?

Thank you for your help!

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Re: Stardew Valley FNA XU4 Help

Unread post by meveric » Sat Apr 13, 2019 4:31 am

Mystic_Guardian wrote:
Sat Apr 13, 2019 4:16 am
Yes I'm not sure how to get this on my machine, I assumed you needed Steam. The XU4 is my only computer at the moment, am I supposed to copy the game file from an x86 computer?
@ptitSeb already answered that....
The answer is yes.. you copy your x86 version over..
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Re: Stardew Valley FNA XU4 Help

Unread post by Mystic_Guardian » Sat Apr 13, 2019 7:35 am

Oops I completely missed that post. Sorry @ptitSeb !
So I can launch x86 Steam now? I didn't even think of trying that

Edit: That didn't work at all. I'm still very confused lol. Maybe I'm missing a place to input launch parameters that isn't steam?

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Re: Stardew Valley FNA XU4 Help

Unread post by ptitSeb » Sat Apr 13, 2019 3:33 pm

Launch steam on the XU4 ... nope... You can try SteamCMD with latest Box86, but I don't think it works yet.
You'll need either an access to an x86 linux machine, or you need to get a drm free version (from GoG or HumbleBundle), so you can simply decompress the install directly on your XU4.

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Re: Stardew Valley FNA XU4 Help

Unread post by Mystic_Guardian » Sun Apr 14, 2019 6:07 am

I bought it on Humble and it wasn't DRM free which sucks. Once installed on steam x86 I'm copying the entire game file correct? And then launching via the command line once moved to the XU4?

Edit: I CD'd the folder and ran the below command to launch the exe:

Code: Select all

LC_ALL="C" LIBGL_ES=2 LIBGL_GL=21 LIBGL_DEFAULTWRAP=2 LIBGL_FBOFORCETEX=1 LD_LIBRARY_PATH=/usr/local/lib/monolibs/ mono StardewValley.exe
A bunch of LIBGL stuff appeared and then it stopped

Code: Select all

odroid@gamestation-turbo:~/Desktop/Stardew.Valley.1.36.Linux$ LC_ALL="C" LIBGL_ES=2 LIBGL_GL=21 LIBGL_DEFAULTWRAP=2 LIBGL_FBOFORCETEX=1 LD_LIBRARY_PATH=/usr/local/lib/monolibs/ mono StardewValley.exe

LIBGL: Initialising gl4es
LIBGL: v1.1.1 built on Mar 31 2019 08:08:51
LIBGL: Using GLES 2.0 backend
LIBGL: loaded: libGLESv2.so
LIBGL: loaded: libEGL.so
LIBGL: Using GLES 2.0 backend
==>[INIT] (Main) CDBG: In file: cdbg/src/mali_cdbg_env.c  line: 763 cdbgp_populate_from_system_environment
Initialization of a handle to the system environment failed (3)
LIBGL: Hardware Full NPOT detected and used
LIBGL: Extension GL_EXT_blend_minmax detected and used
LIBGL: FBO are in core, and so used
LIBGL: PointSprite are in core, and so used
LIBGL: CubeMap are in core, and so used
LIBGL: BlendColor is in core, and so used
LIBGL: Blend Substract is in core, and so used
LIBGL: Blend Function and Equation Separation is in core, and so used
LIBGL: Texture Mirrored Repeat is in core, and so used
LIBGL: Extension GL_OES_mapbuffer detected
LIBGL: Extension GL_OES_element_index_uint detected and used
LIBGL: Extension GL_OES_packed_depth_stencil detected and used
LIBGL: Extension GL_OES_depth24 detected and used
LIBGL: Extension GL_OES_rgb8_rgba8 detected and used
LIBGL: Extension GL_EXT_texture_format_BGRA8888 detected and used
LIBGL: Extension GL_OES_depth_texture detected and used
LIBGL: Extension GL_OES_texture_stencil8 detected and used
LIBGL: Extension GL_EXT_texture_rg detected and used
LIBGL: high precision float in fragment shader available and used
LIBGL: Max vertex attrib: 16
LIBGL: Extension GL_OES_standard_derivatives detected and used
LIBGL: Max texture size: 8192
LIBGL: Max Varying Vector: 15
LIBGL: Texture Units: 8(8), Max lights: 8, Max planes: 6
LIBGL: Hardware vendor is ARM
LIBGL: sRGB surface supported
LIBGL: Targeting OpenGL 2.1
LIBGL: glXMakeCurrent FBO workaround enabled
LIBGL: FBO workaround for using binded texture enabled
LIBGL: Force texture for Attachment color0 on FBO
LIBGL: Default wrap mode is GL_CLAMP_TO_EDGE, enforced
LIBGL: glX Will try to recycle EGL Surface
LIBGL: Current folder is:/home/odroid/Desktop/Stardew.Valley.1.36.Linux
==>[INIT] (Main) CDBG: In file: cdbg/src/mali_cdbg_env.c  line: 763 cdbgp_populate_from_system_environment
Initialization of a handle to the system environment failed (3)
Window_ClientSizeChanged(); Window.ClientBounds={X:320 Y:180 Width:1280 Height:720}
Window_ClientSizeChanged(); options is null, returning.
Killed
EDIT: I've run everything a few more times and tried a later version I just downloaded on a borrowed computer.. got a new error once and then got the same as above subsequently.

Code: Select all

odroid@gamestation-turbo:~/Downloads/Stardew$ LC_ALL="C" LIBGL_ES=2 LIBGL_GL=21 LIBGL_DEFAULTWRAP=2 LIBGL_FBOFORCETEX=1 LD_LIBRARY_PATH=/usr/local/lib/monolibs/ mono StardewValley.exe
LIBGL: Initialising gl4es
LIBGL: v1.1.1 built on Mar 31 2019 08:08:51
LIBGL: Using GLES 2.0 backend
LIBGL: loaded: libGLESv2.so
LIBGL: loaded: libEGL.so
LIBGL: Using GLES 2.0 backend
==>[INIT] (Main) CDBG: In file: cdbg/src/mali_cdbg_env.c  line: 763 cdbgp_populate_from_system_environment
Initialization of a handle to the system environment failed (3)
LIBGL: Hardware Full NPOT detected and used
LIBGL: Extension GL_EXT_blend_minmax detected and used
LIBGL: FBO are in core, and so used
LIBGL: PointSprite are in core, and so used
LIBGL: CubeMap are in core, and so used
LIBGL: BlendColor is in core, and so used
LIBGL: Blend Substract is in core, and so used
LIBGL: Blend Function and Equation Separation is in core, and so used
LIBGL: Texture Mirrored Repeat is in core, and so used
LIBGL: Extension GL_OES_mapbuffer detected
LIBGL: Extension GL_OES_element_index_uint detected and used
LIBGL: Extension GL_OES_packed_depth_stencil detected and used
LIBGL: Extension GL_OES_depth24 detected and used
LIBGL: Extension GL_OES_rgb8_rgba8 detected and used
LIBGL: Extension GL_EXT_texture_format_BGRA8888 detected and used
LIBGL: Extension GL_OES_depth_texture detected and used
LIBGL: Extension GL_OES_texture_stencil8 detected and used
LIBGL: Extension GL_EXT_texture_rg detected and used
LIBGL: high precision float in fragment shader available and used
LIBGL: Max vertex attrib: 16
LIBGL: Extension GL_OES_standard_derivatives detected and used
LIBGL: Max texture size: 8192
LIBGL: Max Varying Vector: 15
LIBGL: Texture Units: 8(8), Max lights: 8, Max planes: 6
LIBGL: Hardware vendor is ARM
LIBGL: sRGB surface supported
LIBGL: Targeting OpenGL 2.1
LIBGL: glXMakeCurrent FBO workaround enabled
LIBGL: FBO workaround for using binded texture enabled
LIBGL: Force texture for Attachment color0 on FBO
LIBGL: Default wrap mode is GL_CLAMP_TO_EDGE, enforced
LIBGL: glX Will try to recycle EGL Surface
LIBGL: Current folder is:/home/odroid/Downloads/Stardew
==>[INIT] (Main) CDBG: In file: cdbg/src/mali_cdbg_env.c  line: 763 cdbgp_populate_from_system_environment
Initialization of a handle to the system environment failed (3)
Window_ClientSizeChanged(); Window.ClientBounds={X:320 Y:180 Width:1280 Height:720}
Window_ClientSizeChanged(); options is null, returning.
gameMode was 'titleScreenGameMode (0)', set to 'errorLogMode (11)'.
gameMode was 'errorLogMode (11)', set to 'playingGameMode (3)'.
[ERROR] FATAL UNHANDLED EXCEPTION: System.InvalidOperationException: Failed to fill buffer. (Reason: OutOfMemory)
  at Microsoft.Xna.Framework.Audio.ALHelper.CheckError (System.String message, System.Object[] args) [0x0003c] in <bfa6443ad4d842578f5c49494f83268e>:0 
  at Microsoft.Xna.Framework.Audio.OALSoundBuffer.BindDataBuffer (System.Byte[] dataBuffer, OpenAL.ALFormat format, System.Int32 size, System.Int32 sampleRate, System.Int32 alignment) [0x0005e] in <bfa6443ad4d842578f5c49494f83268e>:0 
  at Microsoft.Xna.Framework.Audio.SoundEffect.PlatformInitializeADPCM (System.Byte[] buffer, System.Int32 offset, System.Int32 count, System.Int32 sampleRate, Microsoft.Xna.Framework.Audio.AudioChannels channels, System.Int32 dataFormat, System.Int32 loopStart, System.Int32 loopLength) [0x00052] in <bfa6443ad4d842578f5c49494f83268e>:0 
  at Microsoft.Xna.Framework.Audio.SoundEffect.PlatformInitializeFormat (System.Byte[] buffer, System.Int32 format, System.Int32 sampleRate, System.Int32 channels, System.Int32 blockAlignment, System.Int32 loopStart, System.Int32 loopLength) [0x00086] in <bfa6443ad4d842578f5c49494f83268e>:0 
  at Microsoft.Xna.Framework.Audio.SoundEffect..ctor (System.Byte[] buffer, System.Int32 format, System.Int32 sampleRate, System.Int32 channels, System.Int32 blockAlignment, System.Int32 durationMs, System.Int32 loopStart, System.Int32 loopLength) [0x00051] in <bfa6443ad4d842578f5c49494f83268e>:0 
  at Microsoft.Xna.Framework.Audio.WaveBank..ctor (Microsoft.Xna.Framework.Audio.AudioEngine audioEngine, System.String nonStreamingWaveBankFilename) [0x0082c] in <bfa6443ad4d842578f5c49494f83268e>:0 
  at StardewValley.Game1.Initialize () [0x000ed] in <a49bb1a6cf8b4105a0d114cff97599b1>:0 
  at Microsoft.Xna.Framework.Game.DoInitialize () [0x00012] in <bfa6443ad4d842578f5c49494f83268e>:0 
  at Microsoft.Xna.Framework.Game.Run (Microsoft.Xna.Framework.GameRunBehavior runBehavior) [0x0003a] in <bfa6443ad4d842578f5c49494f83268e>:0 
  at Microsoft.Xna.Framework.Game.Run () [0x0000d] in <bfa6443ad4d842578f5c49494f83268e>:0 
  at StardewValley.Program.Main (System.String[] args) [0x00028] in <a49bb1a6cf8b4105a0d114cff97599b1>:0 

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Re: Stardew Valley FNA XU4 Help

Unread post by Mystic_Guardian » Wed May 01, 2019 6:33 pm

Is this a lost cause?

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Re: Stardew Valley FNA XU4 Help

Unread post by meveric » Thu May 02, 2019 2:10 am

Not entirely sure. I know it runs for me.

So generally it works.
I see some infos about creating a screen:

Code: Select all

Window_ClientSizeChanged(); Window.ClientBounds={X:320 Y:180 Width:1280 Height:720}
is 1280x720 your monitor resolution?
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Re: Stardew Valley FNA XU4 Help

Unread post by Mystic_Guardian » Thu May 02, 2019 5:32 pm

Yes it was. I've since acquired a 1080p monitor and after another fresh install I can only reproduce the second error

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Re: Stardew Valley FNA XU4 Help

Unread post by meveric » Fri May 03, 2019 4:37 am

can you check the size of: Content/XACT/Wave Bank.xwb

I wonder if the "OutOfMemory" bug is literally and the game has not enough RAM to start.
What amount of RAM do you have free before you start the game?
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Re: Stardew Valley FNA XU4 Help

Unread post by Mystic_Guardian » Fri May 03, 2019 5:15 am

Oh wow it literally just started working without me changing anything. It launches maybe 1 in 5 times at either 720p or 1080p but freezes upon starting a new game (after the intro, even if it's skipped) or loading an imported save file

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Re: Stardew Valley FNA XU4 Help

Unread post by meveric » Fri May 03, 2019 5:24 am

once again check the RAM.. sounds like it could be an issue.
And please give the size of the file I asked for.. could be that we can optimize your RAM usage if that file is too big.
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Re: Stardew Valley FNA XU4 Help

Unread post by Mystic_Guardian » Fri May 03, 2019 7:01 am

The file is 405.9 MB

I'm not sure how to monitor RAM

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Re: Stardew Valley FNA XU4 Help

Unread post by meveric » Fri May 03, 2019 5:55 pm

ok, so this is bigger than the one I have so converting the file might actually help.

Please try the following code:

Code: Select all

cp ./Content/XACT/Wave\ Bank.xwb{,.bak}
/usr/local/lib/monolibs/rexwb ./Content/XACT/Wave\ Bank.xwb.bak ./Content/XACT/Wave\ Bank.xwb 22050 -f -m
then try again starting the game.
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Mystic_Guardian
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Re: Stardew Valley FNA XU4 Help

Unread post by Mystic_Guardian » Sat May 04, 2019 5:14 am

I feel like there's something weird going on here. I'm doing a fresh install and only 3-4 commands to get this game working and already we're at different endpoints? I'm running off eMMC, is that of any importance?

Terminal didn't like that at all:

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root@gamestation-turbo:/home/odroid# /usr/local/lib/monolibs/rexwb /home/odroid/Downloads/Star/Stardew/Content/Wave\ Bank.xwb.bak /home/odroid/Downloads/Star/Stardew/Content/Wave\ Bank.xwb 22050 -f -m
Will convert /home/odroid/Downloads/Star/Stardew/Content/Wave Bank.xwb.bak to /home/odroid/Downloads/Star/Stardew/Content/Wave Bank.xwb @22050 Hz force PCM force Mono
Error opening /home/odroid/Downloads/Star/Stardew/Content/Wave Bank.xwb.bak for reading
Edit: Moved it to /home/ and it's processing now

Edit: it works mostly! Controller support even!

I'm guessing LAN multiplayer is not possible? I get freezes when either joining or hosting lol

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