Rodrigo Alfonso 0d63ae0248 Cleaning up code
2020-11-17 16:08:55 -03:00
2020-11-17 16:08:55 -03:00
2020-11-17 16:08:55 -03:00
2020-10-25 12:20:44 -03:00
2020-11-17 16:08:55 -03:00

gba-link-connection

A GameBoy Advance Link Cable library to add multiplayer support to homebrew games.

The library uses message queues to send/receive data and transmits when it's possible. As it uses CPU interrupts, the connection is alive even if a console drops a frame or gets stucked in a long iteration loop. After such event, all nodes end up receiving all the pending messages, so a lockstep communication protocol can be used.

screenshot

Usage

All the complexity is abstracted in a single header file that exposes an easy-to-use interface.

  • Include LinkConnection.h in your game code, and read its comment with instructions.
  • Check out the examples folder
    • Builds are available in Releases.
    • They can be tested on real GBAs or with emulators (NO$GBA or VBA-M).

Constructor options

new LinkConnection(...) accepts these optional parameters:

Name Type Default Description
startNow bool true Automatically starts serial communication. Otherwise, you'll need to call linkConnection->activate().
baudRate BaudRate BaudRate::BAUD_RATE_3 Sets a specific baud rate.
timeout u32 3 Number of frames without an II_SERIAL IRQ to reset the connection.
bufferSize u32 10 Number of messages that the queues will be able to store.
speed u16 100 Number of 1024cycles (61.04μs) ticks between messages (100 = 6,104ms). It's the interval of Timer #sendTimerId.
sendTimerId u8 (0~3) 3 GBA Timer to use for sending.
waitTimerId u8 (0~3) 2 GBA Timer to use for waiting.

Makefile actions

  • make clean
  • make build
  • make start
  • make rebuild
  • make restart

Documentation

image

Multi-Player mode can be used to communicate between up to 4 units.

> 4000134h - RCNT (R) - Mode Selection, in Normal/Multiplayer/UART modes (R/W)
  Bit   Expl.
  0-3   Undocumented (current SC,SD,SI,SO state, as for General Purpose mode)
  4-8   Not used     (Should be 0, bits are read/write-able though)
  9-13  Not used     (Always 0, read only)
  14    Not used     (Should be 0, bit is read/write-able though)
  15    Must be zero (0) for Normal/Multiplayer/UART modes
Note: Even though undocumented, many Nintendo games are using Bit 0 to test current SC state in multiplay mode.

> 4000128h - SIOCNT - SIO Control, usage in MULTI-PLAYER Mode (R/W)
  Bit   Expl.
  0-1   Baud Rate     (0-3: 9600,38400,57600,115200 bps)
  2     SI-Terminal   (0=Parent, 1=Child)                  (Read Only)
  3     SD-Terminal   (0=Bad connection, 1=All GBAs Ready) (Read Only)
  4-5   Multi-Player ID     (0=Parent, 1-3=1st-3rd child)  (Read Only)
  6     Multi-Player Error  (0=Normal, 1=Error)            (Read Only)
  7     Start/Busy Bit      (0=Inactive, 1=Start/Busy) (Read Only for Slaves)
  8-11  Not used            (R/W, should be 0)
  12    Must be "0" for Multi-Player mode
  13    Must be "1" for Multi-Player mode
  14    IRQ Enable          (0=Disable, 1=Want IRQ upon completion)
  15    Not used            (Read only, always 0)
The ID Bits are undefined until the first transfer has completed.

> 400012Ah - SIOMLT_SEND - Data Send Register (R/W)
Outgoing data (16 bit) which is to be sent to the other GBAs.

> 4000120h - SIOMULTI0 - SIO Multi-Player Data 0 (Parent) (R/W)
> 4000122h - SIOMULTI1 - SIO Multi-Player Data 1 (1st child) (R/W)
> 4000124h - SIOMULTI2 - SIO Multi-Player Data 2 (2nd child) (R/W)
> 4000126h - SIOMULTI3 - SIO Multi-Player Data 3 (3rd child) (R/W)
These registers are automatically reset to FFFFh upon transfer start.
After transfer, these registers contain incoming data (16bit each) from all remote GBAs (if any / otherwise still FFFFh), as well as the local outgoing SIOMLT_SEND data.
Ie. after the transfer, all connected GBAs will contain the same values in their SIOMULTI0-3 registers.

> Initialization
- Initialize RCNT Bit 14-15 and SIOCNT Bit 12-13 to select Multi-Player mode.
- Read SIOCNT Bit 3 to verify that all GBAs are in Multi-Player mode.
- Read SIOCNT Bit 2 to detect whether this is the Parent/Master unit.

> Recommended Transmission Procedure
- Write outgoing data to SIODATA_SEND.
- Master must set Start bit.
- All units must process received data in SIOMULTI0-3 when transfer completed.
- After the first successful transfer, ID Bits in SIOCNT are valid.
- If more data is to be transferred, repeat procedure.
The parent unit blindly sends data regardless of whether childs have already processed old data/supplied new data. So, parent unit might be required to insert delays between each transfer, and/or perform error checking.
Also, slave units may signalize that they are not ready by temporarily switching into another communication mode (which does not output SD High, as Multi-Player mode does during inactivity).

> Transfer Protocol
>> Beginning
- The masters SI pin is always LOW.
- When all GBAs are in Multiplayer mode (ready) SD is HIGH.
- When master starts the transfer, it sets SC=LOW, slaves receive Busy bit.
>> Step A
- ID Bits in master unit are set to 0.
- Master outputs Startbit (LOW), 16bit Data, Stopbit (HIGH) through SD.
- This data is written to SIOMULTI0 of all GBAs (including master).
- Master forwards LOW from its SO to 1st childs SI.
- Transfer ends if next child does not output data after certain time.
>> Step B
- ID Bits in 1st child unit are set to 1.
- 1st Child outputs Startbit (LOW), 16bit Data, Stopbit (HIGH) through SD.
- This data is written to SIOMULTI1 of all GBAs (including 1st child).
- 1st child forwards LOW from its SO to 2nd childs SI.
- Transfer ends if next child does not output data after certain time.
>> Step C
- ID Bits in 2nd child unit are set to 2.
- 2nd Child outputs Startbit (LOW), 16bit Data, Stopbit (HIGH) through SD.
- This data is written to SIOMULTI2 of all GBAs (including 2nd child).
- 2nd child forwards LOW from its SO to 3rd childs SI.
- Transfer ends if next child does not output data after certain time.
>> Step D
- ID Bits in 3rd child unit are set to 3.
- 3rd Child outputs Startbit (LOW), 16bit Data, Stopbit (HIGH) through SD.
- This data is written to SIOMULTI3 of all GBAs (including 3rd child).
- Transfer ends (this was the last child).
>> Transfer end
- Master sets SC=HIGH, all GBAs set SO=HIGH.
- The Start/Busy bits of all GBAs are automatically cleared.
- Interrupts are requested in all GBAs (as far as enabled).

> Error Bit
This bit is set when a slave did not receive SI=LOW even though SC=LOW signalized a transfer (this might happen when connecting more than 4 GBAs, or when the previous child is not connected). Also, the bit is set when a Stopbit wasn't HIGH.
The error bit may be undefined during active transfer - read only after transfer completion (the transfer continues and completes as normal even if errors have occurred for some or all GBAs).
Don't know: The bit is automatically reset/initialized with each transfer, or must be manually reset?

> Transmission Time
The transmission time depends on the selected Baud rate. And on the amount of Bits (16 data bits plus start/stop bits for each GBA), delays between data for each GBA, plus final timeout (if less than 4 GBAs). That is, depending on the number of connected GBAs:
  GBAs    Bits    Delays   Timeout
  1       18      None     Yes
  2       36      1        Yes
  3       54      2        Yes
  4       72      3        None
(The average Delay and Timeout periods are unknown?)
Above is not counting the additional CPU time that must be spent on initiating and processing each transfer.

> Fast One-Way Transmission
Beside for the actual SIO Multiplayer mode, you can also use SIO Normal mode for fast one-way data transfer from Master unit to all Child unit(s). See chapter about SIO Normal mode for details.
Description
🔗 A set of Game Boy Advance (GBA) C++ libraries to interact with the Serial Port. Its main purpose is to provide multiplayer support to homebrew games.
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