This is a PIU simulator for the GBA that uses StepMania SSC charts.
Created by [r]labs.
Join our Discord server to find pre-built ROMs and user-created content!
The downloads provided in our Releases section include:
To play, you need to download a ROM from our Discord or build a custom ROM.
A node.js script (the importer) converts a list of SSC/MP3/PNG files into binary files which the GBA can then understand. For audio, it uses GSM audio files which are very small in size.
Charts are converted into a format created for this project called PIUS. Then everything is bundled in a GBFS file (a filesystem created by the GBA scene) and appended to the final ROM.
Read the wiki for more details!
# download docker image
docker pull afska/piugba-dev
./dockermake.sh assets
./dockermake.sh install
./dockermake.sh build ENV=production ARCADE=true
## Actions
### Commands
- `make install`: Installs the importer dependencies
- `make check`: Verifies that all the tools are installed correctly
- `make clean`: Cleans build artifacts (except assets)
- `make assets`: Compiles the needed assets in `src/data/content/_compiled_sprites` (required for compiling)
- `make build`: Compiles and generates a `.gba` file without data
- `make import`: Imports the songs from `src/data/content/songs` to a GBFS file
- `make pkg`: Appends the GBFS file to the ROM (`piugba.gba` -> `piugba.out.gba`)
- `make package`: Compiles and appends the GBFS file to the ROM _(build+pkg)_
- `make start`: Packages and starts the compiled ROM _(package + launch rom)_
- `make rebuild`: Recompiles a full ROM _(clean+package)_
- `make restart`: Recompiles and starts the ROM _(rebuild+start)_
- `make reimport`: Reimports the songs and starts the ROM without recompiling _(import+package+start)_
### Parameters
| Name | Values | Description |
| --------------- | --------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| `ENV` | **`development`**, or `debug` or `production` | `debug`: everything is unlocked, backgrounds are disabled, and stage-break is OFF.<br>`development`: the same thing, but including backgrounds.<br>`production`: backgrounds, stage-break ON, and working locks.<br><br>Non-production versions also have:<br><br>1) PIU-style controls by default, and a _debug menu_ to correct songs' offsets. See **[Wiki: Correcting offsets](https://github.com/afska/piugba/wiki/Building-a-ROM#correcting-offsets)**.<br><br>2) If _SELECT_ is pressed when a campaign song starts, stage-break will be ON regardless of the environment.<br><br>3) Profiling code and some logs. |
| `BOSS` | false or **true** | Automatically adds _boss levels_ to the campaign modes. |
| `ARCADE` | **false** or true | Creates an arcade-only version of the game that only uses numeric levels, without the campaign modes.<br><br>Add this parameter to both _import_ and _build_ commands! |
| `SONGS` | _path to a directory_ | Songs directory. Defaults to: `src/data/content/songs` |
| `VIDEOLIB` | _path to a directory_ | Video library output directory. Defaults to: `src/data/content/piuGBA_videos` |
| `VIDEOENABLE` | **false** or true | Enables the conversion of video files (from `${SONGS}/_videos`) to the `VIDEOLIB` folder. |
| `HQAUDIOLIB` | _path to a directory_ | HQ Audio library output directory. Defaults to: `src/data/content/piuGBA_audios` |
| `HQAUDIOENABLE` | **false** or true | Enables the conversion of HQ audio files to the `HQAUDIOLIB` folder. |
| `FAST` | **false** or true | Uses async I/O to import songs faster. It may disrupt stdout order. |
> In Docker builds, for `SONGS`, `VIDEOLIB` and `HQAUDIOLIB`, only use relative paths to folders inside your project's directory!
## Install - Windows (Native)
> Advanced usage only! The code requires specific versions of tools that are difficult to obtain, and I cannot provide them. I created the Docker image so everyone can have the same environment.
- Choose a folder (from now, `GBA_DIR`) and use this file structure:
- `gba`
- `tools`
- `devkitPro`
- `projects`
- `piugba`
- Install the toolchain:
- Dev
- **devkitPro** `r53` (with gcc `9.1.0`): The devkit for compiling GBA ROMs. It comes with:
- _grit_: Used to convert paletted bitmaps to C arrays or raw binary files
- _gbfs_: Used to create a package with all the game assets
- ⚠️ While newer versions of gcc may work, they might require some tweaks. I've noticed that with gcc 14 the code runs 5% slower and have worse compatibility with some emulators, so I prefer to stick with gcc 9.
- **node** `14.*`: The JS runtime
- **make** `3.81` (compiled for `i386-pc-mingw32`): The build automation tool
- Media Processing
- **ImageMagick** `7.0.10.3`: The tool used to convert images to paletted bitmaps
- **ffmpeg** `3.3.3` (bundled with `libgsm`): The tool used to convert audio files to GSM
- ⚠️ Avoid using the `ffmpeg.exe` binary included with _ImageMagick_ or any other version. After `3.3.3`, they stopped including `libgsm` on Windows builds.
- **png-fix-IDAT-windowsize** `0.5`: A small command line util to fix corrupted PNG files
- Other
- [Git Bash](https://gitforwindows.org): Linux shell and tools. It contains required commands like `dd` or `md5sum`
- [VSCode](https://code.visualstudio.com): The IDE
- Install node dependencies:
```bash
cd scripts/importer
npm install
~/.bash_profile
:# set your ImageMagick install path here:
export PATH=$PATH:/c/Program\ Files/ImageMagick-7.0.10-Q16
export GBA_DIR="/c/Work/gba" # <<< CHANGE THIS PATH
export DEVKITPRO="$GBA_DIR/tools/devkitPro"
export PATH="$PATH:$GBA_DIR/tools/devkitPro/bin"
export PATH="$PATH:$GBA_DIR/tools/devkitPro/devkitARM/bin"
export PATH="$PATH:$GBA_DIR/tools/devkitPro/tools/bin"
make check
C/C++ Extensions
, EditorConfig
, Prettier - Code formatter
# use #FF00FD as transparency color
grit *.bmp -ftc -pS -gB8 -gT ff00fd -O shared_palette.c
magick file.png -resize 240x160\! -colors 255 file.bmp
grit file.bmp -gt -gB8 -mRtf -mLs -ftb
ffmpeg -y -i file.mp3 -ac 1 -af 'aresample=18157' -strict unofficial -c:a gsm file.gsm
ffplay -ar 18157 file.gsm
gbfs files.gbfs *.pius *.gsm *.bin
# pad rom.gba to a 256-byte boundary
cat rom.gba files.gbfs > rom.out.gba
rm -rf cmake-build-debug ; mkdir cmake-build-debug ; cd cmake-build-debug ; cmake ../ -G "Unix Makefiles" ; make ; cp engine/libgba-sprite-engine.a ../../piugba/libs/libgba-sprite-engine/lib/libgba-sprite-engine.a ; cd ../ ; rm -rf ../piugba/libs/libgba-sprite-engine/include/ ; cp -r ./engine/include ../piugba/libs/libgba-sprite-engine/
cd scripts/importer
npm install -g pkg
pkg --targets node14-win --config package.json -o importer.exe --public --public-packages "*" --no-bytecode --compress GZip src/importer.js
Makefile
, replace -Ofast
by -Og -g
to include debug symbols in the .elf
fileIf you've added new folders, ensure they're in Makefile
's SRCDIRS
list!