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. C bindings are also included for compatibility.
- 👾 LinkCable.hpp: The classic 16-bit Multi-Play mode (up to 4 players) using a GBA Link Cable!
- 💻 LinkCableMultiboot.hpp: Send Multiboot software (small 256KiB ROMs) to other GBAs with no cartridge!
- 🔧👾 LinkRawCable.hpp: A minimal low-level API for the 16-bit Multi-Play mode.
- 📻 LinkWireless.hpp: Connect up to 5 consoles with the Wireless Adapter!
- 📡 LinkWirelessMultiboot.hpp: Send Multiboot software (small 256KiB ROMs) to other GBAs over the air!
- 🔧📻 LinkRawWireless.hpp: A minimal low-level API for the Wireless Adapter.
- 🔧🏛️ LinkWirelessOpenSDK.hpp: An abstraction of the official software level protocol of the Wireless Adapter.
- 🌎 LinkUniversal.hpp: Add multiplayer support to your game, both with 👾 Link Cables and 📻 Wireless Adapters, using the same API!
- 🔌 LinkGPIO.hpp: Use the Link Port however you want to control any device (like LEDs, rumble motors, and that kind of stuff)!
- 🔗 LinkSPI.hpp: Connect with a PC (like a Raspberry Pi) or another GBA (with a GBC Link Cable) using this mode. Transfer up to 2Mbit/s!
- ⏱️ LinkUART.hpp: Easily connect to any PC using a USB to UART cable!
- 🟪 LinkCube.hpp: Exchange data with a Wii or a GameCube using the classic Joybus protocol!
- 📱 LinkMobile.hpp: Connect to the internet using the Mobile Adapter GB, brought back to life thanks to the REON project!
- 🖱️ LinkPS2Mouse.hpp: Connect a PS/2 mouse to the GBA for extended controls!
- ⌨️ LinkPS2Keyboard.hpp: Connect a PS/2 keyboard to the GBA for extended controls!
(click on the emojis for documentation)
Created by [r]labs.
💬 Check out my other GBA projects: piuGBA, beat-beast, gba-remote-play, gba-flashcartio.
- Copy the contents of the lib/ folder into a directory that is part of your project's include path. Then,
#include
the library you need, such as LinkCable.hpp, in your project. No external dependencies are required. - For initial instructions and setup details, refer to the large comment block at the beginning of each file, the documentation included here, and the provided examples.
- Check out the examples/ folder.
- Compiled ROMs are available in Releases.
- The example code uses libtonc (and libugba for interrupts), but any library can be used.
- The examples can be tested on real GBAs or using emulators.
- For
LinkCable
/LinkWireless
/LinkUniversal
, stress tests are provided to help you tweak your configuration. The LinkUniversal_real ROM tests a more real scenario using an audio player, a background video, text and sprites. - The
LinkCableMultiboot_demo
andLinkWirelessMultiboot_demo
examples can bootstrap all other examples, allowing you to test with multiple units even if you only have one flashcart.
The files use some compiler extensions, so using GCC is required.
The example ROMs were compiled with devkitPro, using GCC
14.1.0
with-std=c++17
as the standard and-Ofast
as the optimization level.
To learn implementation details, you might also want to check out the docs/ folder, which contains important documentation.
Running ./compile.sh
builds all the examples with the right configuration.
The project must be in a path without spaces; devkitARM and some *nix commands are required.
All the projects understand these Makefile actions:
make [ clean | build | start | rebuild | restart ]
- To use the libraries in a C project, include the files from the lib/c_bindings/ directory.
- For documentation, use this
README.md
file or comments inside the main C++ files. - Some libraries may not be available in C.
- Some methods/overloads may not be available in the C implementations.
- Unlike the main libraries, C bindings depend on libtonc.
// Instantiating
LinkSomething* linkSomething = new LinkSomething(a, b); // C++
LinkSomethingHandle cLinkSomething = C_LinkSomething_create(a, b); // C
// Calling methods
linkSomething->method(a, b); // C++
C_LinkSomething_method(cLinkSomething, a, b); // C
// Destroying
delete linkSomething; // C++
C_LinkSomething_destroy(cLinkSomething); // C
(aka Multi-Play Mode)
⬆️ This is the Link Port mode that games use for multiplayer.
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 stuck in a long iteration loop. After such an event, all nodes end up receiving all the pending messages.
new LinkCable(...)
accepts these optional parameters:
Name | Type | Default | Description |
---|---|---|---|
baudRate |
BaudRate | BAUD_RATE_1 |
Sets a specific baud rate. |
timeout |
u32 | 3 |
Maximum number of frames without receiving data from other player before marking them as disconnected or resetting the connection. |
interval |
u16 | 50 |
Number of 1024-cycle ticks (61.04μs) between transfers (50 = 3.052ms). It's the interval of Timer #sendTimerId . Lower values will transfer faster but also consume more CPU. You can use Link::perFrame(...) to convert from packets per frame to interval values. |
sendTimerId |
u8 (0~3) | 3 |
GBA Timer to use for sending. |
You can update these values at any time without creating a new instance:
- Call
deactivate()
. - Mutate the
config
property. - Call
activate()
.
You can also change these compile-time constants:
LINK_CABLE_QUEUE_SIZE
: to set a custom buffer size (how many incoming and outgoing messages the queues can store at max per player). The default value is15
, which seems fine for most games.- This affects how much memory is allocated. With the default value, it's around
390
bytes. There's a double-buffered pending queue (to avoid data races),1
incoming queue and1
outgoing queue. - You can approximate the memory usage with:
(LINK_CABLE_QUEUE_SIZE * sizeof(u16) * LINK_CABLE_MAX_PLAYERS) * 3 + LINK_CABLE_QUEUE_SIZE * sizeof(u16)
<=>LINK_CABLE_QUEUE_SIZE * 26
- This affects how much memory is allocated. With the default value, it's around
Name | Return type | Description |
---|---|---|
isActive() |
bool | Returns whether the library is active or not. |
activate() |
- | Activates the library. |
deactivate() |
- | Deactivates the library. |
isConnected() |
bool | Returns true if there are at least 2 connected players. |
playerCount() |
u8 (0~4) | Returns the number of connected players. |
currentPlayerId() |
u8 (0~3) | Returns the current player ID. |
sync() |
- | Call this method every time you need to fetch new data. |
waitFor(playerId) |
bool | Waits for data from player #playerId . Returns true on success, or false on disconnection. |
waitFor(playerId, cancel) |
bool | Like waitFor(playerId) but accepts a cancel() function. The library will continuously invoke it, and abort the wait if it returns true . |
canRead(playerId) |
bool | Returns true if there are pending messages from player #playerId . Keep in mind that if this returns false , it will keep doing so until you fetch new data with sync() . |
read(playerId) |
u16 | Dequeues and returns the next message from player #playerId . If there's no data from that player, a 0 will be returned. |
peek(playerId) |
u16 | Returns the next message from player #playerId without dequeuing it. If there's no data from that player, a 0 will be returned. |
send(data) |
- | Sends data to all connected players. |
0xFFFF
and 0x0
are reserved values, so don't send them!
(aka Multiboot through Multi-Play Mode)
⬆️ This tool allows sending Multiboot ROMs (small 256KiB programs that fit in EWRAM) from one GBA to up to 3 slaves, using a single cartridge.
Its demo (LinkCableMultiboot_demo
) has all the other gba-link-connection ROMs bundled with it, so it can be used to quickly test the library.
You can change these compile-time constants:
LINK_CABLE_MULTIBOOT_PALETTE_DATA
: to control how the logo is displayed.- Format:
0b1CCCDSS1
, whereC
=color,D
=direction,S
=speed. - Default:
0b10010011
.
- Format:
Name | Return type | Description |
---|---|---|
sendRom(rom, romSize, cancel, [mode]) |
LinkCableMultiboot::Result | Sends the rom . During the handshake process, the library will continuously invoke cancel , and abort the transfer if it returns true . The romSize must be a number between 448 and 262144 , and a multiple of 16 . The mode can be either LinkCableMultiboot::TransferMode::MULTI_PLAY for GBA cable (default value) or LinkCableMultiboot::TransferMode::SPI for GBC cable. Once completed, the return value should be LinkCableMultiboot::Result::SUCCESS . |
- This is a minimal hardware wrapper designed for the Multi-Play mode.
- It doesn't include any of the features of 👾 LinkCable, so it's not well suited for games.
- Its demo (
LinkRawCable_demo
) can help emulator developers in enhancing accuracy.
Name | Return type | Description |
---|---|---|
isActive() |
bool | Returns whether the library is active or not. |
activate(baudRate = BAUD_RATE_1) |
- | Activates the library in a specific baudRate (LinkRawCable::BaudRate ). |
deactivate() |
- | Deactivates the library. |
transfer(data) |
LinkRawCable::Response | Exchanges data with the connected consoles. Returns the received data, including the assigned player ID. |
transfer(data, cancel) |
LinkRawCable::Response | Like transfer(data) but accepts a cancel() function. The library will continuously invoke it, and abort the transfer if it returns true . |
transferAsync(data) |
- | Schedules a data transfer and returns. After this, call getAsyncState() and getAsyncData() . Note that until you retrieve the async data, normal transfer(...) s won't do anything! |
getAsyncState() |
LinkRawCable::AsyncState | Returns the state of the last async transfer (one of LinkRawCable::AsyncState::IDLE , LinkRawCable::AsyncState::WAITING , or LinkRawCable::AsyncState::READY ). |
getAsyncData() |
LinkRawCable::Response | If the async state is READY , returns the remote data and switches the state back to IDLE . If not, returns an empty response. |
getBaudRate() |
LinkRawCable::BaudRate | Returns the current baudRate . |
isMaster() |
bool | Returns whether the console is connected as master or not. Returns garbage when the cable is not properly connected. |
isReady() |
bool | Returns whether all connected consoles have entered the multiplayer mode. Returns garbage when the cable is not properly connected. |
- don't send
0xFFFF
, it's a reserved value that means disconnected client - only
transfer(...)
ifisReady()
(aka GBA Wireless Adapter)
⬆️ This is a driver for an accessory that enables wireless games up to 5 players. The inner workings of the adapter are highly unknown, but this blog post is very helpful. I've updated it to add more details about the things I learnt by the means of reverse engineering brute force and trial&error.
The library, by default, implements a lightweight protocol (on top of the adapter's message system) that sends packet IDs and checksums. This allows detecting disconnections, forwarding messages to all nodes, and retransmitting to prevent packet loss.
demo.mp4
new LinkWireless(...)
accepts these optional parameters:
Name | Type | Default | Description |
---|---|---|---|
forwarding |
bool | true |
If true , the server forwards all messages to the clients. Otherwise, clients only see messages sent from the server (ignoring other peers). |
retransmission |
bool | true |
If true , the library handles retransmission for you, so there should be no packet loss. |
maxPlayers |
u8 (2~5) | 5 |
Maximum number of allowed players. |
timeout |
u32 | 10 |
Maximum number of frames without receiving data from other player before resetting the connection. |
interval |
u16 | 50 |
Number of 1024-cycle ticks (61.04μs) between transfers (50 = 3.052ms). It's the interval of Timer #sendTimerId . Lower values will transfer faster but also consume more CPU. You can use Link::perFrame(...) to convert from packets per frame to interval values. |
sendTimerId |
u8 (0~3) | 3 |
GBA Timer to use for sending. |
You can update these values at any time without creating a new instance:
- Call
deactivate()
. - Mutate the
config
property. - Call
activate()
.
You can also change these compile-time constants:
LINK_WIRELESS_QUEUE_SIZE
: to set a custom buffer size (how many incoming and outgoing messages the queues can store at max). The default value is30
, which seems fine for most games.- This affects how much memory is allocated. With the default value, it's around
960
bytes. There's a double-buffered incoming queue and a double-buffered outgoing queue (to avoid data races). - You can approximate the memory usage with:
LINK_WIRELESS_QUEUE_SIZE * sizeof(Message) * 4
<=>LINK_WIRELESS_QUEUE_SIZE * 32
- This affects how much memory is allocated. With the default value, it's around
LINK_WIRELESS_MAX_SERVER_TRANSFER_LENGTH
andLINK_WIRELESS_MAX_CLIENT_TRANSFER_LENGTH
: to set the biggest allowed transfer per timer tick. Transfers contain retransmission headers and multiple user messages. These values must be in the range[6;20]
for servers and[2;4]
for clients. The default values are20
and4
, but you might want to set them a bit lower to reduce CPU usage.LINK_WIRELESS_PUT_ISR_IN_IWRAM
: to put critical functions in IWRAM, which can significantly improve performance due to its faster access. This is disabled by default to conserve IWRAM space, which is limited, but it's enabled in demos to showcase its performance benefits.- If you enable this, make sure that
LinkWireless.cpp
gets compiled! For example, in a Makefile-based project, verify that the file is in yourSRCDIRS
list.
- If you enable this, make sure that
LINK_WIRELESS_ENABLE_NESTED_IRQ
: to allowLINK_WIRELESS_ISR_*
functions to be interrupted. This can be useful, for example, if your audio engine requires calling a VBlank handler with precise timing.- This won't produce any effect if
LINK_WIRELESS_PUT_ISR_IN_IWRAM
is disabled.
- This won't produce any effect if
LINK_WIRELESS_USE_SEND_RECEIVE_LATCH
: to alternate between sends and receives on each timer tick (instead of doing both things). This is disabled by default. Enabling it will introduce a bit of latency but also reduce a lot the overall CPU usage. It's enabled in theLinkWireless_demo
example, but disabled in theLinkUniversal_*
examples.LINK_WIRELESS_TWO_PLAYERS_ONLY
: to optimize the library for two players. This will make the code smaller and use less CPU. It will also let you "misuse"5
bits from the packet header to send small packets really fast (e.g. pressed keys) without confirmation, using theQUICK_SEND
andQUICK_RECEIVE
properties. When this option is enabled, themaxPlayers
constructor parameter will be ignored.
- Most of these methods return a boolean, indicating if the action was successful. If not, you can call
getLastError()
to know the reason. Usually, unless it's a trivial error (like buffers being full), the connection with the adapter is reset and the game needs to start again. - You can check the connection state at any time with
getState()
. - Until a session starts, all actions are synchronous.
- During sessions (when the state is
SERVING
orCONNECTED
), the message transfers are IRQ-driven, sosend(...)
andreceive(...)
won't waste extra cycles. The only synchronous method that can be called during a session isserve(...)
, which can be used to update the broadcast data.
Name | Return type | Description |
---|---|---|
isActive() |
bool | Returns whether the library is active or not. |
activate() |
bool | Activates the library. When an adapter is connected, it changes the state to AUTHENTICATED . It can also be used to disconnect or reset the adapter. |
deactivate() |
bool | Puts the adapter into a low consumption mode and then deactivates the library. It returns a boolean indicating whether the transition to low consumption mode was successful. You can disable the transition and deactivate directly by setting turnOff to true . |
serve([gameName], [userName], [gameId]) |
bool | Starts broadcasting a server and changes the state to SERVING . You can, optionally, provide a gameName (max 14 characters), a userName (max 8 characters), and a gameId (0 ~ 0x7FFF) that games will be able to read. The strings must be null-terminated character arrays. If the adapter is already serving, this method only updates the broadcast data. Updating broadcast data while serving can fail if the adapter is busy. In that case, this will return false and getLastError() will be BUSY_TRY_AGAIN . |
getServers(servers, [onWait]) |
bool | Fills the servers array with all the currently broadcasting servers. This action takes 1 second to complete, but you can optionally provide an onWait() function which will be invoked each time VBlank starts. |
getServersAsyncStart() |
bool | Starts looking for broadcasting servers and changes the state to SEARCHING . After this, call getServersAsyncEnd(...) 1 second later. |
getServersAsyncEnd(servers) |
bool | Fills the servers array with all the currently broadcasting servers. Changes the state to AUTHENTICATED again. |
connect(serverId) |
bool | Starts a connection with serverId and changes the state to CONNECTING . |
keepConnecting() |
bool | When connecting, this needs to be called until the state is CONNECTED . It assigns a player ID. Keep in mind that isConnected() and playerCount() won't be updated until the first message from the server arrives. |
send(data) |
bool | Enqueues data to be sent to other nodes. |
receive(messages) |
bool | Fills the messages array with incoming messages, forwarding if needed. |
getState() |
LinkWireless::State | Returns the current state (one of LinkWireless::State::NEEDS_RESET , LinkWireless::State::AUTHENTICATED , LinkWireless::State::SEARCHING , LinkWireless::State::SERVING , LinkWireless::State::CONNECTING , or LinkWireless::State::CONNECTED ). |
isConnected() |
bool | Returns true if the player count is higher than 1 . |
isSessionActive() |
bool | Returns true if the state is SERVING or CONNECTED . |
playerCount() |
u8 (1~5) | Returns the number of connected players. |
currentPlayerId() |
u8 (0~4) | Returns the current player ID. |
getLastError([clear]) |
LinkWireless::Error | If one of the other methods returns false , you can inspect this to know the cause. After this call, the last error is cleared if clear is true (default behavior). |
0xFFFF
is a reserved value, so don't send it!
(aka Multiboot through Wireless Adapter)
⬆️ This tool allows sending Multiboot ROMs (small 256KiB programs that fit in EWRAM) from one GBA to up to 4 slaves, wirelessly, using a single cartridge.
Its demo (LinkWirelessMultiboot_demo
) has all the other gba-link-connection ROMs bundled with it, so it can be used to quickly test the library.
multiboot.mp4
Name | Return type | Description |
---|---|---|
sendRom(rom, romSize, gameName, userName, gameId, players, cancel) |
LinkWirelessMultiboot::Result | Sends the rom . The players must be the exact number of consoles that will download the ROM. Once this number of players is reached, the code will start transmitting the ROM bytes. During the process, the library will continuously invoke cancel (passing a LinkWirelessMultiboot::MultibootProgress object as argument), and abort the transfer if it returns true . The romSize must be a number between 448 and 262144 . It's recommended to use a ROM size that is a multiple of 16 , as this also ensures compatibility with Multiboot via Link Cable. Once completed, the return value should be LinkWirelessMultiboot::Result::SUCCESS . |
- This is a minimal hardware wrapper designed for the Wireless Adapter.
- It doesn't include any of the features of 📻 LinkWireless, so it's not well suited for games.
- Its demo (
LinkRawWireless_demo
) can help emulator developers in enhancing accuracy.
- There's one method for every supported Wireless Adapter command.
- Use
sendCommand(...)
to send arbitrary commands.
⬆️ All first-party games, including the Multiboot 'bootloader' sent by the adapter, use an official software-level protocol. This class provides methods for creating and reading packets that adhere to this protocol. It's supposed to be used in conjunction with 🔧📻 LinkRawWireless.
Name | Return type | Description |
---|---|---|
getChildrenData(response) |
LinkWirelessOpenSDK::ChildrenData | Parses the response and returns a struct containing all the received packets from the connected clients. |
getParentData(response) |
LinkWirelessOpenSDK::ParentData | Parses the response and returns a struct containing all the received packets from the host. |
createServerBuffer(fullPayload, fullPayloadSize, sequence, [targetSlots], [offset]) |
LinkWirelessOpenSDK::SendBuffer | Creates a buffer for the host to send a fullPayload with a valid header. If fullPayloadSize is higher than 84 (the maximum payload size), the buffer will only contain the first 84 bytes (unless an offset > 0 is used). A sequence number must be created by using LinkWirelessOpenSDK::SequenceNumber::fromPacketId(...) . Optionally, a targetSlots bit array can be used to exclude some clients from the transmissions (the default is 0b1111 ). |
createServerACKBuffer(clientHeader, clientNumber) |
LinkWirelessOpenSDK::SendBuffer | Creates a buffer for the host to acknowledge a header received from a certain clientNumber . |
createClientBuffer(fullPayload, fullPayloadSize, sequence, [offset]) |
LinkWirelessOpenSDK::SendBuffer | Creates a buffer for the client to send a fullPayload with a valid header. If fullPayloadSize is higher than 14 (the maximum payload size), the buffer will only contain the first 14 bytes (unless an offset > 0 is used). A sequence number must be created by using LinkWirelessOpenSDK::SequenceNumber::fromPacketId(...) . |
createClientACKBuffer(serverHeader) |
LinkWirelessOpenSDK::SendBuffer | Creates a buffer for the client to acknowledge a header received from the host. |
⬆️ A multiuse library that doesn't care whether you plug a Link Cable or a Wireless Adapter. It continuously switches between both and tries to connect to other peers, supporting the hot swapping of cables and adapters and all the features from 👾 LinkCable and 📻 LinkWireless.
demo.mp4
new LinkUniversal(...)
accepts these optional parameters:
Name | Type | Default | Description |
---|---|---|---|
protocol |
LinkUniversal::Protocol | AUTODETECT |
Specifies what protocol should be used (one of LinkUniversal::Protocol::AUTODETECT , LinkUniversal::Protocol::CABLE , LinkUniversal::Protocol::WIRELESS_AUTO , LinkUniversal::Protocol::WIRELESS_SERVER , or LinkUniversal::Protocol::WIRELESS_CLIENT ). |
gameName |
const char* | "" |
The game name that will be broadcasted in wireless sessions (max 14 characters). The string must be a null-terminated character array. The library uses this to only connect to servers from the same game. |
cableOptions |
LinkUniversal::CableOptions | same as LinkCable | All the 👾 LinkCable constructor parameters in one struct. |
wirelessOptions |
LinkUniversal::WirelessOptions | same as LinkWireless | All the 📻 LinkWireless constructor parameters in one struct. |
randomSeed |
int | 123 |
Random seed used for waits to prevent livelocks. If you use libtonc, pass __qran_seed . |
You can also change these compile-time constants:
LINK_UNIVERSAL_MAX_PLAYERS
: to set a maximum number of players. The default value is5
, but since LinkCable's limit is4
, you might want to decrease it.LINK_UNIVERSAL_GAME_ID_FILTER
: to restrict wireless connections to rooms with a specific game ID (0x0000
~0x7fff
). The default value (0
) connects to any game ID and uses0x7fff
when serving.
The interface is the same as 👾 LinkCable. Additionally, it supports these methods:
Name | Return type | Description |
---|---|---|
getState() |
LinkUniversal::State | Returns the current state (one of LinkUniversal::State::INITIALIZING , LinkUniversal::State::WAITING , or LinkUniversal::State::CONNECTED ). |
getMode() |
LinkUniversal::Mode | Returns the active mode (one of LinkUniversal::Mode::LINK_CABLE , or LinkUniversal::Mode::LINK_WIRELESS ). |
getProtocol() |
LinkUniversal::Protocol | Returns the active protocol (one of LinkUniversal::Protocol::AUTODETECT , LinkUniversal::Protocol::CABLE , LinkUniversal::Protocol::WIRELESS_AUTO , LinkUniversal::Protocol::WIRELESS_SERVER , or LinkUniversal::Protocol::WIRELESS_CLIENT ). |
getWirelessState() |
LinkWireless::State | Returns the wireless state (same as 📻 LinkWireless's getState() ). |
setProtocol(protocol) |
- | Sets the active protocol . |
(aka General Purpose Mode)
⬆️ This is the default Link Port mode, and it allows users to manipulate pins SI
, SO
, SD
and SC
directly.
Name | Return type | Description |
---|---|---|
reset() |
- | Resets communication mode to General Purpose (same as Link::reset() ). Required to initialize the library! |
setMode(pin, direction) |
- | Configures a pin to use a direction (input or output). |
getMode(pin) |
LinkGPIO::Direction | Returns the direction set at pin . |
readPin(pin) |
bool | Returns whether a pin is HIGH or not (when set as an input). |
writePin(pin, isHigh) |
- | Sets a pin to be high or not (when set as an output). |
setSIInterrupts(isEnabled) |
- | If it isEnabled , an IRQ will be generated when SI changes from HIGH to LOW. |
SI
terminal to an input!
reset()
when you finish doing GPIO stuff! (for compatibility with the other libraries)
(aka Normal Mode)
⬆️ This is the GBA's implementation of SPI. You can use this to interact with other GBAs or computers that know SPI.
Name | Return type | Description |
---|---|---|
isActive() |
bool | Returns whether the library is active or not. |
activate(mode, [dataSize]) |
- | Activates the library in a specific mode (one of LinkSPI::Mode::SLAVE , LinkSPI::Mode::MASTER_256KBPS , or LinkSPI::Mode::MASTER_2MBPS ). By default, the dataSize is 32-bit, but can be changed to LinkSPI::DataSize::SIZE_8BIT . |
deactivate() |
- | Deactivates the library. |
transfer(data) |
u32 | Exchanges data with the other end. Returns the received data. |
transfer(data, cancel) |
u32 | Like transfer(data) but accepts a cancel() function. The library will continuously invoke it, and abort the transfer if it returns true . |
transferAsync(data, [cancel]) |
- | Schedules a data transfer and returns. After this, call getAsyncState() and getAsyncData() . Note that until you retrieve the async data, normal transfer(...) s won't do anything! |
getAsyncState() |
LinkSPI::AsyncState | Returns the state of the last async transfer (one of LinkSPI::AsyncState::IDLE , LinkSPI::AsyncState::WAITING , or LinkSPI::AsyncState::READY ). |
getAsyncData() |
u32 | If the async state is READY , returns the remote data and switches the state back to IDLE . If not, returns an empty response. |
getMode() |
LinkSPI::Mode | Returns the current mode . |
getDataSize() |
LinkSPI::DataSize | Returns the current dataSize . |
setWaitModeActive(isActive) |
- | Enables or disables waitMode (*). |
isWaitModeActive() |
bool | Returns whether waitMode (*) is active or not. |
(*)
waitMode
: The GBA adds an extra feature over SPI. When working as master, it can check whether the other terminal is ready to receive (ready:MISO=LOW
), and wait if it's not (not ready:MISO=HIGH
). That makes the connection more reliable, but it's not always supported on other hardware units (e.g. the Wireless Adapter), so it must be disabled in those cases.
waitMode
is disabled by default.
MISO
meansSO
on the slave side andSI
on the master side.
0xFFFFFFFF
(or 0xFF
) on misuse or cancelled transfers!
The GBA operates using SPI mode 3 (CPOL=1, CPHA=1
). Here's a connection diagram that illustrates how to connect a Link Cable to a Raspberry Pi 3's SPI pins:
(aka UART Mode)
⬆️ This is the GBA's implementation of UART. You can use this to interact with a PC using a USB to UART cable. You can change the buffer size by setting the compile-time constant LINK_UART_QUEUE_SIZE
.
Name | Return type | Description |
---|---|---|
isActive() |
bool | Returns whether the library is active or not. |
activate(baudRate, dataSize, parity, useCTS) |
- | Activates the library using a specific UART mode. Defaults: 9600bps, 8-bit data, no parity bit, no CTS. |
deactivate() |
- | Deactivates the library. |
sendLine(string) |
- | Takes a null-terminated string , and sends it followed by a '\n' character. The null character is not sent. |
sendLine(data, cancel) |
- | Like sendLine(string) but accepts a cancel() function. The library will continuously invoke it, and abort the transfer if it returns true . |
readLine(string, [limit]) |
bool | Reads characters into string until finding a '\n' character or a character limit is reached. A null terminator is added at the end. Returns false if the limit has been reached without finding a newline character. |
readLine(string, cancel, [limit]) |
bool | Like readLine(string, [limit]) but accepts a cancel() function. The library will continuously invoke it, and abort the transfer if it returns true . |
send(buffer, size, offset) |
- | Sends size bytes from buffer , starting at byte offset . |
read(buffer, size, offset) |
u32 | Tries to read size bytes into (u8*)(buffer + offset) . Returns the number of read bytes. |
canRead() |
bool | Returns whether there are bytes to read or not. |
canSend() |
bool | Returns whether there is room to send new messages or not. |
availableForRead() |
u32 | Returns the number of bytes available for read. |
availableForSend() |
u32 | Returns the number of bytes available for send (buffer size - queued bytes). |
read() |
u8 | Reads a byte. Returns 0 if nothing is found. |
send(data) |
- | Sends a data byte. |
The GBA operates using 1
stop bit, but everything else can be configured. By default, the library uses 8N1
, which means 8-bit data and no parity bit. RTS/CTS is disabled by default.
- Black wire (
GND
) -> GBAGND
. - Green wire (
TX
) -> GBASI
. - White wire (
RX
) -> GBASO
.
(aka JOYBUS Mode)
⬆️ This is the GBA's implementation of JOYBUS, in which users connect the console to a GameCube (or Wii with GC ports) using an official adapter. The library can be tested using Dolphin/mGBA and gba-joybus-tester.
You can change these compile-time constants:
LINK_CUBE_QUEUE_SIZE
: to set a custom buffer size (how many incoming and outgoing values the queues can store at max). The default value is10
, which seems fine for most games.- This affects how much memory is allocated. With the default value, it's around
120
bytes. There's a double-buffered pending queue (to avoid data races), and 1 outgoing queue. - You can approximate the memory usage with:
LINK_CUBE_QUEUE_SIZE * sizeof(u32) * 3
<=>LINK_CUBE_QUEUE_SIZE * 12
- This affects how much memory is allocated. With the default value, it's around
Name | Return type | Description |
---|---|---|
isActive() |
bool | Returns whether the library is active or not. |
activate() |
- | Activates the library. |
deactivate() |
- | Deactivates the library. |
wait() |
bool | Waits for data. Returns true on success, or false on JOYBUS reset. |
wait(cancel) |
bool | Like wait() but accepts a cancel() function. The library will invoke it after every SERIAL interrupt, and abort the wait if it returns true . |
canRead() |
bool | Returns true if there are pending received values to read. |
read() |
u32 | Dequeues and returns the next received value. If there's no received data, a 0 will be returned. |
peek() |
u32 | Returns the next received value without dequeuing it. If there's no received data, a 0 will be returned. |
send(data) |
- | Sends 32-bit data . If the other end asks for data at the same time you call this method, a 0x00000000 will be sent. |
pendingCount() |
u32 | Returns the number of pending outgoing transfers. |
didReset([clear]) |
bool | Returns whether a JOYBUS reset was requested or not. After this call, the reset flag is cleared if clear is true (default behavior). |
(aka Mobile Adapter GB)
⬆️ This is a driver for an accessory that enables online conectivity on the GB and GBA. The protocol was reverse-engineered by the REON Team.
The original accessory was sold in Japan only and using it nowadays is hard since it relies on old tech, but REON has created an open-source implementation called libmobile, as well as support for emulators and microcontrollers.
It has two modes of operation:
- Direct call (P2P): Calling someone directly for a 2-player session, using the other person's IP address or the phone number provided by the relay server.
- ISP call (PPP): Calling an ISP number for internet access. In this mode, the adapter can open up to 2 TCP/UDP sockets and transfer arbitrary data.
new LinkMobile(...)
accepts these optional parameters:
Name | Type | Default | Description |
---|---|---|---|
timeout |
u32 | 600 |
Number of frames without completing a request to reset a connection. |
timerId |
u8 (0~3) | 3 |
GBA Timer to use for sending. |
You can update these values at any time without creating a new instance:
- Call
deactivate()
. - Mutate the
config
property. - Call
activate()
.
You can also change these compile-time constants:
LINK_MOBILE_QUEUE_SIZE
: to set a custom request queue size (how many commands can be queued at the same time). The default value is10
, which seems fine for most games.- This affects how much memory is allocated. With the default value, it's around
3
KB.
- This affects how much memory is allocated. With the default value, it's around
- All actions are asynchronous/nonblocking. That means, they will return
true
if nothing is awfully wrong, but the actual consequence will occur some frames later. You can callgetState()
at any time to know what it's doing. - On fatal errors, the library will transition to a
NEEDS_RESET
state. In that case, you can callgetError()
to know more details on what happened, and thenactivate()
to restart. - When calling
deactivate()
, the adapter automatically turns itself off after3
seconds of inactivity. However, to gracefully turn it off, it's recommended to callshutdown()
first, wait until the state isSHUTDOWN
, and thendeactivate()
.
Name | Return type | Description |
---|---|---|
isActive() |
bool | Returns whether the library is active or not. |
activate() |
- | Activates the library. After some time, if an adapter is connected, the state will be changed to SESSION_ACTIVE . If not, the state will be NEEDS_RESET , and you can retrieve the error with getError() . |
deactivate() |
- | Deactivates the library, resetting the serial mode to GPIO. Calling shutdown() first is recommended, but the adapter will put itself in sleep mode after 3 seconds anyway. |
shutdown() |
bool | Gracefully shuts down the adapter, closing all connections. After some time, the state will be changed to SHUTDOWN , and only then it's safe to call deactivate() . |
call(phoneNumber) |
bool | Initiates a P2P connection with a phoneNumber . After some time, the state will be CALL_ESTABLISHED (or ACTIVE_SESSION if the connection fails or ends). In REON/libmobile the phone number can be a number assigned by the relay server, or a 12-digit IPv4 address (for example, "127000000001" would be 127.0.0.1 ). |
callISP(password, loginId) |
bool | Calls the ISP number registered in the adapter configuration, or a default number if the adapter hasn't been configured. Then, performs a login operation using the provided password and loginId . After some time, the state will be PPP_ACTIVE . If loginId is empty and the adapter has been configured, it will use the one stored in the configuration. Both parameters are null-terminated strings (max 32 characters). |
dnsQuery(domainName, result) |
bool | Looks up the IPv4 address for a domainName (a null-terminated string, max 253 characters). It also accepts an ASCII IPv4 address, converting it into a 4-byte address instead of querying the DNS server. The result is a pointer to a LinkMobile::DNSQuery struct that will be filled with the result. When the request is completed, the completed field will be true . If an IP address was found, the success field will be true and the ipv4 field can be read as a 4-byte address. |
openConnection(ip, port, type, result) |
bool | Opens a TCP/UDP (type ) connection at the given ip (4-byte address) on the given port . The result is a pointer to a LinkMobile::OpenConn struct that will be filled with the result. When the request is completed, the completed field will be true . If the connection was successful, the success field will be true and the connectionId field can be used when calling the transfer(...) method. Only 2 connections can be opened at the same time. |
closeConnection(connectionId, type, result) |
bool | Closes an active TCP/UDP (type ) connection. The result is a pointer to a LinkMobile::CloseConn struct that will be filled with the result. When the request is completed, the completed field will be true . If the connection was closed correctly, the success field will be true . |
transfer(dataToSend, result, [connectionId]) |
bool | Requests a data transfer (up to 254 bytes) and responds the received data. The transfer can be done with the other node in a P2P connection, or with any open TCP/UDP connection if a PPP session is active. In the case of a TCP/UDP connection, the connectionId must be provided. The result is a pointer to a LinkMobile::DataTransfer struct that will be filled with the received data. It can also point to dataToSend to reuse the struct. When the request is completed, the completed field will be true . If the transfer was successful, the success field will be true . If not, you can assume that the connection was closed. |
waitFor(asyncRequest) |
bool | Waits for asyncRequest to be completed. Returns true if the request was completed && successful, and the adapter session is still alive. Otherwise, it returns false . The asyncRequest is a pointer to a LinkMobile::DNSQuery , LinkMobile::OpenConn , LinkMobile::CloseConn , or LinkMobile::DataTransfer . |
hangUp() |
bool | Hangs up the current P2P or PPP call. Closes all connections. |
readConfiguration(configurationData) |
bool | Retrieves the adapter configuration, and puts it in the configurationData struct. If the adapter has an active session, the data is already loaded, so it's instantaneous. |
getState() |
LinkMobile::State | Returns the current state (one of LinkMobile::State::NEEDS_RESET , LinkMobile::State::PINGING , LinkMobile::State::WAITING_TO_START , LinkMobile::State::STARTING_SESSION , LinkMobile::State::ACTIVATING_SIO32 , LinkMobile::State::WAITING_32BIT_SWITCH , LinkMobile::State::READING_CONFIGURATION , LinkMobile::State::SESSION_ACTIVE , LinkMobile::State::CALL_REQUESTED , LinkMobile::State::CALLING , LinkMobile::State::CALL_ESTABLISHED , LinkMobile::State::ISP_CALL_REQUESTED , LinkMobile::State::ISP_CALLING , LinkMobile::State::PPP_LOGIN , LinkMobile::State::PPP_ACTIVE , LinkMobile::State::SHUTDOWN_REQUESTED , LinkMobile::State::ENDING_SESSION , LinkMobile::State::WAITING_8BIT_SWITCH , or LinkMobile::State::SHUTDOWN ). |
getRole() |
LinkMobile::Role | Returns the current role in the P2P connection (one of LinkMobile::Role::NO_P2P_CONNECTION , LinkMobile::Role::CALLER , or LinkMobile::Role::RECEIVER ). |
isConfigurationValid() |
int | Returns whether the adapter has been configured or not. Returns 1 = yes, 0 = no, -1 = unknown (no session active). |
isConnectedP2P() |
bool | Returns true if a P2P call is established (the state is CALL_ESTABLISHED ). |
isConnectedPPP() |
bool | Returns true if a PPP session is active (the state is PPP_ACTIVE ). |
isSessionActive() |
bool | Returns true if the session is active. |
canShutdown() |
bool | Returns true if there's an active session and there's no previous shutdown requests. |
getDataSize() |
LinkSPI::DataSize | Returns the current operation mode (LinkSPI::DataSize ). |
getError() |
LinkMobile::Error | Returns details about the last error that caused the connection to be aborted. |
⬆️ A PS/2 mouse driver for the GBA. Use it to add mouse support to your homebrew games. It's a straight port from this library.
new LinkPS2Mouse(timerId)
, where timerId
is the GBA Timer used for delays.
Name | Return type | Description |
---|---|---|
isActive() |
bool | Returns whether the library is active or not. |
activate() |
- | Activates the library. |
deactivate() |
- | Deactivates the library. |
report(data[3]) |
- | Fills the data int array with a report. The first int contains clicks that you can check against the bitmasks LINK_PS2_MOUSE_LEFT_CLICK , LINK_PS2_MOUSE_MIDDLE_CLICK , and LINK_PS2_MOUSE_RIGHT_CLICK . The second int is the X movement, and the third int is the Y movement. |
activate()
or report(...)
could freeze the system if nothing is connected: detecting timeouts using interrupts is the user's responsibility.
____________
|PS/2 --- GBA|
|------------|
|CLOCK -> SI |
|DATA --> SO |
|VCC ---> VCC|
|GND ---> GND|
⬆️ A PS/2 keyboard driver for the GBA. Use it to add keyboard support to your homebrew games.
new LinkPS2Keyboard(onEvent)
, where onEvent
is a function pointer that will receive the scan codes (u8
). You should check a PS/2 scan code list online, but most common keys/events are included in enums like LINK_PS2_KEYBOARD_KEY::ENTER
and LINK_PS2_KEYBOARD_EVENT::RELEASE
.
Name | Return type | Description |
---|---|---|
isActive() |
bool | Returns whether the library is active or not. |
activate() |
- | Activates the library. |
deactivate() |
- | Deactivates the library. |
____________
|PS/2 --- GBA|
|------------|
|CLOCK -> SI |
|DATA --> SO |
|VCC ---> VCC|
|GND ---> GND|