May 19, 2021

On Wednesday, 19 May 2021 at 22:23:00 UTC, 12345swordy wrote:

>

You shouldn't copy and paste someone else's links script without understanding how it works.

Please read the documentation on the linker script.

https://ftp.gnu.org/old-gnu/Manuals/ld-2.9.1/html_chapter/ld_3.html

-Alex

But, it works for GCC.

May 19, 2021

On Wednesday, 19 May 2021 at 22:23:00 UTC, 12345swordy wrote:

>

Please read the documentation on the linker script.

https://ftp.gnu.org/old-gnu/Manuals/ld-2.9.1/html_chapter/ld_3.html

-Alex

I'll read it anyway; thank you for your suggestion.

May 20, 2021

On Wednesday, 19 May 2021 at 13:52:58 UTC, Raimondo Mancino wrote:

>

(snip)

Very cool, from a fellow Nintendo D homebrewer in arms!! I would love to see more people using the language this way. I myself am having a lot of fun writing a game in D for the 3DS - here's a basic hello world + bindings that I almost certainly need to update.

I'm kind of shocked you're not using devkitARM. Any reason? At first, I modified the toolchain to compile D support into GCC, but like someone already suggested here, I'm using LDC now and am not looking back. Definitely recommend doing so.

DevkitARM uses Newlib also, and D unfortunately doesn't yet have bindings for it yet. In my repo, you'll see that I had to kind of study Newlib's header files and try to hack into druntime in myself. LDC made a change recently that reserves the version CRuntime_Newlib, so you will probably have to something similar to what I did but call it CRuntime_Gba or something. Hopefully it'll get first class support down the road (people actually looking to use it like you and I should probably be taking up the charge, honestly lol).

Just curious, what kind of game/app are you looking to make with this?

May 20, 2021

On Wednesday, 19 May 2021 at 13:52:58 UTC, Raimondo Mancino wrote:

>

Hello,

I've been interested into GBA game development because it's a fairly interesting device to work with. It features an ARM cpu with TDMI extensions.

[...]

👏

May 20, 2021

On Thursday, 20 May 2021 at 03:30:40 UTC, TheGag96 wrote:

>

Very cool, from a fellow Nintendo D homebrewer in arms!! I would love to see more people using the language this way. I myself am having a lot of fun writing a game in D for the 3DS - here's a basic hello world + bindings that I almost certainly need to update.

Very interesting!

>

I'm kind of shocked you're not using devkitARM. Any reason? At first, I modified the toolchain to compile D support into GCC, but like someone already suggested here, I'm using LDC now and am not looking back. Definitely recommend doing so.

No particular reason, I just followed the first tutorial I saw and it used GCC.
The article in question is this http://nuclear.mutantstargoat.com/articles/gba_dev_tools.html

I'm a complete newbie with this :)

At first I was doing it with LDC as well, but I didn't manage to build a working binary.

I tried with:

ldc2 test.d -betterC -mtriple=arm-none-eabi -float-abi=soft -singleobj -c -nogc -static
llvm-strip test.o -o test.o --strip-all --strip-all-gnu --remove-section .ARM.exidx
ld.gold -Tlscript.ld -o out.elf crt0.o test.o
gba-objcopy -O binary out.elf test.gba

where crt0 is the same one I used in this thread.

I used gold and not lld because lld doesn't support (or I didn't manage to make it work) the syntax used in the script.

I am not very familiar with linker scripts yet, but I'm trying to write my own for GCC now.

>

DevkitARM uses Newlib also, and D unfortunately doesn't yet have bindings for it yet. In my repo, you'll see that I had to kind of study Newlib's header files and try to hack into druntime in myself. LDC made a change recently that reserves the version CRuntime_Newlib, so you will probably have to something similar to what I did but call it CRuntime_Gba or something. Hopefully it'll get first class support down the road (people actually looking to use it like you and I should probably be taking up the charge, honestly lol).

It's interesting though... I'll look into it.
I really didn't make much research, just tried right away.

>

Just curious, what kind of game/app are you looking to make with this?

I was considering to create a step sequencer at first so I can get used to audio and gui stuff.

I'll then try to write a game with j-rpg mechanics, but it's going to be a little different than your usual j-rpg.

May 20, 2021

On Thursday, 20 May 2021 at 09:08:58 UTC, Raimondo Mancino wrote:

>

I was considering to create a step sequencer at first so I can get used to audio and gui stuff.

I'll then try to write a game with j-rpg mechanics, but it's going to be a little different than your usual j-rpg.

I see, nice! Hope you have fun with it. Feel free to post back here from time to time about how things are going.

I updated my repo with changes to bindings and druntime/Phobos edits - hopefully it's of some use to you or anyone else.

February 09, 2022

On Thursday, 20 May 2021 at 21:18:15 UTC, TheGag96 wrote:

>

I updated my repo with changes to bindings and druntime/Phobos edits - hopefully it's of some use to you or anyone else.

I just wanted to share, based on TheGag96's work porting D to devkitarm 3DS, I have successfully ported D to GBA along with D headers for the entirety of libtonc.

https://github.com/redthing1/gba_dlang
https://beanmachine.alt.icu/post/d_on_gba/

This pretty much gives you drop in, full support for D on GBA (in betterC mode of course).

With this, you can write GBA games with dlang! It's Dlang on GBA!

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