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#2915425 - 12/07/09 11:16 AM Re: EAW & FORUM ESSENTIALS [Re: sandbagger]
sandbagger Offline
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Registered: 12/31/00
Posts: 5052
Loc: Coningsby, Lincs, UK
The definitive 7217 stuff!

The cause of the 7217 error.

The error most commonly occurs when a user tries to run EAW on a PC which has an nVidia card and driver.
It happens when the eaw.exe runs this routine in the "setup" module which tests and reads settings at the start of the game:


if (!ddInit(ScreenWidth, ScreenHeight, 8))
clean_exit(7217, NULL);


In the first line of that code snippet it is testing that your graphic card/driver can handle 8 bit grapics.
If it cannot, then the the second instruction tells it to exit the program and print the 7217 error message.

After the driver version 66.93 most nVidia drivers no longer contained the code to handle 8 bit graphics, so the first solution was to roll back to the 66.93 version.
However, some users may have other software on their PCs which require later drivers, and this rules out the 66.93 option.
I had an nVidia 6600GT. The supplied driver gave the 7217 error but rolling back to 66.93 solved the problem.
Furthermore, as HDDs are relatively cheap these days, I set up my PC with HDDs in caddies, so I had on HDD with XP and the 66.93 driver and EAW installed, and another with XP and the latest driver without EAW.

This card eventually started to overheat seriously, and I replaced it with the 8400GS card. I found that series 8 and later cards cannot use the old drivers, so the 66.93 option was no longer available.
What I found almost by accident when I treated myself to a laptop was that the 7217 error does not occur with Vista. I bought a new caddy and drive, installed Vista, and I regularly fly EAW V1.28 online.


Other solutions:

As members of "The Code Group" have access to the source code Sydbod checked for the occurrence of "7217", and re-numbered them to "72171", "72172" and so on. He compiled an eaw.exe and sent it to me for testing on my 7217 prone machine.
Naturally I got the 7217 error but it read "Error Num: 72172" so it identified where this was occurring.
We changed the code to:


if (!ddInit(ScreenWidth, ScreenHeight, 16))
clean_exit(7217, NULL);


It was now testing 16 bit capability, and it worked in the sense that we did not get an exit with the 7127 error. However, there were still massive problems.
When EAW was written and HDDs were expensive and had very limited storage a number of space saving techniques were applied. All of the selection screens were written in 8 bit graphics, then compressed in size to a proprietary format.
The changed code "conned" the eaw.exe into reading the 8 bit screens as though they were 16 bit screens, This meant that they were displayed as technicolor nightmares, and selection was virtually impossible.
This accounts for the garbled screens when people try the early 7217 fixes. I tried to make some simple blank screens, and by using them a number of menu selections became possible with right clicking showing the various hotspots.
I was also able to find the bytes in the stock eaw 1.2 which needed to be changed from 8 to 16 and we had a 1.2 exe which worked with these screens.

An extension of this was to my writing the JIMMSN program. This allowed all of the single mission parameters to be set in an external program with readable screens including maps, and saved in a "*.msn" file in the "Savedata" folder.
It was then possible to use the simple screens, and load the "*.msn" files from the hangar screen. Then right clicking to find "Fly" and lft clicking launched the game.
At this point I must add that the game graphics are not 8 bit so the 7217 error does not come into play once you are flying.

Another approach, which is still being used for single missions only, is the use of "JIM".
This one uses a special eaw.exe which I compiled from source code. The mission parameters are set externally using the JIM program, and then saved in a special file.
The special exe reads this file to get the settings and then goes straight into the "Fly" routine. Hence it does not use any 8 bit screens at all.
The JIM program allows you to save the settings files, and to re-laod them, so there is no need to have to re-make them every time.
Of course, it is useless for careers or multiplayer games which need the 8 bit screens.

Will Gee's work:
Will was one of the original EAW programmers. He helped the Code group in the earlier stages, and found some code which overcame the 7217 error and displayed the 8 bit screens normally, other than the Mission Parameters target/homebase selection maps, and the career maps.
There was some loss of speed, and jerky mouse movements, but running EAW was entirely possible. Will was hoping to improve what had been done, but real life prevented him from doing much more.
When 1.28 was released I produced a version with Will's additional code for testing by the 7217 club. It works on many cards such as the 6600GT and some series 7 cards too, but the release showed that a new problem occurred with series 8 cards and later.
This is the "screen tearing" problem.
The 8 bit screens are displayed, but a continuous screen refresh routine garbles them so that they look like this:



Selections are completely impossible. We are trying to solve the problem, but at this juncture we have not got too far.

My most recent work:
I am currently developing a new version of the "special" exe based on the latest 1.28 code (which is even more advanced that the code used in the 1.28 release) to use with JIM.
Of course, it can only be used for single missions, and does not use any EAW screens.

Problems with JIM:
Obviously EAW allows some settings to be changed via the configuration screen. This is not possible with JIM, so there needs to be some version of editing the "eaw.ini" file.
As the author of the OAWSelector I use the capability of that program to edit the "eaw.ini" to make a "tailor made" version. The bonus is that I can use the OAWSelector to load a "DAW" or "Pacific" scenario, and then run "JIM".
I can get "JIM" to make a new selection map, and pick my target and home base, along with the other settings.

Alternative solutions:
This document specifically sets out the facts regarding 7217, as it applies to PCs with nVidia cards. Therefore I am not elaborating on other solutions, such as switching to RADEON cards, or getting an older "legacy" PC to run EAW on.
My intention is to let a user who gets the 7217 error know what there options are, so they do not head odd down a myriad of blind alleys which appear to offer hope, but eventually no solution.
This must be most frustrating for the 7217 victim, and accounts for the high percentage who appear to give up in disgust, without realising that there are some working solutions.

I hope that the information here can become or be included in a "Sticky" in the EAW SimHQ forum, with links to the various pieces of 7217 software that are available.

Tony West
AKA Mr Jelly

Adelaide
South Australia
August 24th 2008

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#2945202 - 01/22/10 01:55 PM Re: Tips and Tricks [Re: sandbagger]
sandbagger Offline
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Registered: 12/31/00
Posts: 5052
Loc: Coningsby, Lincs, UK
This is how you can change engine sounds for a plane slot, if you use EAW1.28c or d, you dont need to touch the sound files itself!

Here are the default sound numbers:


Code:
aircraft slot# start_sound run_sound

PL_P38H 0 SND0060.SND SND0061.SND
PL_P38J 1 SND0062.SND SND0063.SND
PL_P47C 2 SND0064.SND SND0065.SND
PL_P47D 3 SND0066.SND SND0067.SND
PL_P51B 4 SND0068.SND SND0069.SND
PL_P51D 5 SND0070.SND SND0071.SND
PL_B17 6 SND0072.SND SND0073.SND
PL_B24 7 SND0074.SND SND0075.SND
PL_B26 8 SND0076.SND SND0077.SND
PL_HURR_MKI 9 SND0078.SND SND0079.SND
PL_SPIT2A 10 SND0080.SND SND0081.SND
PL_SPIT9 11 SND0082.SND SND0083.SND
PL_SPIT14 12 SND0084.SND SND0085.SND
PL_TYPHOON 13 SND0086.SND SND0087.SND
PL_TEMPEST 14 SND0088.SND SND0089.SND
PL_MOSQUITO 15 SND0090.SND SND0091.SND
PL_ME109E4 16 SND0092.SND SND0093.SND
PL_ME109G6 17 SND0094.SND SND0095.SND
PL_ME109K4 18 SND0096.SND SND0097.SND
PL_ME110C 19 SND0098.SND SND0099.SND
PL_ME110G 20 SND0100.SND SND0101.SND
PL_ME410 21 SND0102.SND SND0103.SND
PL_FW190A8 22 SND0104.SND SND0105.SND
PL_FW190D9 23 SND0106.SND SND0107.SND
PL_ME262A 24 SND0108.SND SND0109.SND
PL_JU88A4 25 SND0110.SND SND0111.SND
PL_JU88C 26 SND0112.SND SND0113.SND
PL_JU87 27 SND0114.SND SND0115.SND
PL_HE111 28 SND0116.SND SND0117.SND
PL_V1 29 SND0118.SND SND0119.SND




And this is what you need to do:
1. Create a text file in the EAW root(right click to the screen -> new -> txt).
2. Open this txt file and insert the following:

[EngineSounds]
StartSound= <- insert here the wanted start sound number (list above).
RunSound= <- insert the wanted run sound number

3.Store the file with the following name:
PlaneSoundsxx.mpf, where xx get replaced with the wanted slot number.
Example:
Me262 slot = slot 24 = PlaneSounds24.mpf

So If you want to have jet sound in lets say the Spit14 slot, you need to create a txt file with the following contents:

[EngineSounds]
StartSound=108
RunSound=109

You need to store it as PlaneSounds12.mpf and place it to the place where your F86 flight model is located.

A additional feature:
If you want to use others than the default engine sounds(there are several different EAW engine sounds available), you can create a "Sounds" folder in the EAW root and inside this folder you need to create a "Engines" folder. Here you place the additional "start" and "run" sound. The sound file numbers need to be higher than 119, so the next "start" sound need to be "SND0120.snd"(or higher) and the next "run" sound need to be "SND0121.snd"(or higher).
So virtually we can store additonal engine sounds from "SND0120.snd" to "SND9999.snd".

Note: Since the PlaneSounds12.mpf files are very smal and easy editable, you can store one with each skin, or 30 of them with each plane set etc.

Greetings,

Knegel


Edited by sandbagger (01/22/10 01:56 PM)

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