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EnterpriseFreak-v2 authored Aug 19, 2022
1 parent 660f699 commit 167c2ef
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220 changes: 220 additions & 0 deletions Makefile
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#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------

ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif

# These set the information text in the nds file
#GAME_TITLE := My Wonderful Homebrew
#GAME_SUBTITLE1 := built with devkitARM
#GAME_SUBTITLE2 := http://devitpro.org

include $(DEVKITARM)/ds_rules

#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# INCLUDES is a list of directories containing extra header files
# DATA is a list of directories containing binary files embedded using bin2o
# GRAPHICS is a list of directories containing image files to be converted with grit
# AUDIO is a list of directories containing audio to be converted by maxmod
# ICON is the image used to create the game icon, leave blank to use default rule
# NITRO is a directory that will be accessible via NitroFS
#---------------------------------------------------------------------------------
TARGET := $(shell basename $(CURDIR))
BUILD := build
SOURCES := source
INCLUDES := include
DATA := data
GRAPHICS :=
AUDIO :=
ICON :=

# specify a directory which contains the nitro filesystem
# this is relative to the Makefile
NITRO :=

#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
ARCH := -marm -mthumb-interwork -march=armv5te -mtune=arm946e-s

CFLAGS := -g -Wall -O3\
$(ARCH) $(INCLUDE) -DARM9
CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions
ASFLAGS := -g $(ARCH)
LDFLAGS = -specs=ds_arm9.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)

#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project (order is important)
#---------------------------------------------------------------------------------
LIBS := -lfat -lnds9

# automatigically add libraries for NitroFS
ifneq ($(strip $(NITRO)),)
LIBS := -lfilesystem -lfat $(LIBS)
endif
# automagically add maxmod library
ifneq ($(strip $(AUDIO)),)
LIBS := -lmm9 $(LIBS)
endif

#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS := $(LIBNDS) $(PORTLIBS)

#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------

export OUTPUT := $(CURDIR)/$(TARGET)

export VPATH := $(CURDIR)/$(subst /,,$(dir $(ICON)))\
$(foreach dir,$(SOURCES),$(CURDIR)/$(dir))\
$(foreach dir,$(DATA),$(CURDIR)/$(dir))\
$(foreach dir,$(GRAPHICS),$(CURDIR)/$(dir))

export DEPSDIR := $(CURDIR)/$(BUILD)

CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
PNGFILES := $(foreach dir,$(GRAPHICS),$(notdir $(wildcard $(dir)/*.png)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))

# prepare NitroFS directory
ifneq ($(strip $(NITRO)),)
export NITRO_FILES := $(CURDIR)/$(NITRO)
endif

# get audio list for maxmod
ifneq ($(strip $(AUDIO)),)
export MODFILES := $(foreach dir,$(notdir $(wildcard $(AUDIO)/*.*)),$(CURDIR)/$(AUDIO)/$(dir))

# place the soundbank file in NitroFS if using it
ifneq ($(strip $(NITRO)),)
export SOUNDBANK := $(NITRO_FILES)/soundbank.bin

# otherwise, needs to be loaded from memory
else
export SOUNDBANK := soundbank.bin
BINFILES += $(SOUNDBANK)
endif
endif

#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
#---------------------------------------------------------------------------------
export LD := $(CC)
#---------------------------------------------------------------------------------
else
#---------------------------------------------------------------------------------
export LD := $(CXX)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------

export OFILES_BIN := $(addsuffix .o,$(BINFILES))

export OFILES_SOURCES := $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)

export OFILES := $(PNGFILES:.png=.o) $(OFILES_BIN) $(OFILES_SOURCES)

export HFILES := $(PNGFILES:.png=.h) $(addsuffix .h,$(subst .,_,$(BINFILES)))

export INCLUDE := $(foreach dir,$(INCLUDES),-iquote $(CURDIR)/$(dir))\
$(foreach dir,$(LIBDIRS),-I$(dir)/include)\
-I$(CURDIR)/$(BUILD)
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)

ifeq ($(strip $(ICON)),)
icons := $(wildcard *.bmp)

ifneq (,$(findstring $(TARGET).bmp,$(icons)))
export GAME_ICON := $(CURDIR)/$(TARGET).bmp
else
ifneq (,$(findstring icon.bmp,$(icons)))
export GAME_ICON := $(CURDIR)/icon.bmp
endif
endif
else
ifeq ($(suffix $(ICON)), .grf)
export GAME_ICON := $(CURDIR)/$(ICON)
else
export GAME_ICON := $(CURDIR)/$(BUILD)/$(notdir $(basename $(ICON))).grf
endif
endif

.PHONY: $(BUILD) clean

#---------------------------------------------------------------------------------
$(BUILD):
@mkdir -p $@
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile

#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr $(BUILD) $(TARGET).elf $(TARGET).nds $(SOUNDBANK)

#---------------------------------------------------------------------------------
else

#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
$(OUTPUT).nds: $(OUTPUT).elf $(NITRO_FILES) $(GAME_ICON)
$(OUTPUT).elf: $(OFILES)

# source files depend on generated headers
$(OFILES_SOURCES) : $(HFILES)

# need to build soundbank first
$(OFILES): $(SOUNDBANK)

#---------------------------------------------------------------------------------
# rule to build solution from music files
#---------------------------------------------------------------------------------
$(SOUNDBANK) : $(MODFILES)
#---------------------------------------------------------------------------------
mmutil $^ -d -o$@ -hsoundbank.h

#---------------------------------------------------------------------------------
%.bin.o %_bin.h : %.bin
#---------------------------------------------------------------------------------
@echo $(notdir $<)
@$(bin2o)

#---------------------------------------------------------------------------------
# This rule creates assembly source files using grit
# grit takes an image file and a .grit describing how the file is to be processed
# add additional rules like this for each image extension
# you use in the graphics folders
#---------------------------------------------------------------------------------
%.s %.h: %.png %.grit
#---------------------------------------------------------------------------------
grit $< -fts -o$*

#---------------------------------------------------------------------------------
# Convert non-GRF game icon to GRF if needed
#---------------------------------------------------------------------------------
$(GAME_ICON): $(notdir $(ICON))
#---------------------------------------------------------------------------------
@echo convert $(notdir $<)
@grit $< -g -gt -gB4 -gT FF00FF -m! -p -pe 16 -fh! -ftr

-include $(DEPSDIR)/*.d

#---------------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------------
79 changes: 79 additions & 0 deletions source/main.c
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#include <nds.h>
#include <stdio.h>
#include <string.h>
#include <fat.h>

#define GBA_ROM_ADDR 0x08000000

int main(int argc, char* argv[])
{
char gameID[7];
char gameName[13];
char path[256];

gameID[6] = '\0';
gameName[12] = '\0';

int cartMbits = 1;

sysSetBusOwners(true, true); // Allow the ARM9 to read from carts.
consoleDemoInit(); // Get a simple console to print stuff to.

if (!fatInitDefault())
{
printf("Failed to mount SD card!");
for(;;)
swiWaitForVBlank();
}

for(;;)
{
scanKeys();
u32 keys = keysDown();

memcpy(gameName, (void*)GBA_ROM_ADDR + 0xA0, 12);
memcpy(gameID, (void*)GBA_ROM_ADDR + 0xAC, 6);

printf("\x1b[1;1H ----------------------------");
printf("\x1b[2;1H Current Game Pak in SLOT-2");
printf("\x1b[3;1H %s (ID: %s)", gameName, gameID);
printf("\x1b[4;1H ----------------------------");
printf("\x1b[6;1HCart size: %03d Mbit (%05d KB)", cartMbits, 128 * cartMbits);
printf("\x1b[8;0H Use LEFT/RIGHT to adjust the\n cart size. If you're not sure\n use the 256 Mbit option.");
printf("\x1b[18;0H Press START to dump the game.");

if (keys & KEY_LEFT && cartMbits > 1)
cartMbits /= 2;

if (keys & KEY_RIGHT && cartMbits < 256)
cartMbits *= 2;

if (keys & KEY_START)
{
consoleClear();
printf("\x1b[12;0H PLEASE WAIT...");
sprintf(path, "fat:/%s (AGB-P-%s).gba", gameName, gameID);

FILE* rom = fopen(path, "wb");

for (int i = 0; i < cartMbits; i++)
{
fwrite((void*)GBA_ROM_ADDR + ((1024*128)*i), 1024*128, 1, rom);
printf("\x1b[13;0H %03d Mbit / %03d Mbit", i, cartMbits);
}

fclose(rom);
consoleClear();
printf("\x1b[12;0H Dump complete.");

for (int i = 0; i < 240; i++)
{
swiWaitForVBlank();
}
}

swiWaitForVBlank();
}

return 0;
}

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