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:
- A MIDI file that you wish to convert.
- A computer capable of running the necessary software (Windows, macOS, or Linux).
- Basic knowledge of command-line operations and programming concepts.
- Software Development Kit (SDK): devkitPro with devkitARM for GBA development.
- GBA Sound Engine: Such as Maxmod or libgba for audio playback.
- Hardware: A programmable GBA cartridge (e.g., EZ-Flash, EverDrive GBA X5) and a Gameboy Advance console for testing.
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:
- The GBA can handle multiple audio channels, but complex MIDI files may require simplification.
- Use a MIDI editor to adjust instrument assignments, tempos, and channels to suit the GBA’s capabilities.
Recommended MIDI Editors:
- Anvil Studio (Windows)
- MuseScore (Windows, macOS, Linux)
- LMMS (Windows, macOS, Linux)
Step 2: Install and Set Up devkitPro
1. Download devkitPro Installer
- Visit the devkitPro Website.
- Download the appropriate installer for your operating system.
2. Install devkitPro with devkitARM
- Run the installer.
- During installation, select GBA Development Tools (devkitARM).
- Ensure that the installation path is correctly set, and the environment variables are configured.
Step 3: Install GBA Sound Engine (Maxmod)
1. Download Maxmod
- Visit the Maxmod GitHub Repository.
- Alternatively, Maxmod may already be included with devkitPro; check the
devkitPro/libgba
directory.
2. Install Maxmod
- If not included, extract Maxmod to your devkitPro directory.
- Ensure Maxmod’s libraries and include files are accessible in your development environment.
1. Use mmutil Tool
- mmutil is a utility included with Maxmod for converting audio files.
2. Convert MIDI to XM or IT Module
- Maxmod supports module formats like .XM (FastTracker II Extended Module) or .IT (Impulse Tracker Module).
- Use a tracker software to convert MIDI to XM or IT.
Recommended Tracker Software:
- OpenMPT (Windows)
- MilkyTracker (Windows, macOS, Linux)
3. Steps to Convert MIDI to XM/IT
- Open your MIDI file in the tracker software.
- Assign appropriate instruments compatible with the GBA’s capabilities.
- Export the file as an .XM or .IT module.
Step 5: Prepare the Audio for Maxmod
1. Use mmutil to Convert Module
- Open a command prompt or terminal.
- Navigate to the directory containing your module file.
2. Run mmutil
mmutil your_song.xm -o your_song.bin -m
- Replace
your_song.xm
with your module file.
- The
-o
option specifies the output file.
- The
-m
flag tells mmutil to process a module file.
3. Output Files
your_song.bin
: Binary file containing the music data.
soundbank.bin
(if multiple files are processed): Contains all sound data.
Step 6: Set Up Your GBA Project Structure
1. Create Project Directories
- Create a new directory for your GBA project.
- Inside, create subdirectories like
source
for source code and data
for music data.
2. Place Files Appropriately
- Move
your_song.bin
into the data
directory.
- Ensure that Maxmod’s headers and libraries are accessible.
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;
}
- Ensure that
your_song_bin.h
is generated by mmutil and included properly.
- Replace
MOD_YOUR_SONG
with the identifier generated by mmutil for your module.
2. Adjust Makefile
- Create a
Makefile
to automate the build process.
- Include Maxmod’s build rules.
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)
- Adjust paths and flags according to your setup.
- Ensure that the Maxmod library is linked correctly.
Step 8: Compile the GBA ROM
1. Run the Build Command
- Open a command prompt or terminal in your project directory.
- Run:
- This should compile your code and produce
game.gba
.
2. Troubleshooting
- If errors occur, check that all paths are correct.
- Ensure that the devkitPro environment variables are set.
- Verify that Maxmod is properly installed and linked.
Step 9: Test the ROM in an Emulator
1. Choose an Emulator
2. Load and Test the ROM
- Open the emulator and load
game.gba
.
- Verify that the music plays correctly.
- If issues arise, revisit previous steps to troubleshoot.
Step 10: Flash the ROM onto a GBA Cartridge
1. Obtain a Flash Cartridge
- Purchase a flashable cartridge like:
- EZ-Flash Omega
- EverDrive GBA X5
- Flash Advance Pro
2. Install Cartridge Software
- Install any necessary drivers and software provided by the cartridge manufacturer.
3. Flash the ROM
- Connect the cartridge to your computer via USB or another interface.
- Use the provided software to write
game.gba
to the cartridge.
Step 11: Play the Cartridge on a GBA Console
1. Insert the Cartridge
- Place the flashed cartridge into your Gameboy Advance console.
2. Test the Music
- Turn on the Gameboy Advance.
- Confirm that the music plays as intended on the actual hardware.
Additional Tips
- Optimize Audio Quality: The GBA has limitations in audio playback. Fine-tune your module files for better performance.
- Maxmod Documentation: Refer to the Maxmod Documentation for detailed instructions and advanced features.
- Alternative Sound Engines: If you encounter issues with Maxmod, consider using libgba or writing custom audio code.
- Community Support: Engage with communities like GBATemp or the devkitPro Discord for assistance.
- Legal Considerations: Ensure that you have the rights to distribute any music you convert, especially if the MIDI files are of commercial songs.
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.