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DropMix/Debug Mode

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This is a sub-page of DropMix.

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Hmmm...
To do:
  • Add further explanation
  • Add other modes' debug menus (Party & Puzzle modes have more buttons)
  • Buy DropMix controller to see what some of the unknown controller-related debug buttons do.
  • Find out how to bypass Google Play Games verification with debug mode on.
  • Write tutorials on how to patch both the Mono & IL2CPP builds. (I have the steps for the Mono builds but I have to see how to convert them for the later IL2CPP build)

Requirements & Notes

  • Debug APK, original data & obb files. (Archive.org link) [Note: This is the 1.9.0 IL2CPP build]
  • DropMix Controller (for some of the keybinds and debug buttons)
  • USB/Bluetooth Keyboard for your phone (if none, this is a fine alternative: wifikeyboard [The Google Play Store may say it's too old for your device, but it works fine])

Android emulators (like BlueStacks & Windows Subsystem) are not really preferable for this due to certain graphic layers not showing properly.

Controls

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically:
  • Find out what the Unknown commands do. (code has obfuscated namespaces so it may be tough, they're mentioned in certain areas in Assembly-CSharp.dll)
  • Which keybinds work outside of the debug build.
Keybind Effect
A DropMix button
X Stops sound (Also randomly changes Key and resets BPM to 128)
Z Shows Debug card display/Mode
D + B Main Debug Menu
C Save Mix
P Party Mode High Scores Menu
L Puzzle Mode High Scores Menu
Shift + Z Turns on kNoReader mode (Which means you can access certain parts of the game without the controller)
Tab Drops a random card on a random slot.

Main Debug Menu Buttons

DropMix Debug Menu.png

Top Rows

Button Effect Notes
Row 1
Hide Debug Hides debug menu
Show Bluetooth Comms Shows Bluetooh Communication Logs (When pressed two buttons appear in place of it "Hide Bluetooth Comms" & "pause/unpause") Suggests the bluetooth board communicates by sending CTI values from cards.
Show/Hide History Unknown
EQ Button Presses the DropMix button
Red Score Up/Down Increases or decreases the score for the players on the left side in Clash Mode
Blue Score Up/Down Increases or decreases the score for the players on the right side in Clash Mode
Reset Audio Stops sound, randomly changes Key and resets BPM to 128
Debug Card Mode Shows Debug card display/mode
Music Credits On/Off Determines whether Credits field appears in card info on collection screen (data derived from level0 card data table)
Fake net failures Unknown
Row 2
Demo build Activates Demo Mode & disables Freestyle Mode
Draw stats Shows FPS and "Audio plugin memory" on the top right of the screen.
Draw card load Card loading log
Force wheel slice Depending on what you pick the wheel will automatically spin to your choice This only works in Clash, Party, and Puzzle
View bad CTI reads Likely refers to values which the server rejected [1]; changing a card asset to an invalid CTI value displays an error message here. Switching September's 02D4/724 value in sharedassets results in Attempted to look up invalid CTI 02D4, real CTI was probably 016A or 816A
Worst snapshot Saves a unplayable snapshot mix called "All Wilds" that features Bruno Mars - 24K Magic, Rick James - Super Freak, Skrillex - Bangarang (ft. Sirah), Disturbed - Down With The Sickness & Childish Gambino - Heartbeat
Reader mode Swiches between kBluetoothReader & kNoReader
CardSlots history Shows card history of each board slot
Skip card verification When using modified game assets to swap card data, they fail intermittently when internet is enabled. This likely fires a request to check the data matches what the card data says it is.
Verify Cached Cards Unknown Pauses game for a few seconds, might have to do something with the game cache but unsure. May also also reset the card cache after restart. Possibly a means of forcing the game to update card data if updates were required after the initial download.
Row 3
Social sign-in Activates Google Play Games sign-in
Toggle battery info Shows game board battery info
Force session expiration Expires Google Play Games session and then activates Google Play Games sign-in
Pause sound Pauses card audio (if playing)
Resume sound Resumes card audio (if paused)
Debug card display Shows Debug card display/mode
Delete player prefs Resets user preferences
Earn badge Earns badge from an assigned list (See note) Badge Unlock Order List
Clear Badges Clears badges and Activates Google Play Games sign-in
Earn All Badges Unlocks all badges (only works outside of collection)
Row 4
Defaul Snapshots Resets snapshot mixes
Digtal Puzzle Unknown

Bottom Rows

Button Effect
Row 1
Board LED latency Displays game board LED latency of the LEDs flashing with the audio
led latency factor Increases latency of the LEDs flashing with the audio by 0.1
led latency factor Decreases latency of the LEDs flashing with the audio by 0.1
Reset led latency factor Resets latency of the LEDs flashing with the audio to 0
Row 2
Res Displays debug text resolution
Increase res Increases debug text resolution
Lower res Decreases debug text resolution
Reset Resets debug text resolution
DPI Unknown
Audio latency Displays audio latency
+ audio latency Increases audio latency by 0.01
- audio latency Decreases audio latency by 0.01
reset audio latency Resets audio latency to 0.08

Card Display Mode

DropMix Debug Card Mode.png
Hmmm...
To do:
  • Copy over Season data to the Notes page and link it for reference (since it seems to be somewhat pulling from there).
  • Document buttons/menus.