2018-11-08 15:21:17 +11:00
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[![License:Apache2](https://img.shields.io/badge/License-Apache2-green.svg)](https://www.apache.org/licenses/LICENSE-2.0)
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2018-11-08 14:23:11 +11:00
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# gba
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2018-11-08 15:21:17 +11:00
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2018-11-08 14:23:11 +11:00
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A crate that helps you make GBA games
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2018-11-08 15:21:17 +11:00
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# First Time Setup
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[ketsuban](https://github.com/ketsuban) is the wizard who explained to me how to
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do this stuff.
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1) Install `devkitpro`. They have a graphical installer for Windows, or you can
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use pacman or whatever for linux things I guess. The goal here, among other
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things, is to have a `binutils` setup that's targeting `arm-none-eabi`. We'll
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also use some of their tools that are specific to GBA development so if you
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for some reason already have the appropriate `binutils` then you probably
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still want devkitpro.
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* On Windows you'll want something like `C:\devkitpro\devkitARM\bin` and
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`C:\devkitpro\tools\bin` to be added to your PATH. I'm not sure on the
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directories for other systems. If you know then file a PR with the info.
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2) Next we use `cargo install cargo-xbuild` to get that all setup.
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3) Create a binary project. We're going to want nightly rust for this, so if you
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don't already have it set to default to nightly you should [set that
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up](https://github.com/rust-lang-nursery/rustup.rs#the-toolchain-file) for
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this project.
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4) Clone this repo. It has an appropriate `main.rs` that will draw three test
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dots as well as other support files:
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* crt0.s
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* linker.ld
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* thumbv4-none-eabi.json
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* build.rs
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5) Run `arm-none-eabi-as crt0.s -o crt0.o` to build the `crt0.s` into a `crt0.o`
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file. You could theoretically to it only when `crt0.s` changes, but in out
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`build.bat` file it's set to simply run every single time because it's a
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cheap enough operation.
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6) Build with `cargo xbuild --target thumbv4-none-eabi.json`
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* The file extension is significant, and `cargo xbuild` takes it as a flag to
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compile dependencies with the same sysroot, so you can include crates
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normally. Well, crates that can run inside a GBA at least (Which means they
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have to be `no_std`, and even `no_alloc`).
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* This generates an ELF binary that some emulators can run directly (which is
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helpful because it has debug symbols).
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7) Also you can patch up the output to be a "real" ROM file:
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* `arm-none-eabi-objcopy -O binary target/thumbv4-none-eabi/debug/gbatest target/output.gba`
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* `gbafix target/output.gba`
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8) Alternately, you can use the provided `build.bat` file (or write a similar
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`build.sh` file of course), which does all four steps above.
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9) Time to read the [Tonc](https://www.coranac.com/tonc/text/toc.htm) tutorial
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and convert all the C code you see into rust code.
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2018-11-08 15:26:03 +11:00
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* Also of great importance and help is the
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[gbatek](https://problemkaputt.de/gbatek.htm) document.
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* In time we'll have our own book that's specific to rust and this crate and
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all that, but until then you're gonna have to look at a bunch of C code.
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# Contribution
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This crate is Apache2 licensed and any contributions you submit must also be
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Apache2 licensed.
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