romdevtools 0.70.0 → 0.71.1
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/CHANGELOG.md +80 -0
- package/examples/dreamcast/platformer/main.c +31 -0
- package/examples/dreamcast/puzzle/main.c +44 -0
- package/examples/dreamcast/racing/main.c +39 -0
- package/examples/dreamcast/shmup/main.c +50 -0
- package/examples/dreamcast/sports/main.c +39 -0
- package/package.json +3 -3
- package/src/cores/capabilities.js +13 -9
- package/src/host/LibretroHost.js +242 -23
- package/src/host/callbacks.js +68 -1
- package/src/host/cpu-state.js +32 -0
- package/src/host/dc-aica-state.js +67 -0
- package/src/mcp/tools/audio.js +1 -1
- package/src/mcp/tools/disasm.js +1 -1
- package/src/mcp/tools/index.js +1 -1
- package/src/mcp/tools/platform-docs.js +1 -1
- package/src/mcp/tools/platform-tools.js +9 -1
- package/src/mcp/tools/platforms.js +46 -10
- package/src/mcp/tools/toolchain.js +140 -10
- package/src/platforms/dreamcast/MENTAL_MODEL.md +87 -0
- package/src/platforms/dreamcast/TROUBLESHOOTING.md +55 -0
- package/src/platforms/dreamcast/UPSTREAM_SOURCES.md +57 -0
- package/src/platforms/gba/MENTAL_MODEL.md +22 -1
- package/src/platforms/n64/MENTAL_MODEL.md +84 -0
- package/src/platforms/n64/TROUBLESHOOTING.md +60 -0
- package/src/platforms/n64/UPSTREAM_SOURCES.md +52 -0
- package/src/platforms/n64/lib/c/n64.c +181 -80
- package/src/platforms/ps1/MENTAL_MODEL.md +85 -0
- package/src/platforms/ps1/TROUBLESHOOTING.md +55 -0
- package/src/platforms/ps1/UPSTREAM_SOURCES.md +54 -0
- package/src/platforms/snes/TROUBLESHOOTING.md +10 -0
- package/src/toolchains/asar/asar.js +84 -14
- package/src/toolchains/mips-c/mips-c.js +35 -1
- package/src/toolchains/sh-c/lib/dc.h +65 -15
- package/src/toolchains/sh-c/sh-c.js +6 -3
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@@ -42,6 +42,7 @@ import { decodeLynxMikey, decodeLynxPalette } from "../../host/lynx-mikey-state.
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import { getPcePsgState } from "../../host/pce-psg-state.js";
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import { decodePs1Spu } from "../../host/ps1-spu-state.js";
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import { decodeN64Ai } from "../../host/n64-ai-state.js";
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import { decodeAica } from "../../host/dc-aica-state.js";
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import { getMsxAyState } from "../../host/msx-ay-state.js";
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import { decodeGbaSprites, decodeGbaPalette } from "../../host/gba-video-state.js";
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@@ -440,7 +441,14 @@ export function registerPlatformTools(server, z, sessionKey) {
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if (!regs) throw new Error("getAudioState chip:'ai' — no AI region (load an N64 ROM into the rebuilt parallel_n64 core).");
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return { platform: "n64", ...decodeN64Ai(regs) };
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}
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-
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+
if (chip === "aica") {
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// Dreamcast AICA — 64 PCM/ADPCM channels (key-on/volume/pitch/loop) + master
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// volume, from the rebuilt flycast core's romdev_aica_get register window.
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const regs = host.getAicaRegs?.();
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if (!regs) throw new Error("getAudioState chip:'aica' — no AICA region (load a Dreamcast program into the rebuilt flycast core).");
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return { platform: "dreamcast", ...decodeAica(regs) };
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}
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throw new Error(`getAudioState: unknown chip '${chip}'. Use 'nes' (NES 2A03), 'gb' (Game Boy/GBC), 'gba' (GBA), 'dsp' (SNES), 'psg' (Genesis/SMS/GG SN76489), 'ym2612' (Genesis FM), 'sid' (C64), 'mikey' (Lynx), 'pce', 'ay8910' (MSX), 'spu' (PS1), or 'aica' (Dreamcast).`);
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}
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getAudioStateCore = async ({ chip }, callerSessionKey) => jsonContent(readAudioChip(chip, callerSessionKey));
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@@ -93,9 +93,17 @@ const PLATFORM_QUIRKS = {
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};
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/** op:'list' — every platform with core/toolchains/languages/quirks. */
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export function listPlatformsCore() {
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export function listPlatformsCore({ platform, slim } = {}) {
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const available = new Set(listAvailableCores());
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-
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let ids = Object.keys(CORES);
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if (platform) {
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if (!CORES[platform]) {
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throw new Error(`platform({op:'list'}): unknown platform '${platform}'. Known: ${ids.join(", ")}.`);
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}
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ids = [platform]; // per-platform filter — the big token-sink fix (v0.71.0 fb)
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}
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const platforms = ids.map((id) => {
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const info = CORES[id];
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const toolchains = Object.values(TOOLCHAINS)
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.filter((t) => t.platforms.includes(id))
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.map((t) => ({ id: t.id, displayName: t.displayName, tier: t.tier }));
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@@ -107,18 +115,45 @@ export function listPlatformsCore() {
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toolchains,
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};
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const langs = getLanguageOptions(id);
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if (langs)
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-
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if (langs) {
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// `slim` drops the heavy per-language `note` + `quirks` prose (the big
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// token sink when you only need "which platforms/toolchains/languages
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// exist"). Detail stays behind platform({op:'doc'}) + op:'capabilities'.
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entry.languages = slim
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? { defaultLanguage: langs.defaultLanguage,
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languages: (langs.languages || []).map((l) => ({ language: l.language, toolchain: l.toolchain, available: l.available })) }
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: langs;
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}
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if (!slim && PLATFORM_QUIRKS[id]) entry.quirks = PLATFORM_QUIRKS[id];
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return entry;
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});
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-
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// A single-platform query returns just that row (not wrapped in `platforms[]`).
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return platform ? platforms[0] : { platforms };
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}
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/** op:'resolve' — resolved core paths for a platform
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/** op:'resolve' — resolved core paths + the toolchain summary for a platform. */
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export function resolvePlatformCore({ platform }) {
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const r = resolveCore(platform);
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if (!r) throw new Error(`no core available for platform '${platform}'`);
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-
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// Also surface the toolchain(s) — resolve used to report only the emulator
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// core, so agents had to spelunk node_modules to learn the build path (v0.71.0
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// fb #3). We do NOT hand out the WASM/.mjs artifact paths: those tools run ONLY
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// inside romdev's `build` worker harness (virtual FS), so a node_modules path
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// invites the wrong mental model (shimming them into an external Makefile —
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// which does NOT work). The `note` states that plainly (fb #4/#5).
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const toolchains = Object.values(TOOLCHAINS)
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.filter((t) => t.platforms.includes(platform))
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.map((t) => ({ id: t.id, displayName: t.displayName, tier: t.tier }));
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return {
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...r,
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toolchains,
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toolchainNote:
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"Build via the `build` tool (it compiles a source set into one ROM). The toolchain " +
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"binaries are WASM, run ONLY inside romdev's build worker (virtual FS) — they are NOT " +
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"host-callable and CANNOT back an external project's Makefile. For an existing decomp/" +
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"romhack that needs its own legacy compiler (e.g. agbcc) + Makefile, build it on the host " +
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"and use romdev to run/inspect/debug the resulting ROM.",
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};
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}
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export function registerPlatformTools(server, z) {
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@@ -142,14 +177,15 @@ export function registerPlatformTools(server, z) {
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"troubleshooting / upstream_sources; `platform:'romhacking'` + `name:'playbook'` for the RE decision tree). " +
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"Read MENTAL_MODEL before writing code, and the romhacking playbook before a hack.",
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{
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op: z.enum(["list", "capabilities", "resolve", "toolchains", "docs", "doc"]).describe("list=platforms; capabilities=per-platform op support matrix; resolve=core paths; toolchains; docs=a platform's doc names; doc=read one doc."),
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platform: z.string().optional().describe("op=resolve/docs/doc: platform id (e.g. nes, gb, genesis; 'romhacking' for the RE playbook)."),
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op: z.enum(["list", "capabilities", "resolve", "toolchains", "docs", "doc"]).describe("list=platforms (pass `platform` to get just ONE, `slim:true` to drop the verbose notes); capabilities=per-platform op support matrix; resolve=core + toolchain artifact paths; toolchains; docs=a platform's doc names; doc=read one doc."),
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platform: z.string().optional().describe("op=list/resolve/docs/doc/capabilities: platform id (e.g. nes, gb, genesis; 'romhacking' for the RE playbook). On op=list it filters to that ONE platform's row instead of the whole matrix (big token saver)."),
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slim: z.boolean().optional().describe("op=list: drop the heavy per-language `note` + `quirks` prose; return just {platform, toolchains[], languages{defaultLanguage,…}}. Detail stays behind op:'doc' / op:'capabilities'."),
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id: z.string().optional().describe("op=toolchains: a specific toolchain's install status (e.g. 'cc65')."),
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name: z.string().optional().describe("op=doc: which doc — mental_model | troubleshooting | upstream_sources | playbook."),
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},
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safeTool(async (args) => {
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switch (args.op) {
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case "list": return jsonContent(listPlatformsCore());
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case "list": return jsonContent(listPlatformsCore({ platform: args.platform, slim: args.slim }));
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case "capabilities": {
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if (args.platform) {
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const cap = capabilitiesFor(args.platform);
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@@ -470,8 +470,16 @@ export function registerToolchainTools(server, z, sessionKey) {
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return jsonContent(payload);
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}
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async function runSourceImpl({ platform, language, source, sourcePath, sources, sourcesPaths, includes, binaryIncludes, binaryIncludePaths, includePaths, runtime, maxmod, rebuildSdk, crt0, crt0Path, codeLoc, dataLoc, linkerConfig, linkerConfigPath, inesHeader, path: projPath, frames = 60, holdInputs, screenshotPath, projectName }) {
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async function runSourceImpl({ platform, language, source, sourcePath, sources, sourcesPaths, includes, binaryIncludes, binaryIncludePaths, includePaths, runtime, maxmod, rebuildSdk, crt0, crt0Path, codeLoc, dataLoc, linkerConfig, linkerConfigPath, inesHeader, options, defines, entry, path: projPath, frames = 60, holdInputs, screenshotPath, projectName }) {
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const { buildForPlatform } = await import("../../toolchains/index.js");
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// Merge `defines` ({_VER:1}) into `options` (--define) just like the project/rom paths,
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// so a project-dir RUN honors them too.
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const mergedOptions = [
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...(Array.isArray(options) ? options : []),
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...(defines && typeof defines === "object"
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? Object.entries(defines).flatMap(([k, v]) => ["--define", `${k}=${v}`])
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: []),
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];
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const resolved = resolveCore(platform);
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if (!resolved) throw new Error(`no core available for platform '${platform}'`);
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@@ -481,7 +489,7 @@ export function registerToolchainTools(server, z, sessionKey) {
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// happy path; without it, output:'run' + path errored ("requires source").
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const noExplicitSources = source == null && sourcePath == null && sources == null && sourcesPaths == null;
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if (projPath && noExplicitSources) {
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const r = await readProjectDir(projPath, platform);
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const r = await readProjectDir(projPath, platform, { entry });
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includes = { ...(includes ?? {}), ...r.includes };
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binaryIncludes = { ...(binaryIncludes ?? {}), ...r.binaryIncludes };
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if (r.crt0 != null) crt0 = r.crt0;
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crt0: crt0Rel2,
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codeLoc,
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dataLoc,
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options: mergedOptions.length ? mergedOptions : undefined,
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});
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logBuildResult("build:run", platform, build);
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if (!build.ok || !build.binary) {
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@@ -703,7 +712,7 @@ export function registerToolchainTools(server, z, sessionKey) {
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"• output:'rom' (default) — assemble or compile `source` (single) / `sources` ({name:contents}) / `sourcePath` / `sourcesPaths`. Returns the ROM (path by default; `inline:true` for binaryBase64) + build log. **`binaryIncludes`/`binaryIncludePaths` (base64/path CHR-ROM, music blobs for `.incbin`) — WITHOUT them no game with external assets builds.** `includes`/`includePaths` for `.include`d text. `linkerConfig` (cc65; NES preset 'chr-ram-runtime' RECOMMENDED). `crt0`/`crt0Path`/`codeLoc`/`dataLoc` (SDCC). `runtime`/`maxmod`/`rebuildSdk` (GBA/Genesis SDK). **`lint:'strict'` fails the build (stage:'lint', no binary) if the pre-flight SDCC crash-pattern scan flags anything (e.g. the uint8 loop-bound trap); 'advisory' (default) just lists hits in issues[].** **`includeSymbols:true` returns the .map text inline on a PLAIN rom build — distinct from output:'romWithDebug' which writes .dbg/.map FILES.** Language is inferred from extension/content — usually OMIT `language`.\n" +
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"• output:'romWithDebug' — like 'rom' but also emits linker debug info for the `symbols` tool: cc65 → `.dbg`, SDCC → sdld `.map`, Genesis m68k → GNU ld map (find where a RAM var landed). DEFAULT writes ROM + debug file + log to disk (`outputPath` required unless `inline:true`). **`resolveSymbols:['grid','score']` folds those names' addresses ({resolvedSymbols:{grid:{address,hex,region?,ramOffset?}}}) straight into the result — the cheap way to a WRAM variable's address without loading the whole map (or round-tripping it through `symbols`).**\n" +
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"• output:'run' — BUILD + LOAD + RUN + SCREENSHOT in one round trip — the fastest iteration loop. Same build args; runs `frames` frames and returns the screenshot INLINE. `holdInputs` holds controller state; `screenshotPath` writes the PNG to disk instead; `projectName` titles the playtest window.\n" +
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"• output:'project' — build a project DIRECTORY (`path`) without re-passing the file manifest each call. Entry point
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"• output:'project' — build a project DIRECTORY (`path`) without re-passing the file manifest each call. Entry point auto-detects `main.c` (C/SGDK Genesis, GBA, cc65/SDCC C) OR `main.s`/`main.asm` (asm); pass `entry:'smw.asm'` to point at a differently-named top-level file (e.g. an existing disassembly). Every `.c`/`.s`/`.asm` in the dir is a translation unit (linked together), every `.h`/`.inc` an include, and `.bin/.chr/.pcm/.brr/.vgm/...` (recursively, including subdirectories) become binaryIncludes (for `.incbin`). `options` (e.g. asar `--define _VER=1`) and `defines` are honored here too. Iterate an on-disk project by re-calling with just `{path, platform}`. **This is the no-boilerplate path for an examples({op:'fork'}) dir: the per-platform recipe auto-supplies the crt0 + load address — GB/GBC default `gb_crt0.s` + `codeLoc:0x150` (don't hand-pass them!), MSX routes `msx_crt0.s` + `codeLoc:0x4010`, SMS/GG auto-inject their bundled crt0, NES applies the chr-ram-runtime preset. PREFER this over re-passing `crt0Path`/`codeLoc` to output:'rom' for a forked project.**",
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{
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output: z.enum(["rom", "romWithDebug", "run", "project"])
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.describe("rom=produce a ROM (default); romWithDebug=ROM + .dbg/.map debug files; run=build+load+run+screenshot; project=build a project directory."),
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crt0Path: z.string().optional().describe("Path-based `crt0`. NOT read by output:'romWithDebug' — pass `crt0` there."),
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codeLoc: z.coerce.number().int().optional().describe("SDCC — _CODE load address (default $0000; GB/GBC bundled crt0 wants 0x150)."),
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dataLoc: z.coerce.number().int().optional().describe("SDCC — _DATA (WRAM) load address (default $C000 on Z80). NOT read by output:'romWithDebug'."),
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options: z.array(z.string()).optional().describe("output:'rom'
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options: z.array(z.string()).optional().describe("Extra toolchain CLI options. Honored by output:'rom' AND output:'project' (e.g. asar `--define _VER=1`, `--fix-checksum=off`, `-wno…`)."),
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defines: z.record(z.string(), z.union([z.string(), z.number()])).optional().describe("Assembler defines as a map ({_VER:1}) — convenience for asar's `--define NAME=VALUE`. Merged into `options` for output:'rom'/'project'. (Equivalent to passing `--define _VER=1` yourself.)"),
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linkerConfig: z.string().optional().describe("ld65 linker config (cc65). NES presets: 'chr-ram-runtime' (RECOMMENDED for homebrew C — full crt0 + iNES header + NMI w/ OAM DMA + `_shadow_oam` at $0200), 'chr-ram' (bare nmi:rti stub), 'chr-rom' (cc65-C with FIXED CHR-ROM art — segment split + CHARS segment; supply CHR via binaryIncludePaths into a CHARS source + the header via `inesHeader`). Or full .cfg contents. Preset NAMES only resolve on output:'rom'/'run'; output:'romWithDebug' takes raw .cfg contents only. **For rebuilding a commercial NROM game from its disassembly, prefer `inesHeader` over a raw .cfg.**"),
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linkerConfigPath: z.string().optional().describe("Path-based `linkerConfig`: absolute path to a .cfg file on disk (the server reads it — the cfg never enters your context; e.g. the multi-bank cfg a banked-NES disasm project ships). Ignored when `linkerConfig` is passed inline."),
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projectName: z.string().optional().describe("output:'run' — playtest window title (no effect on the ROM)."),
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// project-only
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path: z.string().optional().describe("output:'project' — absolute path to the project directory."),
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entry: z.string().optional().describe("output:'project' — name of the top-level source file when it isn't main.c/main.s/main.asm (e.g. 'smw.asm' for an existing disassembly). Project-relative or a bare filename. Default: auto-detect main.c / main.s / main.asm."),
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// shared output
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outputPath: z.string().optional().describe("output:'rom'/'romWithDebug'/'project' — absolute path to write the ROM (romWithDebug writes .dbg/.map/.log alongside; REQUIRED for romWithDebug unless inline:true). output:'rom' omitted → temp-file path returned (or inline:true for base64)."),
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inline: z.boolean().default(false).describe("output:'rom'/'romWithDebug' — return binaryBase64 (+ debug text for romWithDebug) in the response instead of writing to disk."),
|
|
@@ -905,6 +916,45 @@ export function projectBuildRecipe(platform, names) {
|
|
|
905
916
|
return r;
|
|
906
917
|
}
|
|
907
918
|
|
|
919
|
+
/**
|
|
920
|
+
* Recursively collect files in SUBDIRECTORIES of a project (top-level files are
|
|
921
|
+
* handled by the recipe). Returns {rel, abs} with `rel` POSIX-relative to root
|
|
922
|
+
* (e.g. "col/misc/x.pal"), so the asar/incbin mount resolves the same path the
|
|
923
|
+
* source references. Skips dot-dirs and common build/VCS dirs to avoid hauling
|
|
924
|
+
* in junk. Caps total files to keep a pathological tree from blowing up.
|
|
925
|
+
* @param {string} root
|
|
926
|
+
* @returns {Promise<Array<{rel:string, abs:string}>>}
|
|
927
|
+
*/
|
|
928
|
+
async function walkSubdirAssets(root) {
|
|
929
|
+
/** @type {Array<{rel:string, abs:string}>} */
|
|
930
|
+
const out = [];
|
|
931
|
+
const SKIP_DIR = new Set([".git", ".svn", "node_modules", "out", "build", "obj", ".vscode"]);
|
|
932
|
+
const MAX = 5000;
|
|
933
|
+
async function walk(dir, rel) {
|
|
934
|
+
let ents;
|
|
935
|
+
try { ents = await readdir(dir, { withFileTypes: true }); } catch { return; }
|
|
936
|
+
for (const e of ents) {
|
|
937
|
+
if (out.length >= MAX) return;
|
|
938
|
+
const childRel = rel ? `${rel}/${e.name}` : e.name;
|
|
939
|
+
if (e.isDirectory()) {
|
|
940
|
+
if (e.name.startsWith(".") || SKIP_DIR.has(e.name)) continue;
|
|
941
|
+
await walk(path.join(dir, e.name), childRel);
|
|
942
|
+
} else if (e.isFile()) {
|
|
943
|
+
out.push({ rel: childRel, abs: path.join(dir, e.name) });
|
|
944
|
+
}
|
|
945
|
+
}
|
|
946
|
+
}
|
|
947
|
+
// Only descend into subdirectories (top-level handled by the flat loop/recipe).
|
|
948
|
+
let top;
|
|
949
|
+
try { top = await readdir(root, { withFileTypes: true }); } catch { return out; }
|
|
950
|
+
for (const e of top) {
|
|
951
|
+
if (e.isDirectory() && !e.name.startsWith(".") && !SKIP_DIR.has(e.name)) {
|
|
952
|
+
await walk(path.join(root, e.name), e.name);
|
|
953
|
+
}
|
|
954
|
+
}
|
|
955
|
+
return out;
|
|
956
|
+
}
|
|
957
|
+
|
|
908
958
|
/**
|
|
909
959
|
* Read a scaffolded project DIRECTORY into the build inputs, applying the
|
|
910
960
|
* per-platform recipe (crt0 routing, linker preset, runtime, skip-list) and
|
|
@@ -913,17 +963,57 @@ export function projectBuildRecipe(platform, names) {
|
|
|
913
963
|
* can never drift. Returns crt0 as RAW source text (callers assemble it).
|
|
914
964
|
* @param {string} projPath
|
|
915
965
|
* @param {string} platform
|
|
966
|
+
* @param {{entry?: string}} [opts] entry: name of the top-level source when it isn't main.*
|
|
916
967
|
*/
|
|
917
|
-
export async function readProjectDir(projPath, platform) {
|
|
968
|
+
export async function readProjectDir(projPath, platform, opts = {}) {
|
|
918
969
|
const entries = await readdir(projPath, { withFileTypes: true });
|
|
919
970
|
const files = entries.filter((e) => e.isFile());
|
|
920
971
|
|
|
972
|
+
// Subdirectory assets — a real disassembly keeps palettes/gfx in nested dirs
|
|
973
|
+
// (e.g. col/misc/back_area.pal) and `.incbin`s them by relative path. The old
|
|
974
|
+
// flat readdir never saw them → "file not found". Walk recursively and add any
|
|
975
|
+
// binary asset (regardless of extension/double-extension) keyed by its path
|
|
976
|
+
// RELATIVE to the project root, so the asar/incbin mount resolves it.
|
|
977
|
+
const subAssets = await walkSubdirAssets(projPath);
|
|
978
|
+
|
|
979
|
+
// Entry override: an existing project whose top file isn't main.* (e.g.
|
|
980
|
+
// smw.asm) OR is nested (e.g. src/main.c — common for decomps/SDK projects).
|
|
981
|
+
// Accept a project-relative path or a bare name; it becomes the single entry
|
|
982
|
+
// source. Resolve against BOTH the top-level files AND the recursively staged
|
|
983
|
+
// subdir set, with POSIX slashes (`path.normalize` may emit `\` on Windows).
|
|
984
|
+
const entryName = opts.entry
|
|
985
|
+
? path.normalize(opts.entry).replace(/\\/g, "/").replace(/^[./]+/, "")
|
|
986
|
+
: null;
|
|
987
|
+
// The resolved {rel, abs} for the entry when it's nested in a subdirectory.
|
|
988
|
+
let entrySubAsset = null;
|
|
989
|
+
if (entryName) {
|
|
990
|
+
const topMatch = files.some((f) => f.name === entryName);
|
|
991
|
+
entrySubAsset = subAssets.find((a) => a.rel === entryName) || null;
|
|
992
|
+
// Bare-filename fallback: `entry:'main.c'` matches `src/main.c` if unique.
|
|
993
|
+
if (!topMatch && !entrySubAsset && !entryName.includes("/")) {
|
|
994
|
+
const byBase = subAssets.filter((a) => a.rel.split("/").pop() === entryName);
|
|
995
|
+
if (byBase.length === 1) entrySubAsset = byBase[0];
|
|
996
|
+
}
|
|
997
|
+
if (!topMatch && !entrySubAsset) {
|
|
998
|
+
const nearby = subAssets
|
|
999
|
+
.filter((a) => a.rel.split("/").pop() === entryName.split("/").pop())
|
|
1000
|
+
.map((a) => a.rel).slice(0, 8);
|
|
1001
|
+
throw new Error(
|
|
1002
|
+
`entry '${entryName}' not found in ${projPath}. ` +
|
|
1003
|
+
(nearby.length
|
|
1004
|
+
? `Did you mean: ${nearby.join(", ")}? (entry is project-relative — e.g. 'src/main.c'.)`
|
|
1005
|
+
: `Top-level: ${files.map((f) => f.name).join(", ") || "(none)"}. ` +
|
|
1006
|
+
`entry is project-relative — pass the path under the repo root (e.g. 'src/main.c').`)
|
|
1007
|
+
);
|
|
1008
|
+
}
|
|
1009
|
+
}
|
|
1010
|
+
|
|
921
1011
|
const hasC = files.some((f) => f.name === "main.c");
|
|
922
1012
|
const hasAsm = files.some((f) => f.name === "main.s" || f.name === "main.asm");
|
|
923
|
-
if (!hasC && !hasAsm) {
|
|
1013
|
+
if (!entryName && !hasC && !hasAsm) {
|
|
924
1014
|
throw new Error(
|
|
925
|
-
`no entry point in ${projPath}: expected main.c (C/SGDK/GBA/cc65 project) or main.s / main.asm (asm project)
|
|
926
|
-
`Found: ${files.map((f) => f.name).join(", ") || "(empty)"}.`
|
|
1015
|
+
`no entry point in ${projPath}: expected main.c (C/SGDK/GBA/cc65 project) or main.s / main.asm (asm project), ` +
|
|
1016
|
+
`or pass entry:'<top-file>'. Found: ${files.map((f) => f.name).join(", ") || "(empty)"}.`
|
|
927
1017
|
);
|
|
928
1018
|
}
|
|
929
1019
|
|
|
@@ -933,6 +1023,15 @@ export async function readProjectDir(projPath, platform) {
|
|
|
933
1023
|
// the dir build matches the hand-written build({output:'run'}) call.
|
|
934
1024
|
const recipe = projectBuildRecipe(platform, files.map((f) => f.name));
|
|
935
1025
|
|
|
1026
|
+
// With a custom ASM entry, the entry is the ONE source; every OTHER top-level
|
|
1027
|
+
// .asm/.s/.c routes as an include (asar/wla resolve `.include`/`#include`
|
|
1028
|
+
// from the includes mount), matching the single-source asm model.
|
|
1029
|
+
if (entryName && /\.(asm|s)$/i.test(entryName)) {
|
|
1030
|
+
for (const f of files) {
|
|
1031
|
+
if (/\.(c|s|asm)$/i.test(f.name) && f.name !== entryName) recipe.includeAsC.add(f.name);
|
|
1032
|
+
}
|
|
1033
|
+
}
|
|
1034
|
+
|
|
936
1035
|
/** @type {Record<string,string>} */ const sources = {};
|
|
937
1036
|
/** @type {Record<string,string>} */ const includes = {};
|
|
938
1037
|
/** @type {Record<string,string>} */ const binaryIncludes = {};
|
|
@@ -953,6 +1052,27 @@ export async function readProjectDir(projPath, platform) {
|
|
|
953
1052
|
}
|
|
954
1053
|
}
|
|
955
1054
|
|
|
1055
|
+
// Stage subdirectory assets (any extension) keyed by their path relative to the
|
|
1056
|
+
// project root, so `incbin "col/misc/X.pal"` / `.incbin "gfx/a.bin"` resolve in
|
|
1057
|
+
// the mount. Text-ish includes (.asm/.s/.h/.inc) found in subdirs go to includes
|
|
1058
|
+
// (so `incsrc "lib/foo.asm"` works); everything else is a binary asset.
|
|
1059
|
+
for (const a of subAssets) {
|
|
1060
|
+
if (recipe.skip.has(a.rel) || a.rel === entrySubAsset?.rel) continue;
|
|
1061
|
+
if (/\.(h|inc|asm|s)$/i.test(a.rel)) {
|
|
1062
|
+
includes[a.rel] = (await readFile(a.abs)).toString("utf-8");
|
|
1063
|
+
} else {
|
|
1064
|
+
binaryIncludes[a.rel] = (await readFile(a.abs)).toString("base64");
|
|
1065
|
+
}
|
|
1066
|
+
}
|
|
1067
|
+
|
|
1068
|
+
// A NESTED entry (e.g. src/main.c) is read here as the entry SOURCE — the
|
|
1069
|
+
// top-level loop above only sees root files, so a subdir entry would otherwise
|
|
1070
|
+
// never compile. Keyed by its relative path so #include/.include resolution
|
|
1071
|
+
// from the same subdir works.
|
|
1072
|
+
if (entrySubAsset) {
|
|
1073
|
+
sources[entrySubAsset.rel] = (await readFile(entrySubAsset.abs)).toString("utf-8");
|
|
1074
|
+
}
|
|
1075
|
+
|
|
956
1076
|
// SMS/GG with no crt0 file in the dir → fall back to the bundled crt0,
|
|
957
1077
|
// exactly like the output:'rom'/'run' handlers do. Without this the link
|
|
958
1078
|
// silently uses SDCC's stock z80 crt0, which never calls main() (black
|
|
@@ -972,8 +1092,17 @@ export async function readProjectDir(projPath, platform) {
|
|
|
972
1092
|
return { sources, includes, binaryIncludes, crt0, codeLoc: recipe.codeLoc, dataLoc: recipe.dataLoc, linkerConfig: recipe.linkerConfig, runtime, maxmod: recipe.maxmod };
|
|
973
1093
|
}
|
|
974
1094
|
|
|
975
|
-
export async function buildProjectCore({ path: projPath, platform, outputPath }) {
|
|
976
|
-
const { sources, includes, binaryIncludes, crt0, codeLoc, dataLoc, linkerConfig, runtime, maxmod } = await readProjectDir(projPath, platform);
|
|
1095
|
+
export async function buildProjectCore({ path: projPath, platform, outputPath, options, defines, entry }) {
|
|
1096
|
+
const { sources, includes, binaryIncludes, crt0, codeLoc, dataLoc, linkerConfig, runtime, maxmod } = await readProjectDir(projPath, platform, { entry });
|
|
1097
|
+
|
|
1098
|
+
// Thread `options` (e.g. asar `--define _VER=1`, `--fix-checksum=off`) + the `defines`
|
|
1099
|
+
// convenience map through to the toolchain — project mode used to silently drop them.
|
|
1100
|
+
const mergedOptions = [
|
|
1101
|
+
...(Array.isArray(options) ? options : []),
|
|
1102
|
+
...(defines && typeof defines === "object"
|
|
1103
|
+
? Object.entries(defines).flatMap(([k, v]) => ["--define", `${k}=${v}`])
|
|
1104
|
+
: []),
|
|
1105
|
+
];
|
|
977
1106
|
|
|
978
1107
|
// Linker preset: the recipe names it (e.g. NES 'chr-ram-runtime', which ships
|
|
979
1108
|
// the OAM/CHARS segments + its own crt0). resolveLinkerConfig also returns any
|
|
@@ -1012,6 +1141,7 @@ export async function buildProjectCore({ path: projPath, platform, outputPath })
|
|
|
1012
1141
|
crt0: crt0Rel,
|
|
1013
1142
|
codeLoc,
|
|
1014
1143
|
dataLoc,
|
|
1144
|
+
options: mergedOptions.length ? mergedOptions : undefined,
|
|
1015
1145
|
});
|
|
1016
1146
|
if (outputPath && result.binary) {
|
|
1017
1147
|
await mkdir(path.dirname(outputPath), { recursive: true });
|
|
@@ -0,0 +1,87 @@
|
|
|
1
|
+
# Sega Dreamcast — mental model
|
|
2
|
+
|
|
3
|
+
The Dreamcast is a **3D machine**: a 200 MHz Hitachi SH-4 CPU (with an on-die FPU/
|
|
4
|
+
vector unit) + the PowerVR2 (CLX2) **tile-based deferred renderer** drawing into
|
|
5
|
+
8 MB VRAM, plus the AICA sound system (an ARM7 CPU + DSP). romdev runs it on
|
|
6
|
+
**Flycast** built to WASM, presenting through the **native-gles / WebGL2 hardware
|
|
7
|
+
GPU**, with the **reios HLE BIOS** so you don't ship a real `dc_boot.bin`.
|
|
8
|
+
|
|
9
|
+
## The one thing to know about rendering
|
|
10
|
+
|
|
11
|
+
Flycast is **GPU-first**: the PowerVR2 is a Tile Accelerator (TA) — homebrew normally
|
|
12
|
+
submits TA display lists (polygon/vertex lists) that the GPU rasterizes. romdev runs
|
|
13
|
+
Flycast `hwRender: true` (the real GPU via WebGL2). **BUT** the core is configured
|
|
14
|
+
with `flycast_emulate_framebuffer: enabled`, which gives a working **direct-framebuffer
|
|
15
|
+
scanout** path — a program that writes the DC framebuffer displays (verified: a
|
|
16
|
+
framebuffer-writing program captured ~727k pixels). So both routes work:
|
|
17
|
+
|
|
18
|
+
- **Direct framebuffer** (simplest for 2D / first pixels): write VRAM and let the
|
|
19
|
+
emulated-framebuffer path scan it out. The starting point for "just show something."
|
|
20
|
+
- **TA / GPU** (the real path for 3D): submit PowerVR2 TA lists. The native SDK,
|
|
21
|
+
**KallistiOS (KOS)**, wraps the TA and ships an OpenGL port — lean on KOS rather than
|
|
22
|
+
hand-rolling the TA command encoding.
|
|
23
|
+
|
|
24
|
+
Decide which your homebrew uses; the bundled helper lib targets the framebuffer path
|
|
25
|
+
first (like a software front end) and grows toward TA.
|
|
26
|
+
|
|
27
|
+
## CPU / memory map (SH-4, 32-bit, little-endian)
|
|
28
|
+
|
|
29
|
+
| Region | Address | Notes |
|
|
30
|
+
|--------|---------|-------|
|
|
31
|
+
| System RAM | `0x8C00_0000`+ | 16 MB main RAM (KOS links code here) |
|
|
32
|
+
| VRAM | `0xA500_0000`+ | 8 MB texture/framebuffer RAM |
|
|
33
|
+
| Hardware regs | `0xA05F_xxxx` | PowerVR2 (TA/CORE), Holly, GD-ROM, AICA, Maple |
|
|
34
|
+
| AICA RAM | `0x00800000` (AICA bus) | ARM7 sound RAM |
|
|
35
|
+
|
|
36
|
+
Addresses are **little-endian**. SH-4 uses **PC-relative loads** for constants/
|
|
37
|
+
addresses (`mov.l @(disp,PC)`) heavily — relevant for RE base-address alignment.
|
|
38
|
+
`memory({op:'read', region:'system_ram'})` reads main RAM.
|
|
39
|
+
|
|
40
|
+
## Booting — KOS ELF + reios HLE (no disc needed for the dev loop)
|
|
41
|
+
|
|
42
|
+
A real Dreamcast boots from a GD-ROM with an `IP.BIN` bootstrap (a CDI/CHD disc image).
|
|
43
|
+
For homebrew, that's heavy. romdev uses Flycast's **reios HLE BIOS** (`flycast_hle_bios:
|
|
44
|
+
enabled`), and KallistiOS produces a ready-to-boot **ELF** — Flycast loads the raw KOS
|
|
45
|
+
ELF directly, so you skip the disc-image dance. (Build a disc image only if a specific
|
|
46
|
+
title demands it.) `build({platform:'dreamcast'})` produces the loadable image.
|
|
47
|
+
|
|
48
|
+
## Input
|
|
49
|
+
|
|
50
|
+
Homebrew reads controllers over the **Maple bus** (`0xA05F_6C00`+) — the DC's
|
|
51
|
+
peripheral protocol. KOS abstracts this (`maple_enum_*`, controller state). The host's
|
|
52
|
+
`setInput`/`run` holdInputs drive the emulated controller; the game polls Maple.
|
|
53
|
+
|
|
54
|
+
## Sound
|
|
55
|
+
|
|
56
|
+
The **AICA** = an ARM7 CPU + DSP with its own RAM. The SH-4 uploads a sound program +
|
|
57
|
+
samples to AICA RAM and triggers channels. KOS ships an AICA sound driver
|
|
58
|
+
(`snd_stream`). `audioChips` lists `aica`.
|
|
59
|
+
|
|
60
|
+
## MCP debug & inspection tooling — current state
|
|
61
|
+
|
|
62
|
+
- **`run` / `screenshot` / `frame({op:'verify'})`** — boots + presents + render-health.
|
|
63
|
+
✅ (reios HLE; the framebuffer path captures pixels.)
|
|
64
|
+
- **`memory({op:'read', region:'system_ram'})`** — SH-4 main RAM. ✅
|
|
65
|
+
- **`disasm` / `decompile`** — SH-4 via rizin (`sh`) + Ghidra (SuperH4 SLEIGH). ✅
|
|
66
|
+
(Good decompile quality; SH-4 is a clean 32-bit RISC.)
|
|
67
|
+
- **`build`** — sh-elf-gcc → WASM toolchain. ✅
|
|
68
|
+
- **`cpu({op:'read'})`** — live SH-4 register file (`romdev_sh4_regs_get`: r0..r15, pc,
|
|
69
|
+
pr, gbr, vbr, sr, mac, fpul + decoded SR flags). ✅
|
|
70
|
+
- **`audioDebug({op:'inspect', chip:'aica'})`** — the AICA's 64 PCM/ADPCM channels
|
|
71
|
+
(key-on / volume / pitch / loop / format) + master volume (`romdev_aica_get`). ✅
|
|
72
|
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- **`breakpoint` / `watch`** — not yet (need interpreter-step + memory-path hooks in
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flycast; cpuState/audioDebug are plain reads and ARE wired).
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- **`renderingContext`** is **N/A** — 3D TA machine, no 2D tile VDP to decode.
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+
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+
## Build pipeline
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+
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`build({platform:'dreamcast'})` cross-compiles with an **sh-elf-gcc → WASM** toolchain
|
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+
(adapted from KOS's `dc-chain`; SH-4 is single-endian little, so no be/el split). Link
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+
against KallistiOS for libc + the TA/AICA/Maple drivers. `#include` the bundled
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`dc.h` helper for the framebuffer front end + input/audio helpers.
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+
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## What's NOT bundled / hardware limits
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+
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85
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- No GD-ROM/CDDA streaming or VMU save emulation in the dev loop.
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- `breakpoint`/`watch` not yet (need interpreter-step hooks; cpuState/audioDebug ARE wired).
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- `renderingContext` is N/A (3D TA, no tile VDP).
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@@ -0,0 +1,55 @@
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1
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+
# Sega Dreamcast — troubleshooting
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2
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+
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3
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+
Read `platform({op:'doc', platform:'dreamcast', name:'mental_model'})` first — DC runs
|
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4
|
+
on Flycast (hardware GPU + reios HLE BIOS), with a working emulated-framebuffer path.
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5
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+
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6
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+
## "ROM/ELF builds but won't boot"
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7
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+
|
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8
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+
1. **reios HLE must be on.** Flycast only boots a raw homebrew ELF via the **reios HLE
|
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9
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+
BIOS** (`flycast_hle_bios: enabled`) — it parses the ELF + jumps. With it off,
|
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10
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+
Flycast wants a real `dc_boot.bin` you don't ship. romdev's DC core config already
|
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11
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+
enables reios; if you swapped the core/config, re-enable it.
|
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12
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+
2. **You built a flat binary, not a KOS ELF.** Flycast loads the KallistiOS ELF
|
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13
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+
(linked at `0x8C00_0000`). Use `build({platform:'dreamcast'})` — it links against
|
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14
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+
KOS and emits the loadable image. A bare `.bin` with no ELF/entry won't boot.
|
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15
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+
|
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16
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+
## "Boots but the screen is BLACK"
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17
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+
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18
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+
1. **Nothing was drawn to the framebuffer OR submitted to the TA.** DC has two render
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19
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+
routes (see mental model). For the simple path, write the DC framebuffer (the
|
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20
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+
`flycast_emulate_framebuffer: enabled` path scans it out — a framebuffer-writing
|
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21
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+
program shows pixels). For 3D, submit PowerVR2 **TA** lists via KOS. A blank screen
|
|
22
|
+
= neither happened. Confirm with `frame({op:'verify'})` (nearlyBlank).
|
|
23
|
+
2. **No display/render init.** The PowerVR2 needs its video mode + render target set
|
|
24
|
+
up (KOS `vid_set_mode` / `pvr_init`). Without it there's no scanout. Call the KOS
|
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25
|
+
init (or the helper lib's init) before drawing.
|
|
26
|
+
3. **You expected raw VRAM writes to a TA-only setup to show.** With the framebuffer-
|
|
27
|
+
emulation path enabled they do; if you disabled it and use pure TA, only submitted
|
|
28
|
+
TA geometry renders.
|
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29
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+
|
|
30
|
+
## "Geometry/3D is wrong or missing (TA path)"
|
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31
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+
|
|
32
|
+
PowerVR2 is a **tile-based DEFERRED** renderer — opaque, punch-through, and translucent
|
|
33
|
+
lists are submitted + sorted per tile. Submitting polys to the wrong list type, or not
|
|
34
|
+
finalizing the list, drops them. Use KOS's `pvr_*` list API (it orders this correctly)
|
|
35
|
+
rather than hand-encoding TA commands.
|
|
36
|
+
|
|
37
|
+
## "disasm/decompile returns junk addresses on a multi-function program"
|
|
38
|
+
|
|
39
|
+
SH-4 decompiles well, but it uses **PC-relative loads** (`mov.l @(disp,PC)`) heavily,
|
|
40
|
+
so the analysis buffer's flat offsets must line up with the binary's load VA or
|
|
41
|
+
constant/address resolution breaks. Build a **multi-function** test program to verify
|
|
42
|
+
`functions` returns real VAs that round-trip — a single-instruction smoke test hides
|
|
43
|
+
base-address misalignment. (Same class of trap as the PS1 rebase issue.)
|
|
44
|
+
|
|
45
|
+
## "breakpoint / watch return N/A"
|
|
46
|
+
|
|
47
|
+
`cpu({op:'read'})` and `audioDebug({op:'inspect', chip:'aica'})` ARE wired on DC (the
|
|
48
|
+
flycast core exports `romdev_sh4_regs_get` + `romdev_aica_get`). `breakpoint`/`watch`
|
|
49
|
+
are not yet — those need interpreter-step + memory-path hooks in flycast (cpuState/
|
|
50
|
+
audioDebug are plain register reads). Use `cpu`/`audioDebug` + `memory` +
|
|
51
|
+
`disasm`/`decompile` meanwhile.
|
|
52
|
+
|
|
53
|
+
## "renderingContext returns N/A"
|
|
54
|
+
|
|
55
|
+
Correct — DC is a 3D TA machine with no 2D tile/sprite VDP for that op. Not a bug.
|
|
@@ -0,0 +1,57 @@
|
|
|
1
|
+
# Sega Dreamcast — source you can read
|
|
2
|
+
|
|
3
|
+
Trust hierarchy (try in order before filing a feedback round):
|
|
4
|
+
|
|
5
|
+
1. **Bundled examples** (`examples/dreamcast/{hello,shmup,platformer,puzzle,racing,sports}/main.c`)
|
|
6
|
+
— verified building + rendering on the GPU (full 480-line frame). Start here.
|
|
7
|
+
2. **Bundled helper lib source** (`src/toolchains/sh-c/lib/dc.h`) — the PowerVR2
|
|
8
|
+
framebuffer bring-up + drawing + input. Read this when something doesn't render or input
|
|
9
|
+
doesn't read: it shows `dc_video_init` (FB_R_CTRL/SIZE/SOF1 + SPG, **480i interlace** —
|
|
10
|
+
240p only shows the top 240 lines), `dc_clear`/`dc_rect`, and the Maple-DMA `dc_pad()`.
|
|
11
|
+
3. **The core source** (NOT bundled — fetch on demand):
|
|
12
|
+
|
|
13
|
+
| What | Upstream |
|
|
14
|
+
|---|---|
|
|
15
|
+
| Flycast (libretro core, PowerVR2 + reios HLE BIOS) | https://github.com/flyinghead/flycast |
|
|
16
|
+
| SH-4 / PowerVR2 / AICA / Maple internals | (in the flycast tree: `core/hw/sh4/`, `core/hw/pvr/`, `core/hw/aica/`, `core/hw/maple/`) |
|
|
17
|
+
|
|
18
|
+
The cpuState/audioDebug exports we patch in (`romdev_sh4_regs_get`, `romdev_aica_get`)
|
|
19
|
+
live in `scripts/patches/romdev-snippets/flycast-debug.c`.
|
|
20
|
+
|
|
21
|
+
4. **The toolchain** — a from-scratch `sh-elf-gcc` cross-compiler (little-endian SH-4,
|
|
22
|
+
m4-single-only FP) built to WASM (`scripts/build-sh-toolchain.sh` +
|
|
23
|
+
`build-sh-wasm-tools.sh`). NOTE: cc1 defaults to **-O1** (the sh-elf cc1.wasm has an
|
|
24
|
+
-O2-only crash on common control flow):
|
|
25
|
+
|
|
26
|
+
| Component | Upstream |
|
|
27
|
+
|---|---|
|
|
28
|
+
| binutils | https://ftp.gnu.org/gnu/binutils/ |
|
|
29
|
+
| gcc | https://ftp.gnu.org/gnu/gcc/ |
|
|
30
|
+
| newlib | https://sourceware.org/pub/newlib/ |
|
|
31
|
+
|
|
32
|
+
5. **Reverse engineering** — Rizin + Ghidra SH-4 (SuperH4 SLEIGH):
|
|
33
|
+
|
|
34
|
+
| What | Upstream |
|
|
35
|
+
|---|---|
|
|
36
|
+
| Rizin | https://github.com/rizinorg/rizin |
|
|
37
|
+
| rz-ghidra | https://github.com/rizinorg/rz-ghidra |
|
|
38
|
+
|
|
39
|
+
## Dreamcast hardware docs
|
|
40
|
+
|
|
41
|
+
- **KallistiOS (KOS)** — the canonical open DC SDK; read its PowerVR2 TA, AICA, and Maple
|
|
42
|
+
drivers for the standard register sequences: https://github.com/KallistiOS/KallistiOS
|
|
43
|
+
- **Mc Spankled / DCEmulation docs + the Sega Dreamcast Hardware Specification** (PVR2/Holly
|
|
44
|
+
register maps): cross-check against flycast's `core/hw/pvr/pvr_regs.h` enum.
|
|
45
|
+
- **SH-4 ISA / SH7750 manual** (Renesas) for the CPU.
|
|
46
|
+
|
|
47
|
+
## When to use what
|
|
48
|
+
|
|
49
|
+
- "Boots but the screen is BLACK / only the top half draws" → MENTAL_MODEL +
|
|
50
|
+
TROUBLESHOOTING (it's the framebuffer path + the 480i-interlace requirement).
|
|
51
|
+
- "How does the helper set up the PowerVR2 framebuffer?" → `dc.h` `dc_video_init` +
|
|
52
|
+
flycast `core/hw/pvr/pvr_regs.h` (SPG_CONTROL interlace bit).
|
|
53
|
+
- "dc_pad doesn't reflect button presses" → `dc.h` `dc_pad()` (Maple Get-Condition DMA) +
|
|
54
|
+
flycast `core/hw/maple/maple_devs.cpp` (the controller response framing). Reads the
|
|
55
|
+
resting state; press mapping is a known follow-up.
|
|
56
|
+
- "Which AICA register holds channel key-on/volume?" → `dc-aica-state.js` decode +
|
|
57
|
+
flycast `core/hw/aica/`.
|
|
@@ -248,6 +248,11 @@ Loadable via mGBA (`loadMedia`).
|
|
|
248
248
|
|
|
249
249
|
## What's NOT bundled
|
|
250
250
|
|
|
251
|
+
- **`agbcc` (the legacy GBA compiler).** romdev's GBA C path is **modern
|
|
252
|
+
`arm-none-eabi-gcc` 14.2.0** only. The byte-exact decompilations + romhacks
|
|
253
|
+
(pokeruby / pokeemerald / pokefirered, etc.) build with agbcc + a custom
|
|
254
|
+
`ld_script.txt`, so romdev **cannot reproduce a matching retail ROM** for those.
|
|
255
|
+
That's a hard limit, not a missing feature — see "romdev's build model" below.
|
|
251
256
|
- **libgba's `console.c`** (iprintf-style stdio output). Pulls in
|
|
252
257
|
devkitPro's libsysbase header chain — not yet ported. See
|
|
253
258
|
TROUBLESHOOTING.md for the trade-off rationale and workarounds.
|
|
@@ -256,7 +261,23 @@ Loadable via mGBA (`loadMedia`).
|
|
|
256
261
|
- **devkitARM's `bin2s`** (binary → assembly converter for asset
|
|
257
262
|
pipelines). Not bundled; ship binary assets as C arrays for now.
|
|
258
263
|
|
|
259
|
-
Everything else from a stock devkitARM install works.
|
|
264
|
+
Everything else from a stock devkitARM install (homebrew-style) works.
|
|
265
|
+
|
|
266
|
+
## romdev's build model (read this before driving an existing project)
|
|
267
|
+
|
|
268
|
+
`build` is a **single-shot "compile these sources → one ROM" tool**, NOT an arbitrary
|
|
269
|
+
build-system backend. The toolchain binaries are **WASM, run only inside romdev's build
|
|
270
|
+
worker (virtual FS)** — they are **not host-callable** and **cannot back an external
|
|
271
|
+
project's `Makefile`** as `$(TOOLCHAIN)/bin`. (The `.mjs` wrappers under `node_modules`
|
|
272
|
+
export a worker factory, not a CLI `main` — invoking one directly exits 0 and writes
|
|
273
|
+
nothing.)
|
|
274
|
+
|
|
275
|
+
So for an **existing decomp/romhack** (agbcc-era or any project with its own Makefile):
|
|
276
|
+
build it **on the host** with its own toolchain, then point romdev at the resulting
|
|
277
|
+
`.gba` for the run / inspect / debug / decompile loop. Confirmed host recipe for the
|
|
278
|
+
Pokémon Gen-III decomps: `brew install arm-none-eabi-gcc arm-none-eabi-binutils`, clone
|
|
279
|
+
`pret/agbcc` → `./build.sh` → `./install.sh <repo>`, then `make <target>` (yields a
|
|
280
|
+
byte-matching ROM). romdev's value here is everything AFTER the build, not the build.
|
|
260
281
|
|
|
261
282
|
## Horizontal scrolling (for side-scrollers)
|
|
262
283
|
|