https://github.com/afska/piugba
🎮 PIU simulator for the GBA.
https://github.com/afska/piugba
advance ddr game-boy-advance gameboy gba homebrew link-cable multiplayer piu pump pump-it-up rhythm rhythm-game rom stepmania wireless-adapter
Last synced: about 2 months ago
JSON representation
🎮 PIU simulator for the GBA.
- Host: GitHub
- URL: https://github.com/afska/piugba
- Owner: afska
- License: mit
- Created: 2020-02-21T23:19:14.000Z (about 6 years ago)
- Default Branch: master
- Last Pushed: 2025-11-08T00:26:06.000Z (4 months ago)
- Last Synced: 2025-11-08T02:32:37.397Z (4 months ago)
- Topics: advance, ddr, game-boy-advance, gameboy, gba, homebrew, link-cable, multiplayer, piu, pump, pump-it-up, rhythm, rhythm-game, rom, stepmania, wireless-adapter
- Language: C
- Homepage: https://discord.com/invite/JE33cc2
- Size: 12.7 MB
- Stars: 124
- Watchers: 5
- Forks: 6
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- License: LICENSE
Awesome Lists containing this project
README
# piuGBA
This is a PIU simulator for the GBA that uses [StepMania](https://github.com/stepmania/stepmania) SSC charts.

>
Created by [[r]labs](https://r-labs.io).
>
Join our [community](https://discord.com/invite/JE33cc2)!
## Key features
- Full **.ssc files** support, including:
- Normal, hold and fake notes
- BPM changes
- Scroll speed changes
- Stops/Delays and async-stops
- Warps and fast-BPM warps
- Multiple **game modes**:
- Campaign: Play, unlock songs and defeat bosses
- Arcade: Play songs in any numerical difficulty level
- Single: 1 player, either Single (5-panel) or Double (10-panel) charts
- Multi VS: VS battles via Link Cable or Wireless Adapter
- Multi COOP: Double (10-panel) charts via Link Cable or Wireless Adapter
- Impossible: Faster songs with insane mods
- **Speed multipliers** can be changed in-game
- **Mods** support:
- Stage break: On, Off or SuddenDeath
- Pixelate: Mosaic effect
- Jump/Reduce: Moves game area
- Bounce: Makes the arrows bounce
- Color filter: Alters colors
- Speed hack: AutoVelocity, FixedVelocity or RandomSpeed
- Mirror and random steps
- Training mode: Rate, Fast-forward, Rewind
- AutoMod: Swaps mods randomly
- **Background videos** _(uncompressed 240x160)_ can be displayed using a flash cart
- **HQ audio** _(uncompressed s8 PCM)_ can be played using a flash cart
- Two **themes**: _Classic_ and _Modern_
- **BGA DARK** background with blink effect
- **Song selector** with names, backgrounds and sound previews
- Hardware **integrations**:
- Rumble
- I/O LED Sync
- SRAM LED Sync
- PS/2 input
- **Optimized** to support ~70 songs per ROM file.
## Downloads
The downloads provided in our [Releases](https://github.com/afska/piugba/releases) section include:
- A portable song importer for Windows.
- 4 clean builds (without songs) ready to be used with the importer.
- _If you use the portable importer, these files are not needed!_
- A small demo with 9 songs from [Project Outfox Serenity](https://projectoutfox.com/outfox-serenity)'s Volume I & II sets.
**To play, you need to [build a ROM with your songs](https://github.com/afska/piugba/wiki/Building-a-ROM).**
## How does it work?
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](https://github.com/afska/piugba/wiki)** for more details!
## How to a build a ROM
**[Wiki: Building a ROM](https://github.com/afska/piugba/wiki/Building-a-ROM)**
# Developing
## Install - Any OS (Docker)
- If you are on Windows, install [WSL2](https://learn.microsoft.com/en-us/windows/wsl/install)
- Install [Docker](https://www.docker.com/)
- Run:
```bash
# download docker image
docker pull afska/piugba-dev
# compile game assets
./dockermake.sh assets
# install importer dependencies
./dockermake.sh install
# run ./dockermake.sh {action} {arguments...}
# for example, to build a clean Arcade ROM, use:
./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.
`development`: the same thing, but including backgrounds.
`production`: backgrounds, stage-break ON, and working locks.
Non-production versions also have:
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)**.
2) If _SELECT_ is pressed when a campaign song starts, stage-break will be ON regardless of the environment.
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.
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
```
- Add to `~/.bash_profile`:
```bash
# 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"
```
- You can check if the tools are installed correctly by running `make check`
## VSCode
- Recommended plugins: `C/C++ Extensions`, `EditorConfig`, `Prettier - Code formatter`
- Recommended settings: [here](scripts/toolchain/vscode_settings.json)
## Scripts
### Build sprites
```bash
# use #FF00FD as transparency color
grit *.bmp -ftc -pS -gB8 -gT ff00fd -O shared_palette.c
```
### Build backgrounds
```bash
magick file.png -resize 240x160\! -colors 255 file.bmp
grit file.bmp -gt -gB8 -mRtf -mLs -ftb
```
### Build music
```bash
ffmpeg -y -i file.mp3 -ac 1 -af 'aresample=18157' -strict unofficial -c:a gsm file.gsm
ffplay -ar 18157 file.gsm
```
### Build filesystem
```bash
gbfs files.gbfs *.pius *.gsm *.bin
# pad rom.gba to a 256-byte boundary
cat rom.gba files.gbfs > rom.out.gba
```
### Build gba-sprite-engine
```bash
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/
```
### Build importer.exe
```bash
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
```
## Troubleshooting
### How to debug
- In `Makefile`, replace `-Ofast` by `-Og -g` to include debug symbols in the `.elf` file
- In mGBA, go to Tools -> Start GDB server...
- Start debugging in VS Code
### Undefined reference to _function name_
If you've added new folders, ensure they're in `Makefile`'s `SRCDIRS` list!
## Open-source projects involved
- Sprite engine by [wgroeneveld/gba-sprite-engine](https://github.com/wgroeneveld/gba-sprite-engine): Dec 18, 2019
- Forked at: [afska/gba-sprite-engine](https://github.com/afska/gba-sprite-engine)
- GBA hardware access by [tonclib](https://github.com/gbadev-org/libtonc)
- GSM playback by [pinobatch/gsmplayer-gba](https://github.com/pinobatch/gsmplayer-gba): Feb 9, 2020 + optimizations
- Interrupt handler by [AntonioND/libugba](https://github.com/AntonioND/libugba): v0.3.0
- LZ77 decompression by [Cult-of-GBA/BIOS](https://github.com/Cult-of-GBA/BIOS): Sep 11, 2024
- Multiplayer support by [afska/gba-link-connection](https://github.com/afska/gba-link-connection): v8.0.0
- microSD reading by [afska/gba-flashcartio](https://github.com/afska/gba-flashcartio): v1.0.5 + fixes
- FAT parsing by [FatFS](http://elm-chan.org/fsw/ff/): R0.15