gba/README.md
2018-11-10 23:39:26 -07:00

67 lines
2.9 KiB
Markdown

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