romdevtools 0.27.0 → 0.29.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/AGENTS.md +56 -44
- package/CHANGELOG.md +355 -0
- package/README.md +4 -4
- package/examples/README.md +7 -7
- package/examples/atari2600/templates/platformer.asm +1227 -325
- package/examples/atari2600/templates/puzzle.asm +1056 -0
- package/examples/atari2600/templates/racing.asm +909 -257
- package/examples/atari2600/templates/shmup.asm +1035 -218
- package/examples/atari2600/templates/sports.asm +1143 -229
- package/examples/atari7800/templates/hello_sprite.c +8 -4
- package/examples/atari7800/templates/platformer.c +991 -152
- package/examples/atari7800/templates/puzzle.c +1091 -145
- package/examples/atari7800/templates/racing.c +949 -118
- package/examples/atari7800/templates/shmup.c +812 -130
- package/examples/atari7800/templates/sports.c +820 -181
- package/examples/c64/templates/platformer.c +876 -157
- package/examples/c64/templates/puzzle.c +881 -143
- package/examples/c64/templates/racing.c +873 -88
- package/examples/c64/templates/shmup.c +762 -154
- package/examples/c64/templates/sports.c +755 -95
- package/examples/gb/templates/platformer.c +841 -175
- package/examples/gb/templates/puzzle.c +1094 -176
- package/examples/gb/templates/racing.c +761 -169
- package/examples/gb/templates/shmup.c +679 -169
- package/examples/gb/templates/sports.c +790 -153
- package/examples/gba/templates/platformer.c +624 -169
- package/examples/gba/templates/puzzle.c +535 -207
- package/examples/gba/templates/racing.c +513 -196
- package/examples/gba/templates/shmup.c +565 -168
- package/examples/gba/templates/sports.c +454 -162
- package/examples/gbc/templates/platformer.c +944 -176
- package/examples/gbc/templates/puzzle.c +1131 -177
- package/examples/gbc/templates/racing.c +891 -175
- package/examples/gbc/templates/shmup.c +827 -179
- package/examples/gbc/templates/sports.c +870 -156
- package/examples/genesis/templates/platformer.c +747 -129
- package/examples/genesis/templates/puzzle.c +702 -208
- package/examples/genesis/templates/racing.c +728 -193
- package/examples/genesis/templates/shmup.c +535 -142
- package/examples/genesis/templates/shmup_2p.c +13 -1
- package/examples/genesis/templates/sports.c +495 -158
- package/examples/gg/templates/platformer.c +883 -214
- package/examples/gg/templates/puzzle.c +906 -181
- package/examples/gg/templates/racing.c +919 -160
- package/examples/gg/templates/shmup.c +716 -177
- package/examples/gg/templates/sports.c +735 -128
- package/examples/lynx/templates/platformer.c +604 -50
- package/examples/lynx/templates/puzzle.c +533 -130
- package/examples/lynx/templates/racing.c +538 -102
- package/examples/lynx/templates/shmup.c +461 -122
- package/examples/lynx/templates/sports.c +496 -69
- package/examples/msx/platformer/main.c +648 -159
- package/examples/msx/puzzle/main.c +750 -185
- package/examples/msx/racing/main.c +669 -177
- package/examples/msx/shmup/main.c +460 -177
- package/examples/msx/sports/main.c +591 -124
- package/examples/nes/templates/platformer.c +586 -160
- package/examples/nes/templates/puzzle.c +603 -222
- package/examples/nes/templates/racing.c +505 -197
- package/examples/nes/templates/shmup.c +339 -144
- package/examples/nes/templates/sports.c +341 -182
- package/examples/pce/platformer/main.c +875 -204
- package/examples/pce/puzzle/main.c +797 -216
- package/examples/pce/racing/main.c +782 -206
- package/examples/pce/shmup/main.c +638 -211
- package/examples/pce/sports/main.c +585 -167
- package/examples/porting-across-platforms/README.md +1 -1
- package/examples/sms/templates/platformer.c +765 -176
- package/examples/sms/templates/puzzle.c +783 -177
- package/examples/sms/templates/racing.c +812 -133
- package/examples/sms/templates/shmup.c +601 -148
- package/examples/sms/templates/shmup_2p.c +17 -1
- package/examples/sms/templates/sports.c +633 -121
- package/examples/snes/templates/music_demo.c +7 -0
- package/examples/snes/templates/platformer-data.asm +123 -24
- package/examples/snes/templates/platformer-hdr.asm +57 -0
- package/examples/snes/templates/platformer.c +587 -149
- package/examples/snes/templates/puzzle-data.asm +116 -21
- package/examples/snes/templates/puzzle-hdr.asm +57 -0
- package/examples/snes/templates/puzzle.c +632 -185
- package/examples/snes/templates/racing-data.asm +390 -32
- package/examples/snes/templates/racing-hdr.asm +57 -0
- package/examples/snes/templates/racing.c +807 -177
- package/examples/snes/templates/shmup-data.asm +87 -29
- package/examples/snes/templates/shmup-hdr.asm +57 -0
- package/examples/snes/templates/shmup.c +459 -180
- package/examples/snes/templates/sports-data.asm +48 -2
- package/examples/snes/templates/sports-hdr.asm +57 -0
- package/examples/snes/templates/sports.c +414 -156
- package/package.json +12 -12
- package/src/cores/wasm/bluemsx_libretro.js +1 -1
- package/src/cores/wasm/bluemsx_libretro.wasm +0 -0
- package/src/cores/wasm/fceumm_libretro.js +1 -1
- package/src/cores/wasm/fceumm_libretro.wasm +0 -0
- package/src/cores/wasm/gambatte_libretro.js +1 -1
- package/src/cores/wasm/gambatte_libretro.wasm +0 -0
- package/src/cores/wasm/geargrafx_libretro.js +1 -1
- package/src/cores/wasm/geargrafx_libretro.wasm +0 -0
- package/src/cores/wasm/genesis_plus_gx_libretro.js +1 -1
- package/src/cores/wasm/genesis_plus_gx_libretro.wasm +0 -0
- package/src/cores/wasm/handy_libretro.js +1 -1
- package/src/cores/wasm/handy_libretro.wasm +0 -0
- package/src/cores/wasm/mgba_libretro.js +1 -1
- package/src/cores/wasm/mgba_libretro.wasm +0 -0
- package/src/cores/wasm/prosystem_libretro.js +1 -1
- package/src/cores/wasm/prosystem_libretro.wasm +0 -0
- package/src/cores/wasm/snes9x_libretro.js +1 -1
- package/src/cores/wasm/snes9x_libretro.wasm +0 -0
- package/src/cores/wasm/stella2014_libretro.js +1 -1
- package/src/cores/wasm/stella2014_libretro.wasm +0 -0
- package/src/cores/wasm/vice_x64_libretro.js +1 -1
- package/src/cores/wasm/vice_x64_libretro.wasm +0 -0
- package/src/host/LibretroHost.js +304 -11
- package/src/http/tool-registry.js +11 -11
- package/src/mcp/server.js +6 -0
- package/src/mcp/tools/cheats.js +2 -1
- package/src/mcp/tools/disasm-rebuild.js +315 -65
- package/src/mcp/tools/disasm.js +149 -28
- package/src/mcp/tools/find-references.js +216 -51
- package/src/mcp/tools/frame.js +14 -6
- package/src/mcp/tools/index.js +18 -4
- package/src/mcp/tools/input.js +31 -7
- package/src/mcp/tools/lifecycle.js +6 -4
- package/src/mcp/tools/memory.js +208 -39
- package/src/mcp/tools/platform-docs.js +1 -1
- package/src/mcp/tools/playtest.js +56 -4
- package/src/mcp/tools/preview-tile.js +6 -2
- package/src/mcp/tools/project.js +1114 -120
- package/src/mcp/tools/rom-id.js +5 -1
- package/src/mcp/tools/run-until.js +4 -2
- package/src/mcp/tools/snippets.js +6 -6
- package/src/mcp/tools/sprite-pipeline.js +14 -2
- package/src/mcp/tools/state.js +2 -1
- package/src/mcp/tools/tile-inspect.js +8 -1
- package/src/mcp/tools/toolchain.js +55 -11
- package/src/mcp/tools/watch-memory.js +145 -27
- package/src/observer/bus.js +73 -0
- package/src/observer/livestream.html +4 -2
- package/src/observer/tool-wrap.js +17 -14
- package/src/platforms/_guides/ROMHACKING_PLAYBOOK.md +64 -17
- package/src/platforms/atari2600/MENTAL_MODEL.md +5 -1
- package/src/platforms/atari2600/TROUBLESHOOTING.md +40 -0
- package/src/platforms/atari7800/MENTAL_MODEL.md +32 -11
- package/src/platforms/atari7800/TROUBLESHOOTING.md +5 -5
- package/src/platforms/c64/MENTAL_MODEL.md +11 -4
- package/src/platforms/c64/TROUBLESHOOTING.md +13 -0
- package/src/platforms/gb/MENTAL_MODEL.md +19 -4
- package/src/platforms/gb/TROUBLESHOOTING.md +101 -6
- package/src/platforms/gb/lib/c/README.md +10 -11
- package/src/platforms/gb/lib/c/gb_crt0.s +27 -3
- package/src/platforms/gb/lib/c/patch-header.js +19 -6
- package/src/platforms/gba/MENTAL_MODEL.md +4 -4
- package/src/platforms/gba/TROUBLESHOOTING.md +3 -3
- package/src/platforms/gba/lib/c/gba_sfx.c +40 -0
- package/src/platforms/gba/lib/c/gba_sfx.h +10 -0
- package/src/platforms/gbc/MENTAL_MODEL.md +16 -4
- package/src/platforms/gbc/TROUBLESHOOTING.md +24 -3
- package/src/platforms/gbc/UPSTREAM_SOURCES.md +1 -1
- package/src/platforms/gbc/lib/c/README.md +10 -11
- package/src/platforms/gbc/lib/c/font.h +43 -0
- package/src/platforms/gbc/lib/c/gb_crt0.s +26 -3
- package/src/platforms/gbc/lib/c/patch-header.js +19 -6
- package/src/platforms/genesis/MENTAL_MODEL.md +43 -9
- package/src/platforms/genesis/TROUBLESHOOTING.md +2 -2
- package/src/platforms/genesis/lib/c/genesis_sfx.c +37 -0
- package/src/platforms/genesis/lib/c/genesis_sfx.h +1 -0
- package/src/platforms/gg/MENTAL_MODEL.md +4 -4
- package/src/platforms/gg/TROUBLESHOOTING.md +14 -18
- package/src/platforms/gg/UPSTREAM_SOURCES.md +1 -1
- package/src/platforms/gg/lib/c/gg_crt0.s +14 -2
- package/src/platforms/gg/lib/c/joypad_read.c +29 -0
- package/src/platforms/lynx/MENTAL_MODEL.md +1 -1
- package/src/platforms/lynx/TROUBLESHOOTING.md +3 -3
- package/src/platforms/lynx/lib/c/lynx_sfx.c +38 -2
- package/src/platforms/lynx/lib/c/lynx_sfx.h +1 -0
- package/src/platforms/msx/MENTAL_MODEL.md +11 -5
- package/src/platforms/msx/TROUBLESHOOTING.md +21 -0
- package/src/platforms/msx/lib/c/msx_crt0.s +27 -0
- package/src/platforms/msx/lib/c/msx_hw.h +3 -0
- package/src/platforms/msx/lib/c/msx_vdp.c +70 -0
- package/src/platforms/nes/MENTAL_MODEL.md +12 -5
- package/src/platforms/nes/lib/c/nes_runtime.c +190 -34
- package/src/platforms/nes/lib/c/nes_runtime.h +35 -0
- package/src/platforms/pce/MENTAL_MODEL.md +14 -5
- package/src/platforms/pce/TROUBLESHOOTING.md +9 -0
- package/src/platforms/pce/lib/c/pce_hw.h +13 -1
- package/src/platforms/pce/lib/c/pce_sound.c +22 -0
- package/src/platforms/pce/lib/c/pce_video.c +32 -0
- package/src/platforms/sms/MENTAL_MODEL.md +11 -6
- package/src/platforms/sms/TROUBLESHOOTING.md +6 -0
- package/src/platforms/sms/lib/c/sms_crt0.s +14 -2
- package/src/platforms/snes/MENTAL_MODEL.md +7 -2
- package/src/platforms/snes/TROUBLESHOOTING.md +40 -1
- package/src/playtest/playtest.js +73 -3
- package/src/toolchains/cc65/presets/nes/chr-ram-runtime.cfg +13 -8
- package/src/toolchains/cc65/presets/nes/chr-ram-runtime.crt0.s +58 -5
- package/src/toolchains/cc65/presets/nes/chr-rom.crt0.s +52 -3
- package/src/toolchains/cc65/presets/pce/rom32k.cfg +52 -0
- package/src/toolchains/index.js +64 -19
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nop
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jp init
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;; ─── Header bytes at $0104-$014F — host pipeline fills these
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;; ─── Header bytes at $0104-$014F — host pipeline fills most of these ─
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;; The logo / title / checksums are patched post-link (rgbfix in the
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;; build pipeline, or patch-header.js when rebuilding outside romdev).
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;; The CART TYPE and RAM SIZE bytes are DECLARED HERE as real bytes so
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;; the build's header fixup can read and preserve them:
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;;
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;; $0147 = $03 MBC1 + RAM + BATTERY
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;; $0149 = $02 8 KB external cart RAM at $A000-$BFFF
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;;
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;; This is what makes battery saves (persistent hi-scores) work: the
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;; emulator sizes its SAVE_RAM from these two bytes. The RAM is gated —
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;; games must write $0A to $0000-$1FFF before touching $A000 and write
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;; $00 after (see the SRAM idiom in the shmup example). Games that never
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;; touch $A000 are completely unaffected by the mapper declaration: a
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;; 32 KB image fits in MBC1 banks 0-1 exactly as it does in a ROM-only
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;;
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;; `-m 0x03 -r 0x02` (patch-header.js defaults to ROM-only — pass
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;; cartType/ramSize through patchGbHeader() if you script it).
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.area _HEADERe (ABS)
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.org 0x0104
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.
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.ds 0x43 ; $0104-$0146 logo/title/CGB flag/licensee/SGB (patched in)
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.org 0x0147
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.db 0x03 ; $0147 cart type: MBC1+RAM+BATTERY (see above)
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.db 0x00 ; $0148 ROM size (rgbfix -p recomputes)
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.db 0x02 ; $0149 RAM size: 8 KB
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.ds 0x06 ; $014A-$014F dest/licensee/version/checksums (patched in)
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;; ─── init: real boot code, lives in _CODE starting at $0150 ────────
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.area _CODE
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//
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// WHY: most libretro GB cores (gambatte) refuse to load a ROM whose
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//
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//
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//
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// "rgbfix (auto header fix)" line in build logs), so you only need this
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// script when rebuilding the project OUTSIDE romdev with stock SDCC and
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//
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// so the bytes patched in here land on actual cartridge-header
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-
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// Battery-cart passthrough: the bundled gb_crt0.s emits the cart-type and
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// RAM-size bytes EXPLICITLY ($0147=$03 MBC1+RAM+BATTERY, $0149=$02 8KB) so
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// battery hi-score saves work. Preserve a known battery-MBC declaration
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// that left the header window as a .ds gap) still get the safe defaults.
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const BATTERY_TYPES = new Set([0x03, 0x06, 0x0F, 0x10, 0x13, 0x1B, 0x1E]);
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const declType = rom.length > 0x149 ? rom[0x147] : 0x00;
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patchGbHeader(rom, { cgb, cartType, ramSize });
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console.log(`patched ${inPath}${outPath !== inPath ? ` → ${outPath}` : ""} (${rom.length} bytes${cgb ? ", CGB" : ""}${cartType ? `, cart $${cartType.toString(16)}+RAM` : ""})`);
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}
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the live-debug loop (sprites / palette / background / cpu / breakpoint + the
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memory regions and disasm pipeline).
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**For
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**For starter-level sfx**, the libtonc runtime ships a minimal
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`sfx_noise`) that wraps the DMG-compatible APU directly. Same shape
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as the NES/GB
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the same. All 5 GBA genre
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as the NES/GB example sound API, so cross-platform game ports feel
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the same. All 5 GBA genre example games (shmup/platformer/puzzle/sports/
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racing) use it.
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## MCP debug & inspection tooling
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single most common GBA gotcha. Every bundled
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single most common GBA gotcha. Every bundled example does it; copy
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the pattern.
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## Cart header format
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With libgba, `irqInit()` does both steps.
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Every bundled R28
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Every bundled R28 example (`tonc_hello`, `tonc_hello_sprite`, `shmup`,
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`platformer`, `puzzle`, `sports`, `racing`) sets this up — copy the
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A deferred enhancement is to port libsysbase into our build so
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## Adding sound to
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## Adding sound to your game
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137
137
|
Both runtimes bundle `gba_sfx.h` + `gba_sfx.c` next to your `main.c`
|
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138
|
-
(courtesy of `
|
|
138
|
+
(courtesy of `examples({op:'fork'})`). The shape:
|
|
139
139
|
|
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140
140
|
```c
|
|
141
141
|
#include "gba_sfx.h"
|
|
@@ -76,6 +76,46 @@ void sfx_noise(u8 length_frames) {
|
|
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76
76
|
REG_SND4FREQ = 0xC033;
|
|
77
77
|
}
|
|
78
78
|
|
|
79
|
+
/* ── background music: 16-step melody loop on channel 2 ─────────────
|
|
80
|
+
* Mirrors the Genesis/NES example pattern: games get continuous music
|
|
81
|
+
* for free by calling sfx_music_tick() once per frame. The melody is a
|
|
82
|
+
* gentle A-minor arpeggio at reduced envelope volume (0xA of 0xF) so
|
|
83
|
+
* one-shot SFX on channel 1 / noise on 4 read clearly over it.
|
|
84
|
+
* Note values are GBA 11-bit frequency codes: Hz = 131072/(2048-code),
|
|
85
|
+
* code = 2048 - 131072/Hz. 0 = rest. */
|
|
86
|
+
static const u16 music_code[16] = {
|
|
87
|
+
1452, 1548, 1651, 1750, /* A3 C4 E4 A4 */
|
|
88
|
+
1714, 1651, 1548, 0, /* G4 E4 C4 - */
|
|
89
|
+
1452, 1546, 1620, 1714, /* A3 C4 D4 G4 */
|
|
90
|
+
1651, 1548, 1452, 0, /* E4 C4 A3 - */
|
|
91
|
+
};
|
|
92
|
+
static u8 music_enabled = 1;
|
|
93
|
+
static u8 music_step, music_timer;
|
|
94
|
+
|
|
95
|
+
void sfx_music(u8 on) {
|
|
96
|
+
music_enabled = on;
|
|
97
|
+
music_step = 0;
|
|
98
|
+
music_timer = 0;
|
|
99
|
+
if (!on) REG_SND2CNT = 0x0000; /* zero envelope = silence now */
|
|
100
|
+
}
|
|
101
|
+
|
|
102
|
+
void sfx_music_tick(void) {
|
|
103
|
+
if (!music_enabled) return;
|
|
104
|
+
if (music_timer == 0) {
|
|
105
|
+
u16 code = music_code[music_step & 15];
|
|
106
|
+
if (code) {
|
|
107
|
+
/* vol 0xA, 50% duty, length 40/64 steps (~156ms) — the
|
|
108
|
+
* length-enable auto-silences before the next note so
|
|
109
|
+
* rests actually rest. */
|
|
110
|
+
REG_SND2CNT = (u16)(0xA080 | (64 - 40));
|
|
111
|
+
REG_SND2FREQ = (u16)(0xC000 | (code & 0x07FF));
|
|
112
|
+
}
|
|
113
|
+
music_step++;
|
|
114
|
+
}
|
|
115
|
+
music_timer++;
|
|
116
|
+
if (music_timer >= 10) music_timer = 0; /* 6 notes/sec at 60fps */
|
|
117
|
+
}
|
|
118
|
+
|
|
79
119
|
void sfx_off(void) {
|
|
80
120
|
REG_SNDSTAT = 0x0000;
|
|
81
121
|
}
|
|
@@ -42,6 +42,16 @@ void sfx_tone(u8 channel, u16 freq_period, u8 length_frames);
|
|
|
42
42
|
* length_frames: 1..63 (same scaling as sfx_tone). */
|
|
43
43
|
void sfx_noise(u8 length_frames);
|
|
44
44
|
|
|
45
|
+
/* ── background music ────────────────────────────────────────────────
|
|
46
|
+
* A 16-step square-wave melody loop on channel 2 (so keep one-shot SFX
|
|
47
|
+
* on channel 1 + noise on 4 and nothing fights for the channel).
|
|
48
|
+
* Call sfx_music_tick() once per frame from your main loop — it steps
|
|
49
|
+
* the melody. ON by default after sfx_init(); sfx_music(0) silences it.
|
|
50
|
+
* "No sound" feedback in playtests is nearly always a missing per-frame
|
|
51
|
+
* tick, not broken registers. */
|
|
52
|
+
void sfx_music(u8 on);
|
|
53
|
+
void sfx_music_tick(void);
|
|
54
|
+
|
|
45
55
|
/* Power down the APU. */
|
|
46
56
|
void sfx_off(void);
|
|
47
57
|
|
|
@@ -31,6 +31,18 @@ the same wall.
|
|
|
31
31
|
cast through `volatile uint8_t *`. See `lib/c/SDCC_GOTCHAS.md`
|
|
32
32
|
§ "Writes to VRAM".
|
|
33
33
|
|
|
34
|
+
3b. **OAM DMA goes FIRST after `wait_vblank()` — before any staging work.**
|
|
35
|
+
The vblank window is ~10 scanlines (~1140 cycles) and SDCC call overhead
|
|
36
|
+
is brutal: even a few dozen `oam_set()` CALLS before the flush push the
|
|
37
|
+
DMA out of vblank into active display, where it tears the sprites on one
|
|
38
|
+
FIXED scanline every frame (the "horizontal line a third of the way down"
|
|
39
|
+
glitch). The robust frame shape is: stage OAM/BG writes into RAM any time
|
|
40
|
+
during the frame, then `wait_vblank(); oam_dma_flush();` as the very first
|
|
41
|
+
thing, then a small bounded batch of BG map writes. One frame of sprite
|
|
42
|
+
latency is imperceptible. Also: statics belong at `dataLoc 0xC200` or
|
|
43
|
+
above (the project recipe sets this) so they can't collide with
|
|
44
|
+
`shadow_oam` at $C100.
|
|
45
|
+
|
|
34
46
|
4. **OAM DMA must run from HRAM.** During the ~160 µs OAM DMA window
|
|
35
47
|
the CPU can ONLY fetch from HRAM ($FF80-$FFFE). The bundled
|
|
36
48
|
`oam_dma_copy()` installs a 9-byte stub at $FF80 and CALLs it; the
|
|
@@ -102,7 +114,7 @@ The CGB boot ROM checks header byte **`$0143`**:
|
|
|
102
114
|
- `$80` → CGB-enhanced mode (color works, DMG-compat fallback)
|
|
103
115
|
- `$C0` → CGB-only mode (refuses to boot on a DMG)
|
|
104
116
|
|
|
105
|
-
**Every bundled GBC
|
|
117
|
+
**Every bundled GBC example game is built with `$0143 = $80`** — `build({output:'rom'})`
|
|
106
118
|
/ `build({output:'run'})` set this automatically at build time when `platform:"gbc"`,
|
|
107
119
|
so a freshly built `.gbc` boots in color with no extra step. (Build it as
|
|
108
120
|
`platform:"gb"` instead and the flag stays `$00` → DMG green-shade mode,
|
|
@@ -185,12 +197,12 @@ inversion: `{a}`→A, `{b}`→B, `{start}`/`{select}`, plus the d-pad (spatial
|
|
|
185
197
|
east→A, west→B). So `input({op:'set', a: true})` presses GBC A as expected — unlike
|
|
186
198
|
the genesis_plus_gx platforms (Genesis/SMS/GG), there's no surprise here.
|
|
187
199
|
|
|
188
|
-
##
|
|
200
|
+
## Example games
|
|
189
201
|
|
|
190
|
-
All GB
|
|
202
|
+
All GB example games (`shmup`, `platformer`, `puzzle`, `sports`, `racing`,
|
|
191
203
|
`hello_sprite`, `tile_engine`) compile identically as GBC ROMs — the
|
|
192
204
|
bundled GB runtime is already CGB-aware (writes OCPD/OCPS for color).
|
|
193
|
-
The genre
|
|
205
|
+
The genre examples inherit from GB via `TEMPLATES.gbc = TEMPLATES.gb`;
|
|
194
206
|
the only differences at build time are:
|
|
195
207
|
|
|
196
208
|
- ROM extension: `.gbc` (vs `.gb`)
|
|
@@ -120,6 +120,27 @@ in DMG mode. To switch a DMG ROM to CGB:
|
|
|
120
120
|
2. Run `romPatch({op:'gbHeader', path:"out.gbc"})` — also fixes the global
|
|
121
121
|
checksum that the boot ROM checks
|
|
122
122
|
|
|
123
|
+
## "BG map updates randomly don't stick" / a tile updates one frame late forever
|
|
124
|
+
|
|
125
|
+
The core (like real hardware mid-frame) DROPS writes to VRAM ($8000-$9FFF)
|
|
126
|
+
that land outside vblank while the LCD is on — silently. A game loop that
|
|
127
|
+
pokes the BG map "whenever the state changes" will have SOME of those pokes
|
|
128
|
+
land mid-frame and vanish: stale cells, a piece that visually lags the
|
|
129
|
+
logical grid, glitches that move around as code timing shifts.
|
|
130
|
+
|
|
131
|
+
The robust pattern (used by the bundled puzzle example games):
|
|
132
|
+
|
|
133
|
+
1. **COLLECT** — during the frame, don't touch VRAM. Append (addr, tile)
|
|
134
|
+
pairs to a small RAM queue whenever game state changes a cell.
|
|
135
|
+
2. **FLUSH** — immediately after `wait_vblank()` (right after the OAM DMA),
|
|
136
|
+
drain the queue with pure writes. No scanning, no logic — vblank is only
|
|
137
|
+
~1140 cycles, so the flush must be writes only and bounded.
|
|
138
|
+
3. **Scrub** — repaint one or two rows per frame round-robin as insurance,
|
|
139
|
+
so any cell that ever got dropped self-heals within a second.
|
|
140
|
+
|
|
141
|
+
If you must write outside that structure, turn the LCD off first (only
|
|
142
|
+
acceptable during init/load screens — mid-game it flashes white).
|
|
143
|
+
|
|
123
144
|
## "Sound is the same as DMG"
|
|
124
145
|
|
|
125
146
|
That's correct — CGB has the **identical** 4-channel APU as DMG. The
|
|
@@ -128,7 +149,7 @@ sound channels or extra waveforms.
|
|
|
128
149
|
|
|
129
150
|
## "ROM size > 32 KB needed"
|
|
130
151
|
|
|
131
|
-
The bundled GBC
|
|
152
|
+
The bundled GBC example games all fit in 32 KB (single bank, no MBC).
|
|
132
153
|
For larger projects use an MBC (memory bank controller). MBC1 / MBC3
|
|
133
154
|
work in gambatte; set the `$0147` cartridge type byte accordingly.
|
|
134
155
|
romPatch({op:'gbHeader'}) doesn't set this — you write it from your asm/C.
|
|
@@ -138,11 +159,11 @@ romPatch({op:'gbHeader'}) doesn't set this — you write it from your asm/C.
|
|
|
138
159
|
Default GBC speed is the same as DMG (~4 MHz Z80). Double-speed mode
|
|
139
160
|
via KEY1 ($FF4D) doubles CPU but halves audio sample rate + breaks
|
|
140
161
|
cycle-counted code. Most homebrew leaves it off; if you need the
|
|
141
|
-
extra clocks, change the GB
|
|
162
|
+
extra clocks, change the GB example pattern to:
|
|
142
163
|
|
|
143
164
|
```c
|
|
144
165
|
KEY1 = 1; /* request speed switch */
|
|
145
166
|
__asm__("stop"); /* arm the switch (compiler-specific syntax) */
|
|
146
167
|
```
|
|
147
168
|
|
|
148
|
-
Not bundled in any
|
|
169
|
+
Not bundled in any example — use only if you've measured a need.
|
|
@@ -3,7 +3,7 @@
|
|
|
3
3
|
GBC shares its toolchain (SDCC sm83) + emulator (gambatte) + most
|
|
4
4
|
of the runtime (`gb_runtime.c`, `gb_crt0.s`, `patch-header.js`,
|
|
5
5
|
hUGEDriver) with DMG. The CGB tree (`src/platforms/gbc/`) holds
|
|
6
|
-
the color-aware
|
|
6
|
+
the color-aware example games; everything below is in lockstep with
|
|
7
7
|
the GB tree.
|
|
8
8
|
|
|
9
9
|
CGB-specific:
|
|
@@ -1,8 +1,8 @@
|
|
|
1
1
|
# GB / GBC C runtime + headers
|
|
2
2
|
|
|
3
3
|
These are the source files that back the GB/GBC C templates. They're
|
|
4
|
-
**not** auto-injected at build time — `
|
|
5
|
-
|
|
4
|
+
**not** auto-injected at build time — `examples({op:'fork', example:"gb/<name>" or
|
|
5
|
+
"gbc/<name>", name, path})` copies them into your project directory so the
|
|
6
6
|
project is self-describing. Build calls then point at your project's
|
|
7
7
|
copy of these files via `sourcesPaths` / `includePaths` / `crt0Path`.
|
|
8
8
|
|
|
@@ -32,7 +32,7 @@ didn't produce, or to override a field:
|
|
|
32
32
|
Fixes up / overrides the header of an existing ROM on disk (title, cart
|
|
33
33
|
type, ROM/RAM size, CGB flag, etc.).
|
|
34
34
|
- `node patch-header.js out.gb` — standalone Node script, copied into
|
|
35
|
-
every GB project by `
|
|
35
|
+
every GB project by `examples({op:'fork'})`. Same logic, no MCP needed.
|
|
36
36
|
- `rgbfix -v -p 0 out.gb` — what the build pipeline runs under the hood;
|
|
37
37
|
RGBDS asm projects can invoke it directly.
|
|
38
38
|
|
|
@@ -46,17 +46,16 @@ didn't produce, or to override a field:
|
|
|
46
46
|
hardware, OAM DMA timing, joypad layout. Read this before your first
|
|
47
47
|
GB/GBC project.
|
|
48
48
|
|
|
49
|
-
##
|
|
49
|
+
## Forking an example
|
|
50
50
|
|
|
51
|
-
Bootstrap a working game-loop skeleton with `
|
|
51
|
+
Bootstrap a working game-loop skeleton by forking an example with `examples({op:'fork'})`:
|
|
52
52
|
|
|
53
53
|
```js
|
|
54
|
-
|
|
55
|
-
op:
|
|
56
|
-
|
|
57
|
-
|
|
58
|
-
|
|
59
|
-
path: "/abs/path",
|
|
54
|
+
examples({
|
|
55
|
+
op: 'fork',
|
|
56
|
+
example: "gbc/tile_engine", // or "gbc/hello_sprite", or "gbc/default"
|
|
57
|
+
name: "mygame",
|
|
58
|
+
path: "/abs/path",
|
|
60
59
|
})
|
|
61
60
|
```
|
|
62
61
|
|
|
@@ -0,0 +1,43 @@
|
|
|
1
|
+
/* AUTO-GENERATED by gen_font.py — 5x7 font, GB 2bpp, ink=value 3. */
|
|
2
|
+
#ifndef FONT_H
|
|
3
|
+
#define FONT_H
|
|
4
|
+
#define FONT_GLYPHS 36
|
|
5
|
+
static const uint8_t font_data[576] = {
|
|
6
|
+
0x38, 0x38, 0x44, 0x44, 0x4C, 0x4C, 0x54, 0x54, 0x64, 0x64, 0x44, 0x44, 0x38, 0x38, 0x00, 0x00, /* 0 */
|
|
7
|
+
0x10, 0x10, 0x30, 0x30, 0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x38, 0x38, 0x00, 0x00, /* 1 */
|
|
8
|
+
0x38, 0x38, 0x44, 0x44, 0x04, 0x04, 0x08, 0x08, 0x10, 0x10, 0x20, 0x20, 0x7C, 0x7C, 0x00, 0x00, /* 2 */
|
|
9
|
+
0x7C, 0x7C, 0x08, 0x08, 0x10, 0x10, 0x08, 0x08, 0x04, 0x04, 0x44, 0x44, 0x38, 0x38, 0x00, 0x00, /* 3 */
|
|
10
|
+
0x08, 0x08, 0x18, 0x18, 0x28, 0x28, 0x48, 0x48, 0x7C, 0x7C, 0x08, 0x08, 0x08, 0x08, 0x00, 0x00, /* 4 */
|
|
11
|
+
0x7C, 0x7C, 0x40, 0x40, 0x78, 0x78, 0x04, 0x04, 0x04, 0x04, 0x44, 0x44, 0x38, 0x38, 0x00, 0x00, /* 5 */
|
|
12
|
+
0x18, 0x18, 0x20, 0x20, 0x40, 0x40, 0x78, 0x78, 0x44, 0x44, 0x44, 0x44, 0x38, 0x38, 0x00, 0x00, /* 6 */
|
|
13
|
+
0x7C, 0x7C, 0x04, 0x04, 0x08, 0x08, 0x10, 0x10, 0x20, 0x20, 0x20, 0x20, 0x20, 0x20, 0x00, 0x00, /* 7 */
|
|
14
|
+
0x38, 0x38, 0x44, 0x44, 0x44, 0x44, 0x38, 0x38, 0x44, 0x44, 0x44, 0x44, 0x38, 0x38, 0x00, 0x00, /* 8 */
|
|
15
|
+
0x38, 0x38, 0x44, 0x44, 0x44, 0x44, 0x3C, 0x3C, 0x04, 0x04, 0x08, 0x08, 0x30, 0x30, 0x00, 0x00, /* 9 */
|
|
16
|
+
0x38, 0x38, 0x44, 0x44, 0x44, 0x44, 0x7C, 0x7C, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x00, 0x00, /* A */
|
|
17
|
+
0x78, 0x78, 0x44, 0x44, 0x44, 0x44, 0x78, 0x78, 0x44, 0x44, 0x44, 0x44, 0x78, 0x78, 0x00, 0x00, /* B */
|
|
18
|
+
0x38, 0x38, 0x44, 0x44, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x44, 0x44, 0x38, 0x38, 0x00, 0x00, /* C */
|
|
19
|
+
0x70, 0x70, 0x48, 0x48, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x48, 0x48, 0x70, 0x70, 0x00, 0x00, /* D */
|
|
20
|
+
0x7C, 0x7C, 0x40, 0x40, 0x40, 0x40, 0x78, 0x78, 0x40, 0x40, 0x40, 0x40, 0x7C, 0x7C, 0x00, 0x00, /* E */
|
|
21
|
+
0x7C, 0x7C, 0x40, 0x40, 0x40, 0x40, 0x78, 0x78, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x00, 0x00, /* F */
|
|
22
|
+
0x38, 0x38, 0x44, 0x44, 0x40, 0x40, 0x5C, 0x5C, 0x44, 0x44, 0x44, 0x44, 0x3C, 0x3C, 0x00, 0x00, /* G */
|
|
23
|
+
0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x7C, 0x7C, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x00, 0x00, /* H */
|
|
24
|
+
0x38, 0x38, 0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x38, 0x38, 0x00, 0x00, /* I */
|
|
25
|
+
0x1C, 0x1C, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x48, 0x48, 0x30, 0x30, 0x00, 0x00, /* J */
|
|
26
|
+
0x44, 0x44, 0x48, 0x48, 0x50, 0x50, 0x60, 0x60, 0x50, 0x50, 0x48, 0x48, 0x44, 0x44, 0x00, 0x00, /* K */
|
|
27
|
+
0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x7C, 0x7C, 0x00, 0x00, /* L */
|
|
28
|
+
0x44, 0x44, 0x6C, 0x6C, 0x54, 0x54, 0x54, 0x54, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x00, 0x00, /* M */
|
|
29
|
+
0x44, 0x44, 0x44, 0x44, 0x64, 0x64, 0x54, 0x54, 0x4C, 0x4C, 0x44, 0x44, 0x44, 0x44, 0x00, 0x00, /* N */
|
|
30
|
+
0x38, 0x38, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x38, 0x38, 0x00, 0x00, /* O */
|
|
31
|
+
0x78, 0x78, 0x44, 0x44, 0x44, 0x44, 0x78, 0x78, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x00, 0x00, /* P */
|
|
32
|
+
0x38, 0x38, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x54, 0x54, 0x48, 0x48, 0x34, 0x34, 0x00, 0x00, /* Q */
|
|
33
|
+
0x78, 0x78, 0x44, 0x44, 0x44, 0x44, 0x78, 0x78, 0x50, 0x50, 0x48, 0x48, 0x44, 0x44, 0x00, 0x00, /* R */
|
|
34
|
+
0x3C, 0x3C, 0x40, 0x40, 0x40, 0x40, 0x38, 0x38, 0x04, 0x04, 0x04, 0x04, 0x78, 0x78, 0x00, 0x00, /* S */
|
|
35
|
+
0x7C, 0x7C, 0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x00, 0x00, /* T */
|
|
36
|
+
0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x38, 0x38, 0x00, 0x00, /* U */
|
|
37
|
+
0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x28, 0x28, 0x10, 0x10, 0x00, 0x00, /* V */
|
|
38
|
+
0x44, 0x44, 0x44, 0x44, 0x44, 0x44, 0x54, 0x54, 0x54, 0x54, 0x6C, 0x6C, 0x44, 0x44, 0x00, 0x00, /* W */
|
|
39
|
+
0x44, 0x44, 0x44, 0x44, 0x28, 0x28, 0x10, 0x10, 0x28, 0x28, 0x44, 0x44, 0x44, 0x44, 0x00, 0x00, /* X */
|
|
40
|
+
0x44, 0x44, 0x44, 0x44, 0x28, 0x28, 0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x00, 0x00, /* Y */
|
|
41
|
+
0x7C, 0x7C, 0x04, 0x04, 0x08, 0x08, 0x10, 0x10, 0x20, 0x20, 0x40, 0x40, 0x7C, 0x7C, 0x00, 0x00, /* Z */
|
|
42
|
+
};
|
|
43
|
+
#endif
|
|
@@ -86,11 +86,34 @@
|
|
|
86
86
|
nop
|
|
87
87
|
jp init
|
|
88
88
|
|
|
89
|
-
;; ─── Header bytes at $0104-$014F — host pipeline fills these
|
|
89
|
+
;; ─── Header bytes at $0104-$014F — host pipeline fills most of these ──
|
|
90
90
|
.area _HEADERe (ABS)
|
|
91
91
|
.org 0x0104
|
|
92
|
-
;;
|
|
93
|
-
|
|
92
|
+
;; Nintendo logo ($0104-$0133, 48 bytes) + title/manufacturer/CGB
|
|
93
|
+
;; flag ($0134-$0143) + licensee/SGB ($0144-$0146): left as a gap —
|
|
94
|
+
;; the post-link header fix (bundled rgbfix, or patch-header.js when
|
|
95
|
+
;; rebuilding outside romdev) writes the canonical logo, the CGB
|
|
96
|
+
;; flag, and both checksums.
|
|
97
|
+
.ds 0x43
|
|
98
|
+
;; Cartridge TYPE + RAM size ($0147-$0149) are emitted EXPLICITLY so
|
|
99
|
+
;; the post-link fix can preserve them (it reads these bytes and
|
|
100
|
+
;; passes them through; unknown/garbage values fall back to ROM-only).
|
|
101
|
+
;; This is the GB equivalent of the NES crt0's iNES BATTERY bit:
|
|
102
|
+
;; declaring the cart in the boot file makes battery saves part of
|
|
103
|
+
;; the project source, not a build flag someone has to remember.
|
|
104
|
+
;;
|
|
105
|
+
;; $0147 = $03 MBC1 + RAM + BATTERY → the core exposes the 8KB
|
|
106
|
+
;; at $A000-$BFFF as persistent SAVE_RAM (.srm).
|
|
107
|
+
;; Writes only stick after the $0A enable sequence —
|
|
108
|
+
;; see the SRAM HARDWARE IDIOM in the puzzle example.
|
|
109
|
+
;; $0148 = $00 32 KB ROM (2 banks — no banking needed)
|
|
110
|
+
;; $0149 = $02 8 KB cart RAM (one bank at $A000)
|
|
111
|
+
.org 0x0147
|
|
112
|
+
.db 0x03 ; cart type: MBC1+RAM+BATTERY
|
|
113
|
+
.db 0x00 ; ROM size: 32 KB
|
|
114
|
+
.db 0x02 ; RAM size: 8 KB
|
|
115
|
+
;; $014A-$014F (destination/licensee/version/checksums): host fills.
|
|
116
|
+
.ds 0x06
|
|
94
117
|
|
|
95
118
|
;; ─── init: real boot code, lives in _CODE starting at $0150 ────────
|
|
96
119
|
.area _CODE
|
|
@@ -7,10 +7,13 @@
|
|
|
7
7
|
//
|
|
8
8
|
// WHY: most libretro GB cores (gambatte) refuse to load a ROM whose
|
|
9
9
|
// Nintendo logo at $0104-$0133 doesn't match the canonical bytes or
|
|
10
|
-
// whose header checksum at $014D doesn't validate.
|
|
11
|
-
//
|
|
12
|
-
// pipeline
|
|
13
|
-
//
|
|
10
|
+
// whose header checksum at $014D doesn't validate.
|
|
11
|
+
//
|
|
12
|
+
// NOTE: romdev's own build pipeline DOES auto-patch the header now (it
|
|
13
|
+
// runs a bundled rgbfix after every gb/gbc link — see the
|
|
14
|
+
// "rgbfix (auto header fix)" line in build logs), so you only need this
|
|
15
|
+
// script when rebuilding the project OUTSIDE romdev with stock SDCC and
|
|
16
|
+
// no RGBDS installed. It's what keeps the forked project self-contained.
|
|
14
17
|
//
|
|
15
18
|
// The bundled gb_crt0.s reserves $0100-$014F for the header window,
|
|
16
19
|
// so the bytes patched in here land on actual cartridge-header
|
|
@@ -148,7 +151,17 @@ if (isCli) {
|
|
|
148
151
|
const rom = new Uint8Array(readFileSync(inPath));
|
|
149
152
|
// Auto-detect CGB based on file extension.
|
|
150
153
|
const cgb = /\.gbc$/i.test(inPath) || /\.gbc$/i.test(outPath);
|
|
151
|
-
|
|
154
|
+
// Battery-cart passthrough: the bundled gb_crt0.s emits the cart-type and
|
|
155
|
+
// RAM-size bytes EXPLICITLY ($0147=$03 MBC1+RAM+BATTERY, $0149=$02 8KB) so
|
|
156
|
+
// battery hi-score saves work. Preserve a known battery-MBC declaration
|
|
157
|
+
// instead of stomping it back to ROM-only; unknown/garbage bytes (a crt0
|
|
158
|
+
// that left the header window as a .ds gap) still get the safe defaults.
|
|
159
|
+
const BATTERY_TYPES = new Set([0x03, 0x06, 0x0F, 0x10, 0x13, 0x1B, 0x1E]);
|
|
160
|
+
const declType = rom.length > 0x149 ? rom[0x147] : 0x00;
|
|
161
|
+
const declRam = rom.length > 0x149 ? rom[0x149] : 0x00;
|
|
162
|
+
const cartType = BATTERY_TYPES.has(declType) ? declType : 0x00;
|
|
163
|
+
const ramSize = cartType !== 0x00 && declRam >= 0x01 && declRam <= 0x05 ? declRam : 0x00;
|
|
164
|
+
patchGbHeader(rom, { cgb, cartType, ramSize });
|
|
152
165
|
writeFileSync(outPath, rom);
|
|
153
|
-
console.log(`patched ${inPath}${outPath !== inPath ? ` → ${outPath}` : ""} (${rom.length} bytes${cgb ? ", CGB" : ""})`);
|
|
166
|
+
console.log(`patched ${inPath}${outPath !== inPath ? ` → ${outPath}` : ""} (${rom.length} bytes${cgb ? ", CGB" : ""}${cartType ? `, cart $${cartType.toString(16)}+RAM` : ""})`);
|
|
154
167
|
}
|
|
@@ -50,9 +50,13 @@ memory({op:'read', region:'system_ram', offset: sym.ramOffset, length:2})
|
|
|
50
50
|
- **`static` file-local globals resolve too** (SGDK emits per-symbol sections).
|
|
51
51
|
A non-`static` global that's never *read* can be optimised away at -O2 — mark
|
|
52
52
|
game-state vars you inspect `volatile` (you want that anyway).
|
|
53
|
-
- **
|
|
54
|
-
|
|
55
|
-
|
|
53
|
+
- **WRAM (`system_ram`) is normalized to CPU byte order** — offset X is the
|
|
54
|
+
byte the 68k sees at $FF0000+X, words read big-endian as expected, and
|
|
55
|
+
offsets line up with disassembly addresses and cheat-DB maps. (gpgx stores
|
|
56
|
+
work RAM host-LE word-swapped internally; the host un-swaps it. Before
|
|
57
|
+
0.28.0 the raw swapped layout leaked through — value-search/diff loops were
|
|
58
|
+
self-consistent, but any offset cross-referenced against a `move.b $FFxxxx`
|
|
59
|
+
in a disassembly was off-by-XOR-1.)
|
|
56
60
|
- **PC → which function?** `symbols({op:'addr', pc, symbolsText: b.mapText})` maps
|
|
57
61
|
a live `cpu({op:'read'}).pc` to the enclosing C function.
|
|
58
62
|
|
|
@@ -174,7 +178,7 @@ software mistake, not a hardware limit:
|
|
|
174
178
|
> burst or a per-frame DMA), you overrun vblank, drop frames, and the
|
|
175
179
|
> scroll judders. **Paint the planes ONCE at setup; the loop only nudges
|
|
176
180
|
> scroll registers and re-stages sprites.** Use the
|
|
177
|
-
> `
|
|
181
|
+
> `two_plane_parallax` example as the known-good shape.
|
|
178
182
|
|
|
179
183
|
### Hardware scroll, the whole loop
|
|
180
184
|
|
|
@@ -237,7 +241,7 @@ if (newTileCol != lastTileCol) {
|
|
|
237
241
|
```
|
|
238
242
|
|
|
239
243
|
That's ~28 tile writes per 8 px of travel, not a 1792-cell plane redraw.
|
|
240
|
-
The `
|
|
244
|
+
The `platformer` example scrolls within one plane (no
|
|
241
245
|
streaming); add the column-stream above to go wider. (Real Sonic also
|
|
242
246
|
splits the screen with H-blank raster effects for independent strips —
|
|
243
247
|
that's an IRQ/raster topic, see the `asm` template.)
|
|
@@ -427,10 +431,40 @@ Video is deeply readable; the FM audio chip is only partially exposed:
|
|
|
427
431
|
`getPsgState` decodes the SN76489 (3 tone + 1 noise channels).
|
|
428
432
|
- **Memory regions:** `memory({op:'read'})` exposes CRAM, VSRAM, VDP_REGS,
|
|
429
433
|
Z80_RAM (the sound CPU's RAM), M68K work RAM, YM2612, PSG, and VRAM.
|
|
430
|
-
Remember the gpgx byte-swap quirk
|
|
434
|
+
Remember the gpgx byte-swap quirk for VRAM: it reads host-LE
|
|
431
435
|
word-byte-swapped (a 16-bit value's two bytes are swapped at the offset)
|
|
432
|
-
—
|
|
433
|
-
|
|
436
|
+
— use tiles({op:'pixels'}) to decode in render order. M68K work RAM
|
|
437
|
+
(`system_ram`) is NOT affected: it's normalized to CPU byte order (see
|
|
438
|
+
"Reading your C globals headlessly").
|
|
439
|
+
|
|
440
|
+
## Break-instant truth: registersAtHit + pure calls (0.28.0)
|
|
441
|
+
|
|
442
|
+
gpgx schedules its CPUs per scanline, so a `breakpoint` hit mid-frame used to
|
|
443
|
+
leave the LIVE register file hundreds of instructions past the hit by the time
|
|
444
|
+
you could read it — chasing pointer registers read that way burned a real
|
|
445
|
+
session for ~2h. Fixed two ways:
|
|
446
|
+
|
|
447
|
+
- **`registersAtHit`** — `breakpoint({on:'pc'|'write'|'read'})` hits now carry
|
|
448
|
+
the FULL register file (d0-d7/a0-a7/pc/sr/sp) frozen by the core at the hit
|
|
449
|
+
instant. Use it, never a follow-up `cpu({op:'read'})`. The reported `pc` for
|
|
450
|
+
write/read hits is the EXECUTING instruction's first byte (pre-0.28.0 it was
|
|
451
|
+
the post-prefetch PC — one instruction late). On a pc-break the 68k also
|
|
452
|
+
stays FROZEN for the rest of the frame, so even live reads agree.
|
|
453
|
+
- **`cpu({op:'call', pure:true})`** — steps ONLY the 68k: no VDP lines, no
|
|
454
|
+
Z80, no interrupts raised. Without it, a driven routine that spans frames
|
|
455
|
+
runs the game's own VBlank logic concurrently — which can stomp the output
|
|
456
|
+
buffer you're capturing (a real session diffed a CORRECT codec
|
|
457
|
+
reimplementation against that poisoned "ground truth" for hours). Prefer
|
|
458
|
+
`pure:true` for every decompressor/codec call; non-pure results carry a ⚠
|
|
459
|
+
caveat when frame logic ran. (SMS/GG get the same via the shared core; the
|
|
460
|
+
OTHER platforms get the same guarantee via interrupt blocking —
|
|
461
|
+
`pureMode:'irq-blocked'` — so the technique transfers everywhere.)
|
|
462
|
+
- **`watch({on:'copy'})`** — the CPU-port complement of `watch({on:'dma'})`:
|
|
463
|
+
logs every data-port write landing in a VRAM window with the executing
|
|
464
|
+
instruction's PC. Use `dma` when the upload is DMA'd (most Genesis
|
|
465
|
+
graphics), `copy` when the game pokes the data port directly (the
|
|
466
|
+
"video_ram writes don't reach the renderer" class of confusion — `copy`
|
|
467
|
+
shows you who's writing and where).
|
|
434
468
|
|
|
435
469
|
## ROM layout
|
|
436
470
|
|
|
@@ -447,7 +481,7 @@ build pipeline computes the checksum on link.
|
|
|
447
481
|
|
|
448
482
|
## Where the SDK lives (and how to read it)
|
|
449
483
|
|
|
450
|
-
`
|
|
484
|
+
`examples({op:'fork'})` (any Genesis example) ships the full SGDK include
|
|
451
485
|
tree into the new project at `vendor/sgdk/`. So when your code does
|
|
452
486
|
`#include <genesis.h>`, those headers come from
|
|
453
487
|
`vendor/sgdk/include/`:
|
|
@@ -239,8 +239,8 @@ Genesis scrolls in HARDWARE — moving the world is two register writes
|
|
|
239
239
|
plane every frame (a `VDP_fillTileMapRect` / `VDP_loadTileMap` / big
|
|
240
240
|
`DMA_*` each frame), you overrun the vblank DMA budget and drop frames →
|
|
241
241
|
judder. Fix: paint the planes ONCE at setup; the loop only nudges scroll
|
|
242
|
-
registers + re-stages sprites. The `
|
|
243
|
-
|
|
242
|
+
registers + re-stages sprites. The `two_plane_parallax`
|
|
243
|
+
example is the known-good shape.
|
|
244
244
|
|
|
245
245
|
Diagnose it without guessing (no core rebuild):
|
|
246
246
|
|
|
@@ -32,6 +32,42 @@ void sfx_noise(u8 length_frames) {
|
|
|
32
32
|
sfx_remaining[3] = length_frames;
|
|
33
33
|
}
|
|
34
34
|
|
|
35
|
+
/* ── background music: a 16-step melody loop on PSG channel 2 ───────
|
|
36
|
+
* Ticked from sfx_update(), so every scaffold that already calls
|
|
37
|
+
* sfx_init() + sfx_update() gets continuous music for free ("no sound"
|
|
38
|
+
* was the #1 playtest complaint — a lone 6-frame blip on a rare event
|
|
39
|
+
* reads as silence). sfx_music(0) turns it off. SFX own channels 0-1 +
|
|
40
|
+
* noise, so effects always cut through. */
|
|
41
|
+
static const u16 music_hz[16] = {
|
|
42
|
+
262, 330, 392, 523, 392, 330, 262, 0, /* C4 E4 G4 C5 G4 E4 C4 - */
|
|
43
|
+
220, 262, 330, 440, 330, 262, 220, 0, /* A3 C4 E4 A4 E4 C4 A3 - */
|
|
44
|
+
};
|
|
45
|
+
static u8 music_enabled = 1;
|
|
46
|
+
static u8 music_step, music_timer;
|
|
47
|
+
|
|
48
|
+
void sfx_music(u8 on) {
|
|
49
|
+
music_enabled = on;
|
|
50
|
+
music_step = 0;
|
|
51
|
+
music_timer = 0;
|
|
52
|
+
if (!on) PSG_setEnvelope(2, PSG_ENVELOPE_MIN);
|
|
53
|
+
}
|
|
54
|
+
|
|
55
|
+
static void music_tick(void) {
|
|
56
|
+
if (!music_enabled) return;
|
|
57
|
+
if (music_timer == 0) {
|
|
58
|
+
u16 hz = music_hz[music_step & 15];
|
|
59
|
+
if (hz) {
|
|
60
|
+
PSG_setFrequency(2, hz);
|
|
61
|
+
PSG_setEnvelope(2, 5); /* moderate, under the SFX */
|
|
62
|
+
} else {
|
|
63
|
+
PSG_setEnvelope(2, PSG_ENVELOPE_MIN);
|
|
64
|
+
}
|
|
65
|
+
music_step++;
|
|
66
|
+
}
|
|
67
|
+
music_timer++;
|
|
68
|
+
if (music_timer >= 9) music_timer = 0; /* ~6.6 notes/sec */
|
|
69
|
+
}
|
|
70
|
+
|
|
35
71
|
void sfx_update(void) {
|
|
36
72
|
for (u8 i = 0; i < 4; i++) {
|
|
37
73
|
if (sfx_remaining[i] > 0) {
|
|
@@ -41,6 +77,7 @@ void sfx_update(void) {
|
|
|
41
77
|
}
|
|
42
78
|
}
|
|
43
79
|
}
|
|
80
|
+
music_tick();
|
|
44
81
|
}
|
|
45
82
|
|
|
46
83
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void sfx_off(void) {
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@@ -42,6 +42,7 @@ void sfx_noise(u8 length_frames);
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42
42
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* decrement the auto-silence countdown. Without this, notes never
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43
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* stop ringing. */
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44
44
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void sfx_update(void);
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45
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+
void sfx_music(u8 on); /* background melody loop on PSG ch2 — ON by default; 0 = off */
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45
46
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46
47
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/* Power down all PSG channels immediately. */
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47
48
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void sfx_off(void);
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