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Gameboy Advance Release Guide

Converting MIDI files into a playable music Gameboy Advance (GBA) cartridge involves several steps, including preparing your MIDI files, converting them into a format compatible with the GBA’s sound hardware, assembling a GBA ROM, and finally flashing the ROM onto a physical cartridge. Below is a detailed, step-by-step guide to help you through the process.


Prerequisites

Before you begin, ensure you have the following:


Step 1: Prepare Your MIDI File

1. Simplify the MIDI File

While the GBA is more capable than the original Gameboy, it still has limitations:

Recommended MIDI Editors:


Step 2: Install and Set Up devkitPro

1. Download devkitPro Installer

2. Install devkitPro with devkitARM


Step 3: Install GBA Sound Engine (Maxmod)

1. Download Maxmod

2. Install Maxmod


Step 4: Convert MIDI Files into Maxmod-Compatible Format

1. Use mmutil Tool

2. Convert MIDI to XM or IT Module

Recommended Tracker Software:

3. Steps to Convert MIDI to XM/IT


Step 5: Prepare the Audio for Maxmod

1. Use mmutil to Convert Module

2. Run mmutil

mmutil your_song.xm -o your_song.bin -m

3. Output Files


Step 6: Set Up Your GBA Project Structure

1. Create Project Directories

2. Place Files Appropriately


Step 7: Write the Main Program

1. Create main.c in source Directory

#include <gba.h>
#include "maxmod.h"

// Include the soundbank (generated by mmutil)
#include "your_song_bin.h"

int main(void) {
    // Initialize GBA system
    irqInit();
    irqEnable(IRQ_VBLANK);

    // Initialize Maxmod with the soundbank
    mmInitDefault((mm_addr)soundbank_bin, 8);

    // Start playing module
    mmLoad(MOD_YOUR_SONG);
    mmStart(MOD_YOUR_SONG, MM_PLAY_LOOP);

    while(1) {
        VBlankIntrWait();
    }
    return 0;
}

2. Adjust Makefile

Sample Makefile:

# Define toolchain
CC := arm-none-eabi-gcc
AS := arm-none-eabi-as
LD := arm-none-eabi-ld
OBJCOPY := arm-none-eabi-objcopy

# Directories
SRC_DIR := source
DATA_DIR := data
BUILD_DIR := build

# Files
ELF := $(BUILD_DIR)/game.elf
ROM := game.gba

# Flags
CFLAGS := -mthumb -mthumb-interwork -O2 -Wall -I$(DEVKITPRO)/libgba/include -I$(BUILD_DIR)
LDFLAGS := -specs=gba.specs -mthumb -mthumb-interwork

# Sources
SOURCES := $(wildcard $(SRC_DIR)/*.c)
OBJECTS := $(patsubst $(SRC_DIR)/%.c,$(BUILD_DIR)/%.o,$(SOURCES))

# Data
DATA_FILES := $(wildcard $(DATA_DIR)/*.bin)
DATA_OBJECTS := $(patsubst $(DATA_DIR)/%.bin,$(BUILD_DIR)/%.o,$(DATA_FILES))

# Rules
all: $(ROM)

$(BUILD_DIR)/%.o: $(SRC_DIR)/%.c
	mkdir -p $(BUILD_DIR)
	$(CC) $(CFLAGS) -c $< -o $@

$(BUILD_DIR)/%.o: $(DATA_DIR)/%.bin
	mkdir -p $(BUILD_DIR)
	$(OBJCOPY) -I binary -O elf32-littlearm -B arm $< $@

$(ELF): $(OBJECTS) $(DATA_OBJECTS)
	$(CC) $(LDFLAGS) $^ -o $@

$(ROM): $(ELF)
	$(OBJCOPY) -O binary $< $@

clean:
	rm -rf $(BUILD_DIR) $(ROM)


Step 8: Compile the GBA ROM

1. Run the Build Command

make

2. Troubleshooting


Step 9: Test the ROM in an Emulator

1. Choose an Emulator

2. Load and Test the ROM


Step 10: Flash the ROM onto a GBA Cartridge

1. Obtain a Flash Cartridge

2. Install Cartridge Software

3. Flash the ROM


Step 11: Play the Cartridge on a GBA Console

1. Insert the Cartridge

2. Test the Music


Additional Tips


By following these steps, you can successfully convert MIDI files into a playable music Gameboy Advance cartridge. This process not only allows you to enjoy custom music on original hardware but also provides a hands-on experience with retro console development.