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我让 DevKitPro 在 Game Boy Advance 上工作,但我遇到了一些问题。我看到的最大的一个是我的代码是在0x00000000而不是普通0x08000000的 ROM 盒式磁带上组装的。我的理解是 C 编译器不使用.org指令在指定的内存位置创建代码;而是链接器应该为我处理所有这些。但它似乎将代码放在“错误”的地址。游戏会正常运行,但我想这是因为它在模拟器上运行,而模拟器不在乎它是否位于不应该出现的位置。如何让代码“组装”在0x08000000

我对makefile、编译器、链接器等概念不熟悉,所以我可能把所有东西都设置得很糟糕。我将展示我的 makefile、运行 makefile 的批处理脚本以及正在编译的 C 代码。我还包括了 objdump 以防万一。

C代码:

// LIBGBA HEADERS
#include <gba_console.h>
#include <gba_video.h>
#include <gba_interrupt.h>
#include <gba_systemcalls.h>
#include <gba_input.h>
#include <stdio.h>
#include <stdlib.h>
// GAME-SPECIFIC INCLUDES
#include "M:\SrcGBA\PaintBoyAdvance\include\bitmap.h"   
#include "M:\SrcGBA\PaintBoyAdvance\include\bitmap.c"   //BITMAP SCREEN FUNCTIONS

//---------------------------------------------------------------------------------
// Program entry point
//---------------------------------------------------------------------------------
int main(void) {
//---------------------------------------------------------------------------------


    // the vblank interrupt must be enabled for VBlankIntrWait() to work 
    // since the default dispatcher handles the bios flags no vblank handler
    // is required
    irqInit();
    irqEnable(IRQ_VBLANK);
    

    // consoleDemoInit();
    REG_DISPCNT = 0x1403;


    while (1) {
        VBlankIntrWait();
    }
}

批处理脚本:

@echo off
set path=C:\devkitPro\;%path%
cd M:\SrcGBA\PaintBoyAdvance
make
if not "%errorlevel%"=="0" goto Abandon

C:\devkitPro\devkitARM\bin\arm-none-eabi-objdump -h M:\SrcGBA\PaintBoyAdvance\build\paintboyadvance.o

C:\Users\puppy\Documents\VisualBoyAdvance\visualboyadvance-m.exe M:\SrcGBA\PaintBoyAdvance\PaintBoyAdvance.gba
:Abandon

exit

生成文件:

#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------

ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif

include $(DEVKITARM)/gba_rules

#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# INCLUDES is a list of directories containing extra header files
# DATA is a list of directories containing binary data
# GRAPHICS is a list of directories containing files to be processed by grit
#
# All directories are specified relative to the project directory where
# the makefile is found
#
#---------------------------------------------------------------------------------
TARGET      := $(notdir $(CURDIR))
BUILD       := build
SOURCES     := source
INCLUDES    := include
DATA        := data
MUSIC       :=

#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
ARCH    :=  -mthumb -mthumb-interwork
SPECS   :=  -specs=gba.specs

CFLAGS  :=  -g -Wall -O2\
        -mcpu=arm7tdmi -mtune=arm7tdmi\
        -ffreestanding \
        $(ARCH)

CFLAGS  :=  $(INCLUDE)

CXXFLAGS    :=  $(CFLAGS) -fno-rtti -fno-exceptions 

ASFLAGS :=  -g $(ARCH)
LDFLAGS =   -g $(ARCH) $(INCLUDE) -Wl,-Map,$(notdir $@.map)

#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project
#---------------------------------------------------------------------------------
LIBS    := -lmm -lgba


#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS :=  $(LIBGBA)

#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------


ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------

export OUTPUT   :=  $(CURDIR)/$(TARGET)

export VPATH    :=  $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
            $(foreach dir,$(DATA),$(CURDIR)/$(dir)) \
            $(foreach dir,$(GRAPHICS),$(CURDIR)/$(dir))

export DEPSDIR  :=  $(CURDIR)/$(BUILD)

CFILES      :=  $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES    :=  $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
SFILES      :=  $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
BINFILES    :=  $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))

ifneq ($(strip $(MUSIC)),)
    export AUDIOFILES   :=  $(foreach dir,$(notdir $(wildcard $(MUSIC)/*.*)),$(CURDIR)/$(MUSIC)/$(dir))
    BINFILES += soundbank.bin
endif

#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
#---------------------------------------------------------------------------------
    export LD   :=  $(CC)
#---------------------------------------------------------------------------------
else
#---------------------------------------------------------------------------------
    export LD   :=  $(CXX)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------

export OFILES_BIN := $(addsuffix .o,$(BINFILES))

export OFILES_SOURCES := $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)

export OFILES := $(OFILES_BIN) $(OFILES_SOURCES)

export HFILES := $(addsuffix .h,$(subst .,_,$(BINFILES)))

export INCLUDE  :=  $(foreach dir,$(INCLUDES),-iquote $(CURDIR)/$(dir)) \
                    $(foreach dir,$(LIBDIRS),-I$(dir)/include) \
                    -I$(CURDIR)/$(BUILD)

export LIBPATHS :=  $(foreach dir,$(LIBDIRS),-L$(dir)/lib)

.PHONY: $(BUILD) clean

#---------------------------------------------------------------------------------
$(BUILD):
    @[ -d $@ ] || mkdir -p $@
    @$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile

#---------------------------------------------------------------------------------
clean:
    @echo clean ...
    @rm -fr $(BUILD) $(TARGET).elf $(TARGET).gba


#---------------------------------------------------------------------------------
else

#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------

$(OUTPUT).gba   :   $(OUTPUT).elf

$(OUTPUT).elf   :   $(OFILES)

$(OFILES_SOURCES) : $(HFILES)

#---------------------------------------------------------------------------------
# The bin2o rule should be copied and modified
# for each extension used in the data directories
#---------------------------------------------------------------------------------

#---------------------------------------------------------------------------------
# rule to build soundbank from music files
#---------------------------------------------------------------------------------
soundbank.bin soundbank.h : $(AUDIOFILES)
#---------------------------------------------------------------------------------
    @mmutil $^ -osoundbank.bin -hsoundbank.h

#---------------------------------------------------------------------------------
# This rule links in binary data with the .bin extension
#---------------------------------------------------------------------------------
%.bin.o %_bin.h :   %.bin
#---------------------------------------------------------------------------------
    @echo $(notdir $<)
    @$(bin2o)


-include $(DEPSDIR)/*.d
#---------------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------------

对象转储的输出:

M:\SrcGBA\PaintBoyAdvance\build\paintboyadvance.o:     file format elf32-littlearm

Sections:
Idx Name          Size      VMA       LMA       File off  Algn
  0 .text         00000268  00000000  00000000  00000034  2**2
                  CONTENTS, ALLOC, LOAD, RELOC, READONLY, CODE
  1 .data         00000000  00000000  00000000  0000029c  2**0
                  CONTENTS, ALLOC, LOAD, DATA
  2 .bss          00000000  00000000  00000000  0000029c  2**0
                  ALLOC
  3 .comment      00000024  00000000  00000000  0000029c  2**0
                  CONTENTS, READONLY
  4 .ARM.attributes 0000002a  00000000  00000000  000002c0  2**0
                  CONTENTS, READONLY

编辑:这里要求的是批处理文件的输出:

\SrcGBA\PaintBoyAdvance\compile.bat paintboyadvance.c M:\SrcGBA\PaintBoyAdvance\source nopause
Process started >>>
paintboyadvance.c
linking cartridge
built ... PaintBoyAdvance.gba
ROM fixed!

M:\SrcGBA\PaintBoyAdvance\build\paintboyadvance.o:     file format elf32-littlearm

Sections:
Idx Name          Size      VMA       LMA       File off  Algn
  0 .text         00000280  00000000  00000000  00000034  2**2
                  CONTENTS, ALLOC, LOAD, RELOC, READONLY, CODE
  1 .data         00000000  00000000  00000000  000002b4  2**0
                  CONTENTS, ALLOC, LOAD, DATA
  2 .bss          00000000  00000000  00000000  000002b4  2**0
                  ALLOC
  3 .comment      00000024  00000000  00000000  000002b4  2**0
                  CONTENTS, READONLY
  4 .ARM.attributes 0000002a  00000000  00000000  000002d8  2**0
                  CONTENTS, READONLY
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