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🔗 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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gba-link-connection

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.

(click on the emojis for documentation)

rlabs Created by [r]labs.

💬 Check out my other GBA projects: piuGBA, beat-beast, gba-remote-play, gba-flashcartio.

Usage

  • 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.
    • The LinkUniversal_real ROM tests a more real scenario using an audio player, a background video, text and sprites.
    • The LinkCableMultiboot_demo and LinkWirelessMultiboot_demo examples can bootstrap all other examples, allowing you to test with multiple units even if you only have one flashcart.
  • Check out the FAQ.

The files use some compiler extensions, so using GCC is required.

The example ROMs were compiled with devkitARM, 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.

Compiling the examples

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 ]

C bindings

  • 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

👾 LinkCable

(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.

screenshot

Constructor

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

Name Type Default Description
baudRate 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 transfers 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().

Methods

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 (1~4) Returns the number of connected players.
currentPlayerId() u8 (0~3) Returns the current player ID.
sync() - Collects available messages from interrupts for later processing with read(...). Call this method whenever you need to fetch new data, and always process all the messages before calling it again.
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.
canSend() bool Returns whether a send(...) call would fail due to the queue being full or not.
send(data) bool Sends data to all connected players. If data is invalid or the send queue is full, a false will be returned.
didQueueOverflow([clear]) bool Returns whether the internal queue lost messages at some point due to being full. This can happen if your queue size is too low, if you receive too much data without calling sync(...) enough times, or if you don't read(...) enough messages before the next sync() call.

After this call, the overflow flag is cleared if clear is true (default behavior).
resetTimeout() - Resets other players' timeout count to 0. Call this before reducing config.timeout.
resetTimer() - Restarts the send timer without disconnecting. Call this if you changed config.interval

⚠️ 0xFFFF and 0x0 are reserved values, so don't send them!

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 is 15, 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 and 1 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

💻 LinkCableMultiboot

(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.

screenshot

Sync version

This version is simpler and blocks the system thread until completion. It doesn't require interrupt service routines.

Methods

Name Return type Description
sendRom(rom, romSize, cancel, [mode]) Result Sends the rom (must be 4-byte aligned). 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.

⚠️ stop DMA before sending the ROM! (you might need to stop your audio player)

⚠️ this restriction only applies to the sync version!

Compile-time constants

  • LINK_CABLE_MULTIBOOT_PALETTE_DATA: to control how the logo is displayed.
    • Format: 0b1CCCDSS1, where C=color, D=direction, S=speed.
    • Default: 0b10010011.

Async version

This version (LinkCableMultiboot::Async) allows more advanced use cases like playing animations and/or audio during the transfers, displaying the number of connected players and send percentage, and marking the transfer as 'ready' to start. It requires adding the provided interrupt service routines. The class is polymorphic with LinkWirelessMultiboot::Async.

Constructor

new LinkCableMultiboot::Async(...) accepts these optional parameters:

Name Type Default Description
waitForReadySignal bool false Whether the code should wait for a markReady() call to start the actual transfer.
mode TransferMode TransferMode::MULTI_PLAY Either LinkCableMultiboot::TransferMode::MULTI_PLAY for GBA cable (default value) or LinkCableMultiboot::TransferMode::SPI for GBC cable.

You can update these values at any time without creating a new instance by mutating the config property. Keep in mind that the changes won't be applied after the next sendRom(...) call.

Methods

Name Return type Description
sendRom(rom, romSize) bool Sends the rom (must be 4-byte aligned).

The romSize must be a number between 448 and 262144, and a multiple of 16.

Once completed, getState() should return LinkCableMultiboot::Async::State::STOPPED and getResult() should return LinkCableMultiboot::Async::GeneralResult::SUCCESS.

Returns false if there's a pending transfer or the data is invalid.
reset() bool Deactivates the library, canceling the in-progress transfer, if any.
isSending() bool Returns whether there's an active transfer or not.
getState() State Returns the current state.
getResult([clear]) GeneralResult Returns the result of the last operation.

After this call, the result is cleared if clear is true (default behavior).
getDetailedResult([clear]) Result Returns the detailed result of the last operation.

After this call, the result is cleared if clear is true (default behavior).
playerCount() u8 (1~4) Returns the number of connected players.
getPercentage() u32 (0~100) Returns the completion percentage.
isReady() bool Returns whether the ready mark is active or not.

This is only useful when using the waitForReadySignal parameter.
markReady() bool Marks the transfer as ready.

This is only useful when using the waitForReadySignal parameter.

⚠️ never call reset() inside an interrupt handler!

Compile-time constants

  • LINK_CABLE_MULTIBOOT_ASYNC_DISABLE_NESTED_IRQ: to disable nested IRQs. In the async version, SERIAL IRQs can be interrupted (once they clear their time-critical needs) by default, which helps prevent issues with audio engines. However, if something goes wrong, you can disable this behavior.

🔧👾 LinkRawCable

⬆️

  • 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.

screenshot

Methods

Name Return type Description
isActive() bool Returns whether the library is active or not.
activate(baudRate = BAUD_RATE_3) - Activates the library in a specific baudRate (LinkRawCable::BaudRate).
deactivate() - Deactivates the library.
transfer(data) Response Exchanges data with the connected consoles. Returns the received data, including the assigned player ID.
transfer(data, cancel) 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() AsyncState Returns the state of the last async transfer (one of LinkRawCable::AsyncState::IDLE, LinkRawCable::AsyncState::WAITING, or LinkRawCable::AsyncState::READY).
getAsyncData() 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() 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.

⚠️ advanced usage only; if you're building a game, use LinkCable!

⚠️ don't send 0xFFFF, it's a reserved value that means disconnected client!

⚠️ only transfer(...) if isReady()!

📻 LinkWireless

(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 learned by 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

Constructor

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 75 Number of 1024-cycle ticks (61.04μs) between transfers (75 = 4.578ms). 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 transfers 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().

Methods

  • 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 or CONNECTED), the message transfers are IRQ-driven, so send(...) and receive(...) won't waste extra cycles. Though there are some synchronous methods that can be called during a session:
    • serve(...), to update the broadcast data.
    • closeServer(), to make it the room unavailable for new players.
    • getSignalLevel(...), to retrieve signal levels.
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.
restoreExistingConnection() bool Restores the state from an existing connection on the Wireless Adapter hardware.

This is useful, for example, after a fresh launch of a Multiboot game, to synchronize the library with the current state and avoid a reconnection.

Returns whether the restoration was successful. On success, the state should be either SERVING or CONNECTED.

This should be used as a replacement for activate().
deactivate([turnOff]) 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.
closeServer() bool Closes the server while keeping the session active, to prevent new users from joining the room. This action can fail if the adapter is busy. In that case, this will return false and getLastError() will be BUSY_TRY_AGAIN.
getSignalLevel(response) bool Retrieves the signal level of each player (0-255), filling the response struct.

For hosts, the array will contain the signal level of each client in indexes 1-4. For clients, it will only include the index corresponding to the currentPlayerId().

For clients, this action can fail if the adapter is busy. In that case, this will return false and getLastError() will be BUSY_TRY_AGAIN. For hosts, you already have this data, so it's free!
getServers(servers, serverCount, [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, serverCount) 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.
canSend() bool Returns whether a send(...) call would fail due to the queue being full or not.
send(data) bool Enqueues data to be sent to other nodes.
receive(messages, receivedCount) bool Fills the messages array with incoming messages.
getState() 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.
isServerClosed() bool Returns true if the server was closed with closeServer().
playerCount() u8 (1~5) Returns the number of connected players.
currentPlayerId() u8 (0~4) Returns the current player ID.
didQueueOverflow([clear]) bool Returns whether the internal queue lost messages at some point due to being full. This can happen if your queue size is too low, if you receive too much data without calling receive(...) enough times, or if excessive receive(...) calls prevent the ISR from copying data.

After this call, the overflow flag is cleared if clear is true (default behavior).
resetTimeout() - Resets other players' timeout count to 0. Call this before reducing config.timeout.
resetTimer() - Restarts the send timer without disconnecting. Call this if you changed config.interval.
getLastError([clear]) 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).

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 is 30, which seems fine for most games.
    • This affects how much memory is allocated. With the default value, it's around 480 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 * 16
  • LINK_WIRELESS_MAX_SERVER_TRANSFER_LENGTH and LINK_WIRELESS_MAX_CLIENT_TRANSFER_LENGTH: to set the biggest allowed transfer per timer tick. Higher values will use the bandwidth more efficiently but also consume more CPU! These values must be in the range [6;21] for servers and [2;4] for clients. The default values are 11 and 4, but you might want to set them a bit lower to reduce CPU usage.
    • This is measured in words (1 message = 1 halfword). One word is used as a header, so a max transfer length of 11 could transfer up to 20 messages.
  • 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 lib/iwram_code/LinkWireless.cpp gets compiled! For example, in a Makefile-based project, verify that the directory is in your SRCDIRS list.
    • Depending on how much IWRAM you have available, you might want to tweak these knobs:
      • LINK_WIRELESS_PUT_ISR_IN_IWRAM_SERIAL: (default: 1) Put the SERIAL ISR in IWRAM (recommended, since this handler runs ~20 times per frame)
      • LINK_WIRELESS_PUT_ISR_IN_IWRAM_TIMER: (default: 1) Put the TIMER ISR in IWRAM (not that necessary)
      • LINK_WIRELESS_PUT_ISR_IN_IWRAM_SERIAL_LEVEL: (default: "-Ofast") Optimization level for the SERIAL ISR
      • LINK_WIRELESS_PUT_ISR_IN_IWRAM_TIMER_LEVEL: (default: "-Ofast") Optimization level for the TIMER ISR
  • LINK_WIRELESS_ENABLE_NESTED_IRQ: to allow LINK_WIRELESS_ISR_* functions to be interrupted. This can be useful, for example, if your audio engine requires calling a VBlank handler with precise timing.

💻 LinkWirelessMultiboot

(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

Sync version

This version is simpler and blocks the system thread until completion. It doesn't require interrupt service routines.

Methods

Name Return type Description
sendRom(rom, romSize, gameName, userName, gameId, players, listener, [keepConnectionAlive]) Result Sends the rom.

The players must be the 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 listener (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, since this also ensures compatibility with Multiboot via Link Cable.

Once completed, the return value should be LinkWirelessMultiboot::Result::SUCCESS.

You can start the transfer before the player count is reached by running *progress.ready = true; in the listener callback.

If keepConnectionAlive is true, the adapter won't be reset after a successful transfer, so users can continue the session using LinkWireless::restoreExistingConnection().
reset() bool Turns off the adapter and deactivates the library. It returns a boolean indicating whether the transition to low consumption mode was successful.

Compile-time constants

  • LINK_WIRELESS_MULTIBOOT_ENABLE_LOGGING: to enable logging. Set linkWirelessMultiboot->logger and it will be called to report the detailed state of the library. Note that this option #includes std::string!

Async version

This version (LinkWirelessMultiboot::Async) allows more advanced use cases like playing animations and/or audio during the transfers, displaying the number of connected players and send percentage, and marking the transfer as 'ready' to start. It requires adding the provided interrupt service routines. The class is polymorphic with LinkCableMultiboot::Async.

Constructor

new LinkWirelessMultiboot::Async(...) accepts these optional parameters:

Name Type Default Description
gameName const char* "" Game name. Maximum 14 characters + null terminator.
userName const char* "" User name. Maximum 8 characters + null terminator.
gameId u16 (0 ~ 0x7FFF) 0x7FFF The Game ID to be broadcasted.
players u32 (2~5) 5 The number of consoles that will download the ROM. Once this number of players is reached, the code will start transmitting the ROM bytes, unless waitForReadySignal is true.
waitForReadySignal bool false Whether the code should wait for a markReady() call to start the actual transfer.
keepConnectionAlive bool false If true, the adapter won't be reset after a successful transfer, so users can continue the session using LinkWireless::restoreExistingConnection().
interval u16 50 Number of 1024-cycle ticks (61.04μs) between transfers (50 = 3.052ms). It's the interval of Timer #timerId.

Lower values will transfer faster but also consume more CPU. Some audio players require precise interrupt timing to avoid crashes! Use a minimum of 30.
timerId u8 (0~3) 3 GBA Timer to use for sending.

You can update these values at any time without creating a new instance by mutating the config property. Keep in mind that the changes won't be applied after the next sendRom(...) call.

Methods

Name Return type Description
sendRom(rom, romSize) bool Sends the rom.

The romSize must be a number between 448 and 262144. It's recommended to use a ROM size that is a multiple of 16, since this also ensures compatibility with Multiboot via Link Cable.

Once completed, isSending() should return false and getResult() should return LinkWirelessMultiboot::Async::GeneralResult::SUCCESS.

Returns false if there's a pending transfer or the data is invalid.
reset() bool Turns off the adapter and deactivates the library, canceling the in-progress transfer, if any. It returns a boolean indicating whether the transition to low consumption mode was successful.
isSending() bool Returns whether there's an active transfer or not.
getState() State Returns the current state.
getResult([clear]) GeneralResult Returns the result of the last operation.

After this call, the result is cleared if clear is true (default behavior).
getDetailedResult([clear]) Result Returns the detailed result of the last operation.

After this call, the result is cleared if clear is true (default behavior).
playerCount() u8 (1~5) Returns the number of connected players.
getPercentage() u32 (0~100) Returns the completion percentage.
isReady() bool Returns whether the ready mark is active or not.
markReady() bool Marks the transfer as ready.

⚠️ never call reset() inside an interrupt handler!

Compile-time constants

  • LINK_WIRELESS_MULTIBOOT_ENABLE_LOGGING: to enable logging. Set linkWirelessMultibootAsync->logger and it will be called to report the detailed state of the library. Note that this option #includes std::string!
  • LINK_WIRELESS_MULTIBOOT_ASYNC_DISABLE_NESTED_IRQ: to disable nested IRQs. In the async version, SERIAL IRQs can be interrupted (once they clear their time-critical needs) by default, which helps prevent issues with audio engines. However, if something goes wrong, you can disable this behavior.

🔧📻 LinkRawWireless

⬆️

  • 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.

screenshot

Methods

  • There's one method for every supported Wireless Adapter command:
    • setup = 0x17
    • getSystemStatus = 0x13
    • broadcast = 0x16
    • startHost = 0x19
    • getSignalLevel = 0x11
    • getSlotStatus = 0x14
    • pollConnections = 0x1A
    • endHost = 0x1B
    • broadcastReadStart = 0x1C
    • broadcastReadPoll = 0x1D
    • broadcastReadEnd = 0x1E
    • connect = 0x1F
    • keepConnecting = 0x20
    • finishConnection = 0x21
    • sendData = 0x24
    • sendDataAndWait = 0x25
    • receiveData = 0x26
    • wait = 0x27
    • disconnectClient = 0x30
    • bye = 0x3D
  • Use sendCommand(...) to send arbitrary commands.
  • Use sendCommandAsync(...) to send arbitrary commands asynchronously.
    • This requires setting LINK_RAW_WIRELESS_ISR_SERIAL as the SERIAL interrupt handler.
    • After calling this method, call getAsyncState() and getAsyncCommandResult().
    • Do not call any other methods until the async state is IDLE again, or the adapter will desync!
  • When sending arbitrary commands, the responses are not parsed. The exceptions are SendData and ReceiveData, which have these helpers:
    • getSendDataHeaderFor(...)
    • getReceiveDataResponse(...)

⚠️ advanced usage only; if you're building a game, use LinkWireless!

Compile-time constants

  • LINK_RAW_WIRELESS_ENABLE_LOGGING: to enable logging. Set linkRawWireless->logger and it will be called to report the detailed state of the library. Note that this option #includes std::string!

🔧🏛 LinkWirelessOpenSDK

⬆️ 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.

Additionally, there's a LinkWirelessOpenSDK::MultiTransfer class for file transfers, used by multiboot.

Methods

Name Return type Description
getChildrenData(response) ChildrenData Parses the response and returns a struct containing all the received packets from the connected clients.
getParentData(response) ParentData Parses the response and returns a struct containing all the received packets from the host.
createServerBuffer(fullPayload, fullPayloadSize, sequence, [targetSlots], [offset]) 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) SendBuffer Creates a buffer for the host to acknowledge a header received from a certain clientNumber.
createClientBuffer(fullPayload, fullPayloadSize, sequence, [offset]) 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) SendBuffer Creates a buffer for the client to acknowledge a header received from the host.

⚠️ advanced usage only; you only need this if you want to interact with N software!

🌎 LinkUniversal

⬆️ 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

Constructor

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

Name Type Default Description
protocol Protocol AUTODETECT Specifies what protocol should be used (one of LinkUniversal::Protocol::AUTODETECT, LinkUniversal::Protocol::CABLE, LinkUniversal::Protocol::WIRELESS_AUTO, LinkUniversal::Protocol::WIRELESS_SERVER, LinkUniversal::Protocol::WIRELESS_CLIENT, or LinkUniversal::Protocol::WIRELESS_RESTORE_EXISTING).
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 CableOptions same as LinkCable All the 👾 LinkCable constructor parameters in one struct.
wirelessOptions WirelessOptions same as LinkWireless All the 📻 LinkWireless constructor parameters in one struct.

Methods

The interface is the same as 👾 LinkCable. Additionally, it supports these methods:

Name Return type Description
getState() State Returns the current state (one of LinkUniversal::State::INITIALIZING, LinkUniversal::State::WAITING, or LinkUniversal::State::CONNECTED).
getMode() Mode Returns the active mode (one of LinkUniversal::Mode::LINK_CABLE, or LinkUniversal::Mode::LINK_WIRELESS).
getProtocol() Protocol Returns the active protocol (one of LinkUniversal::Protocol::AUTODETECT, LinkUniversal::Protocol::CABLE, LinkUniversal::Protocol::WIRELESS_AUTO, LinkUniversal::Protocol::WIRELESS_SERVER, LinkUniversal::Protocol::WIRELESS_CLIENT, or LinkUniversal::Protocol::WIRELESS_RESTORE_EXISTING).
setProtocol(protocol) - Sets the active protocol.
getWirelessState() LinkWireless::State Returns the wireless state (same as 📻 LinkWireless's getState()).
isConnectedNow() bool Like isConnected(), but returns whether there's an active connection right now, meaning that it can change between sync() calls.
getLinkCable() LinkCable* Returns the internal LinkCable instance (for advanced usage).
getLinkWireless() LinkWireless* Returns the internal LinkWireless instance (for advanced usage).

Compile-time constants

  • LINK_UNIVERSAL_MAX_PLAYERS: to set a maximum number of players. The default value is 5, but since LinkCable's limit is 4, 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 uses 0x7FFF when serving.

🔌 LinkGPIO

(aka General Purpose Mode)

⬆️ This is the default Link Port mode, and it allows users to manipulate pins SI, SO, SD and SC directly.

photo

Methods

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) 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.
getSIInterrupts() bool Returns whether SI-falling interrupts are enabled or not.

⚠️ always set the SI terminal to an input!

⚠️ call reset() when you finish doing GPIO stuff! (for compatibility with the other libraries)

🔗 LinkSPI

(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.

screenshot

Methods

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() 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() Mode Returns the current mode.
getDataSize() 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 means SO on the slave side and SI on the master side.

⚠️ when using Normal Mode between two GBAs, use a GBC Link Cable!

⚠️ only use the 2Mbps mode with custom hardware (very short wires)!

⚠️ returns 0xFFFFFFFF (or 0xFF) on misuse or cancelled transfers!

SPI Configuration

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:

pinout

rpigba

⏱️ LinkUART

(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.

photo

Methods

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.

Compile-time constants

  • LINK_UART_QUEUE_SIZE: to set the buffer size.

UART Configuration

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.

diagram

  • Black wire (GND) -> GBA GND.
  • Green wire (TX) -> GBA SI.
  • White wire (RX) -> GBA SO.

🟪 LinkCube

(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.

screenshot

Methods

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.
didQueueOverflow([clear]) bool Returns whether the internal queue lost messages at some point due to being full. This can happen if your queue size is too low, if you receive too much data without calling read(...) enough times, or if excessive read(...) calls prevent the ISR from copying data.

After this call, the overflow flag is cleared if clear is true (default behavior).
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).

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 is 10, 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

💳 LinkCard

(aka e-Reader)

⬆️ The e-Reader accessory enables games to receive DLC cards from a second GBA via Link Cable. It's region-locked, but both USA and JAP adapters are supported.

Check out the #testcards folder and this README to learn how to create your cards.

screenshot

Methods

Name Return type Description
getConnectedDevice() ConnectedDevice Returns the connected device.

If it returns E_READER_USA or E_READER_JAP, you should send the loader with sendLoader(...).

If it returns DLC_LOADER, you should receive scanned cards with receiveCard(...).
getConnectedDevice(cancel) ConnectedDevice Like getConnectedDevice(), but accepts a cancel() function. The library will continuously invoke it, and abort the detection if it returns true.
sendLoader(loader, loaderSize, cancel) SendResult Sends the loader card (loaderSize bytes, must be a multiple of 32) and returns a SendResult. The cancel function will be continuously invoked. If it returns true, the transfer will be aborted.
receiveCard(card, cancel) ReceiveResult Receives a 1998-byte card (a byte array) from the DLC Loader and returns a ReceiveResult. The cancel function will be continuously invoked. If it returns true, the transfer will be aborted.

📱 LinkMobile

(aka Mobile Adapter GB)

⬆️ This is a driver for an accessory that enables online connectivity 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.

screenshot

Constructor

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().

Methods

  • 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 call getState() 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 call getError() to know more details on what happened, and then activate() to restart.
  • When calling deactivate(), the adapter automatically turns itself off after 3 seconds of inactivity. However, to gracefully turn it off, it's recommended to call shutdown() first, wait until the state is SHUTDOWN, and then deactivate().
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() 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() 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() Error Returns details about the last error that caused the connection to be aborted.

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 is 10, which seems fine for most games.
    • This affects how much memory is allocated. With the default value, it's around 3 KB.

📺 LinkIR

(aka Infrared Adapter)

⬆️ The Infrared Adapter was only used in one commercial game: Cyber Drive Zoids: Kiju no Senshi Hyuu, but we can now give it a better use with homebrew!

This library lets you control the IR LED directly via bitbanging, send/receive modulated 38kHz signals, and send/receive pulses in the standard NEC protocol.

photo

Constructor

To use this library, make sure that lib/iwram_code/LinkIR.cpp gets compiled! For example, in a Makefile-based project, verify that the directory is in your SRCDIRS list.

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

Name Type Default Description
primaryTimerId u8 (0~3) 2 GBA Timer to use for measuring time (1/2).
secondaryTimerId u8 (0~3) 3 GBA Timer to use for measuring time (2/2).

You can update these values at any time without creating a new instance:

  • Call deactivate().
  • Mutate the config property.
  • Call activate().

Methods

Name Return type Description
isActive() bool Returns whether the library is active or not.
activate() - Activates the library. Returns whether the adapter is connected or not.
deactivate() - Deactivates the library.
sendNEC(address, command) - Sends a NEC signal, with an 8-bit address and an 8-bit command.
receiveNEC(address, command, [startTimeout]) bool Receives a signal and returns whether it's a NEC signal or not. If it is, the address and command will be filled. Returns true on success.

If a startTimeout is provided, the reception will be canceled after that number of microseconds if no signal is detected.
parseNEC(pulses, address, command) bool Tries to interpret an already received array of pulses as a NEC signal. On success, returns true and fills the address and command parameters.
send(pulses) - Sends a generic IR signal, modulating at standard 38kHz.

The pulses are u16 numbers describing the signal. Even indices are marks (IR on), odd indices are spaces (IR off), and 0 ends the signal.
receive(pulses, maxEntries, [startTimeout], [signalTimeout]) bool Receives a generic IR signal modulated at standard 38kHz, up to a certain number of pulses (maxEntries). Returns whether something was received or not.

The pulses are u16 numbers describing the signal. Even indices are marks (IR on), odd indices are spaces (IR off), and 0 ends the signal.

If a startTimeout is provided, the reception will be canceled after that number of microseconds if no signal is detected.

If a signalTimeout is provided, the reception will be terminated after a space longer than that number of microseconds (default: 15000).
setLight(on) - Turns the output IR LED ON/OFF through the SO pin (HIGH = ON). Add some pauses after every 10µs!
isEmittingLight() bool Returns whether the output IR LED is ON or OFF.
isDetectingLight() bool Returns whether a remote light signal is detected through the SI pin (LOW = DETECTED) or not.

⚠️ wait at least 1 microsecond between send(...) and receive(...) calls!

🖱️ LinkPS2Mouse

⬆️ A PS/2 mouse driver for the GBA. Use it to add mouse support to your homebrew games.

photo

Constructor

new LinkPS2Mouse(timerId), where timerId is the GBA Timer used for delays.

Methods

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.

⚠️ calling activate() or report(...) could freeze the system if nothing is connected: detecting timeouts using interrupts is the user's responsibility!

Pinout

 ____________
|PS/2 --- GBA|
|------------|
|CLOCK -> SI |
|DATA --> SO |
|VCC ---> VCC|
|GND ---> GND|

⌨️ LinkPS2Keyboard

⬆️ A PS/2 keyboard driver for the GBA. Use it to add keyboard support to your homebrew games.

photo

Constructor

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.

Methods

Name Return type Description
isActive() bool Returns whether the library is active or not.
activate() - Activates the library.
deactivate() - Deactivates the library.

Pinout

 ____________
|PS/2 --- GBA|
|------------|
|CLOCK -> SI |
|DATA --> SO |
|VCC ---> VCC|
|GND ---> GND|

Open-source libraries

Library

  • gba-hpp: C++ header-only library for GBA development. The _link_common.hpp file uses part of it.
  • gba_mem_viewer: Memory viewer for the GBA, with manual Multiboot handling without the SWI call. LinkCableMultiboot::Async is based on it.
  • 4-e: Tool to send e-Card bins to Super Mario Advance 4 over a Link Cable. LinkCard is based on it.
  • PS2-Mouse-Arduino: PS/2 mouse driver for Arduino. LinkPS2Mouse is based on it.

Examples

  • libtonc: Low level library for GBA hardware access. All the examples here use it.
  • libugba: Low level library to develop GBA games that can also be built for PC. All the examples here work thanks to its interrupt handler.
  • gba-sprite-engine: An object-oriented GBA sprite engine concept. Some examples here use a fork of it.
  • butano: Modern C++ high level GBA engine. The LinkUniversal_real example uses it.