all: Import initial version and examples

This commit is contained in:
Antonio Niño Díaz 2024-02-01 18:17:54 +00:00
commit de58ecb7ad
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# Python cache files
__pycache__/
# Setuptools
build/
dist/
*.egg-info/
# Vim
.*swp
# Virtual environments
env/

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# SPDX-License-Identifier: MIT
#
# Copyright (c) 2024 Antonio Niño Díaz <antonio_nd@outlook.com>
from .architectds import (Arm9Binary, Arm7Binary, TeakBinary, NitroFS, FatFS,
NdsRom, AUTHOR_STRING, VERSION_STRING)
__all__ = ['Arm9Binary', 'Arm7Binary', 'TeakBinary', 'NitroFS', 'FatFS', 'NdsRom']
__author__ = AUTHOR_STRING
__version__ = VERSION_STRING

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architectds/architectds.py Normal file

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__pycache__/
graph.png
*.nds
*.sav
build
.ninja_deps
.ninja_log
*.ninja

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../../../architectds

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Hello from a bin file!

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// SPDX-License-Identifier: Zlib
//
// Copyright (C) 2005 Michael Noland (joat)
// Copyright (C) 2005 Jason Rogers (Dovoto)
// Copyright (C) 2005-2015 Dave Murphy (WinterMute)
// Copyright (C) 2023 Antonio Niño Díaz
// Default ARM7 core
#include <dswifi7.h>
#include <nds.h>
#include <maxmod7.h>
volatile bool exit_loop = false;
void power_button_callback(void)
{
exit_loop = true;
}
void vblank_handler(void)
{
inputGetAndSend();
Wifi_Update();
}
int main(int argc, char *argv[])
{
// Initialize sound hardware
enableSound();
// Read user information from the firmware (name, birthday, etc)
readUserSettings();
// Stop LED blinking
ledBlink(0);
// Using the calibration values read from the firmware with
// readUserSettings(), calculate some internal values to convert raw
// coordinates into screen coordinates.
touchInit();
irqInit();
irqSet(IRQ_VBLANK, vblank_handler);
fifoInit();
installWifiFIFO();
installSoundFIFO();
installSystemFIFO(); // Sleep mode, storage, firmware...
// Initialize Maxmod. It uses timer 0 internally.
mmInstall(FIFO_MAXMOD);
// This sets a callback that is called when the power button in a DSi
// console is pressed. It has no effect in a DS.
setPowerButtonCB(power_button_callback);
// Read current date from the RTC and setup an interrupt to update the time
// regularly. The interrupt simply adds one second every time, it doesn't
// read the date. Reading the RTC is very slow, so it's a bad idea to do it
// frequently.
initClockIRQTimer(3);
irqEnable(IRQ_VBLANK);
while (!exit_loop)
{
const uint16_t key_mask = KEY_SELECT | KEY_START | KEY_L | KEY_R;
uint16_t keys_pressed = ~REG_KEYINPUT;
if ((keys_pressed & key_mask) == key_mask)
exit_loop = true;
swiWaitForVBlank();
}
return 0;
}

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Hello from a bin file!

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# bitmap, 16 bit
-gb -gB16

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// SPDX-License-Identifier: CC0-1.0
//
// SPDX-FileContributor: Antonio Niño Díaz, 2024
#include <stdio.h>
#include <time.h>
#include <nds.h>
#include <maxmod9.h>
#include "common.h"
// Headers autogenerated when files are find inside AUDIODIRS in the Makefile
#include "maxmod/soundbank_info.h"
#include "maxmod/soundbank_bin.h"
// Header autogenerated for each PNG file inside GFXDIRS in the Makefile
#include "grit/neon_png.h"
// Header autogenerated for each BIN file inside BINDIRS in the Makefile
#include "data/data_string_bin.h"
#include "teak/teak1_tlf.h"
// Callback called whenver the keyboard is pressed so that a character is
// printed on the screen.
void on_key_pressed(int key)
{
if (key > 0)
printf("%c", key);
}
int main(int argc, char **argv)
{
int textureID;
videoSetMode(MODE_0_3D);
glInit();
glEnable(GL_TEXTURE_2D);
glEnable(GL_ANTIALIAS);
// The background must be fully opaque and have a unique polygon ID
// (different from the polygons that are going to be drawn) so that
// antialias works.
glClearColor(0, 0, 0, 31);
glClearPolyID(63);
glClearDepth(0x7FFF);
glViewport(0, 0, 255, 191);
// Setup some VRAM as memory for textures
vramSetBankA(VRAM_A_TEXTURE);
// Load texture
glGenTextures(1, &textureID);
glBindTexture(0, textureID);
glTexImage2D(0, 0, GL_RGB, TEXTURE_SIZE_128 , TEXTURE_SIZE_128, 0,
TEXGEN_TEXCOORD, (u8*)neon_pngBitmap);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(70, 256.0 / 192.0, 0.1, 40);
gluLookAt(0.0, 0.0, 2.0, // Position
0.0, 0.0, 0.0, // Look at
0.0, 1.0, 0.0); // Up
// Setup sub screen for the text console
consoleDemoInit();
if (isDSiMode())
{
if (dspExecuteDefaultTLF(teak1_tlf) != DSP_EXEC_OK)
{
printf("Failed to execute TLF");
while (1)
swiWaitForVBlank();
}
}
// Load demo keyboard
Keyboard *kbd = keyboardDemoInit();
kbd->OnKeyPressed = on_key_pressed;
// Setup sound bank
mmInitDefaultMem((mm_addr)soundbank_bin);
// load the module
mmLoad(MOD_JOINT_PEOPLE);
// load sound effects
mmLoadEffect(SFX_FIRE_EXPLOSION);
// Start playing module
mmStart(MOD_JOINT_PEOPLE, MM_PLAY_LOOP);
int angle_x = 0;
int angle_z = 0;
char name[256] = { 0 };
uint16_t cmd0 = 0;
int16_t cmd1 = 0;
int16_t cmd2 = 0;
uint16_t rep0 = 0;
int16_t rep1 = 0;
int16_t rep2 = 0;
while (1)
{
// Synchronize game loop to the screen refresh
swiWaitForVBlank();
// Print some text in the demo console
// -----------------------------------
// Clear console
printf("\x1b[2J");
// Print current time
char str[100];
time_t t = time(NULL);
struct tm *tmp = localtime(&t);
if (strftime(str, sizeof(str), "%Y-%m-%dT%H:%M:%S%z", tmp) == 0)
snprintf(str, sizeof(str), "Failed to get time");
printf("%s\n\n", str);
// Print contents of the BIN file
for (int i = 0; i < data_string_bin_size; i++)
printf("%c", data_string_bin[i]);
printf("\n");
// Print some controls
printf("PAD: Rotate triangle\n");
printf("SELECT: Keyboard input test\n");
printf("START: Exit to loader\n");
printf("A: Play SFX\n");
printf("\n");
// Test code from a different folder
printf("Name: [%s]\n", name);
printf("Name length: %d\n", my_strlen(name));
// Handle user input
// -----------------
scanKeys();
uint16_t keys = keysHeld();
uint16_t keys_down = keysDown();
if (keys & KEY_LEFT)
angle_z += 3;
if (keys & KEY_RIGHT)
angle_z -= 3;
if (keys & KEY_UP)
angle_x += 3;
if (keys & KEY_DOWN)
angle_x -= 3;
if (keys_down & KEY_A)
mmEffect(SFX_FIRE_EXPLOSION);
if (keys & KEY_SELECT)
{
printf("\x1b[12;1HType your name: ");
scanf("%255s", name);
}
if (keys & KEY_START)
break;
// DSP communications
printf("\n");
if (isDSiMode())
{
printf("CMD: %u %d %d\n", cmd0, cmd1, cmd2);
cmd0++; // Heartbeat
cmd1 = angle_x;
cmd2 = angle_z;
if (dspSendDataReady(0))
dspSendData(0, cmd0);
if (dspSendDataReady(1))
dspSendData(1, cmd1);
if (dspSendDataReady(2))
dspSendData(2, cmd2);
if (dspReceiveDataReady(0))
rep0 = dspReceiveData(0);
if (dspReceiveDataReady(1))
rep1 = dspReceiveData(1);
if (dspReceiveDataReady(2))
rep2 = dspReceiveData(2);
printf("REP: %u %d %d\n", rep0, rep1, rep2);
}
// Render 3D scene
// ---------------
glPushMatrix();
glRotateZ(angle_z);
glRotateX(angle_x);
glMatrixMode(GL_MODELVIEW);
glPolyFmt(POLY_ALPHA(31) | POLY_CULL_NONE);
glBindTexture(0, textureID);
glColor3f(1, 1, 1);
glBegin(GL_QUADS);
GFX_TEX_COORD = (TEXTURE_PACK(0, inttot16(128)));
glVertex3v16(floattov16(-1), floattov16(-1), 0);
GFX_TEX_COORD = (TEXTURE_PACK(inttot16(128),inttot16(128)));
glVertex3v16(floattov16(1), floattov16(-1), 0);
GFX_TEX_COORD = (TEXTURE_PACK(inttot16(128), 0));
glVertex3v16(floattov16(1), floattov16(1), 0);
GFX_TEX_COORD = (TEXTURE_PACK(0,0));
glVertex3v16(floattov16(-1), floattov16(1), 0);
glEnd();
glPopMatrix(1);
glFlush(0);
}
return 0;
}

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#!/usr/bin/env python3
# SPDX-License-Identifier: CC0-1.0
#
# SPDX-FileContributor: Antonio Niño Díaz, 2024
from architectds import *
teak1 = TeakBinary(
name='teak1',
sourcedirs=['teak/source1'],
)
teak1.generate_tlf()
teak2 = TeakBinary(
name='teak2',
sourcedirs=['teak/source2'],
)
teak2.generate_tlf()
nitrofs = NitroFS()
nitrofs.add_tlf(teak2)
nitrofs.add_grit(['nitrofs/graphics'])
# The header of the soundbank in NitroFS must be added as a dependency of the ARM9
nitrofs_soundbank_header = nitrofs.add_mmutil(['nitrofs/audio'])
nitrofs.generate_image()
arm9 = Arm9Binary(
sourcedirs=['arm9/source', 'common/source'],
defines=[],
includedirs=['common/include'],
libs=['nds9', 'mm9'],
libdirs=['${BLOCKSDS}/libs/libnds', '${BLOCKSDS}/libs/maxmod']
)
arm9.add_header_dependencies([nitrofs_soundbank_header])
arm9.add_data(['arm9/data'])
arm9.add_grit(['arm9/graphics'])
arm9.add_mmutil(['arm9/audio'])
arm9.add_tlf(teak1)
arm9.generate_elf()
arm7 = Arm7Binary(
sourcedirs=['arm7/source', 'common/source'],
defines=[],
includedirs=['common/include'],
libs=['nds7', 'mm7', 'dswifi7'],
libdirs=['${BLOCKSDS}/libs/libnds', '${BLOCKSDS}/libs/maxmod',
'${BLOCKSDS}/libs/dswifi']
)
arm7.add_data(['arm7/data'])
arm7.generate_elf()
nds = NdsRom(
nitrofsdirs=['nitrofs/root'],
# Note: If no ARM7 is specified, it uses the default one
binaries=[teak1, teak2, arm9, arm7, nitrofs],
nds_path='rom.nds',
game_title='Python build system',
game_subtitle='Built with BlocksDS',
game_author='github.com/blocksds/sdk',
game_icon='icon.bmp'
)
nds.generate_nds()
nds.run_command_line_arguments()

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// SPDX-License-Identifier: CC0-1.0
//
// SPDX-FileContributor: Antonio Niño Díaz, 2023
#ifndef COMMON_H__
#define COMMON_H__
int my_strlen(const char *s);
#endif // COMMON_H__

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// SPDX-License-Identifier: CC0-1.0
//
// SPDX-FileContributor: Antonio Niño Díaz, 2023
#include <string.h>
int my_strlen(const char *s)
{
return strlen(s);
}

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Name: jointpeople
Author: Anadune & Floppy
License: Mod Archive Distribution license
https://modarchive.org/index.php?request=view_by_moduleid&query=115447

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Original site: https://modarchive.org/index.php?faq-licensing
===============================================================================
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The composers do - unless the Public Domain license attribution has been
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If the module in question has license deeds attributed to it, please refer to
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Yes. All uploads to the site are governed by an upload agreement of which one of
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- The contact information isn't in the module, what can I do to contact the
artist?
You can try using the modarchive.org forums, specifically the Wanted: forum.
Search the Internet, do some homework. If you fail to find the necessary
information then you are pretty much out of luck.
- I can't get in contact with an artist who's music I want to use, what now?
It's up to you how you proceed. We will not condone illegal use of someone's
works, but if you still wish to continue to use that particular piece of music
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If your project is small and free (non commercial) then it's wise to give clear
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for commercial purposes then you are technically left with no other choice than
to find a different module where the artist has attributed a compatible license,
or is contactable - or go out on a limb and ask to have someone compose a custom
module for your project.
- Where can I find the license attribution information on a module?
Look on a module's information page, there is a section dedicated to the License
Attribution information.

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11. CONTACT: For support and help, use the appropriate forum within the site
forums.

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Original site: https://modarchive.org/index.php?terms-upload
===============================================================================
Mod Archive Upload Terms, Conditions and License Agreement
Version 2.2 as of April 29th, 2009
This Agreement describes the legal relationship between you (an individual
providing material by uploading songs or other files to the modarchive.org/com
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compilation with content provided by third parties, through any medium now
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4.2 Footnote disclaimer. Should any section of the footnoted contradict the
previous paragraphs in sections 1-3 inclusive, the paragraphs in sections
1-3 inclusive take precedence.

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{"_version":1,"_name":"fire_explosion","_locked":[],"sampleRate":44100,"attack":0,"sustain":0.027705693940245357,"sustainPunch":0,"decay":0.13257979056125957,"tremoloDepth":0,"tremoloFrequency":2.2776006915244977,"frequency":2095.7030570339975,"frequencySweep":-541.3667290180666,"frequencyDeltaSweep":-2800,"repeatFrequency":0,"frequencyJump1Onset":33,"frequencyJump1Amount":0,"frequencyJump2Onset":66,"frequencyJump2Amount":0,"harmonics":0,"harmonicsFalloff":0.5,"waveform":"whitenoise","interpolateNoise":false,"vibratoDepth":0,"vibratoFrequency":10,"squareDuty":50,"squareDutySweep":0,"flangerOffset":0,"flangerOffsetSweep":0,"bitCrush":16,"bitCrushSweep":0,"lowPassCutoff":22050,"lowPassCutoffSweep":0,"highPassCutoff":0,"highPassCutoffSweep":0,"compression":0.9,"normalization":true,"amplification":50}

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# bitmap, 16 bit
-gb -gB16

Binary file not shown.

After

Width:  |  Height:  |  Size: 55 KiB

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Author: Antonio Niño Díaz, 2023
License: CC0-1.0

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Hello from a bin file!

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// SPDX-License-Identifier: CC0-1.0
//
// SPDX-FileContributor: Antonio Niño Díaz, 2024
#include <teak/teak.h>
int main(void)
{
teakInit();
while (1)
{
uint16_t data0 = apbpReceiveData(0);
uint16_t data1 = apbpReceiveData(1);
uint16_t data2 = apbpReceiveData(2);
apbpSendData(0, data0);
apbpSendData(1, data1 + data2);
apbpSendData(2, data1 - data2);
}
return 0;
}

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// SPDX-License-Identifier: CC0-1.0
//
// SPDX-FileContributor: Antonio Niño Díaz, 2024
#include <teak/teak.h>
int main(void)
{
teakInit();
while (1)
{
uint16_t data0 = apbpReceiveData(0);
uint16_t data1 = apbpReceiveData(1);
uint16_t data2 = apbpReceiveData(2);
apbpSendData(0, data0);
apbpSendData(1, data1 + data2);
apbpSendData(2, data1 - data2);
}
return 0;
}

8
examples/libnds/arm9/.gitignore vendored Normal file
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__pycache__/
graph.png
*.nds
*.sav
build
.ninja_deps
.ninja_log
*.ninja

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../../../architectds

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#!/usr/bin/env python3
# SPDX-License-Identifier: CC0-1.0
#
# SPDX-FileContributor: Antonio Niño Díaz, 2024
from architectds import *
arm9 = Arm9Binary(sourcedirs=['source'])
arm9.generate_elf()
nds = NdsRom(
binaries=[arm9],
game_title='ARM9 only',
)
nds.generate_nds()
nds.run_command_line_arguments()

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// SPDX-License-Identifier: CC0-1.0
//
// SPDX-FileContributor: Antonio Niño Díaz, 2023
// Information about ANSI escape codes:
//
// https://en.wikipedia.org/wiki/ANSI_escape_code#CSI_(Control_Sequence_Introducer)_sequences
// Check the source code of the console in libnds to check which codes are
// supported and which ones are not: source/arm9/console.c
#include <stdio.h>
#include <nds.h>
int main(int argc, char **argv)
{
consoleDemoInit();
// Clear console: [2J
printf("\x1b[2J");
// Set cursor coordinates: [y;xH
printf("\x1b[8;10HHello World!");
// Move cursor up: [deltayA
printf("\x1b[8ALine 0");
// Move cursor left: [deltaxD
printf("\x1b[28DColumn 0");
// Move cursor down: [deltayB
printf("\x1b[19BLine 19");
// Move cursor right: [deltaxC
printf("\x1b[5CColumn 20");
// Print colored text
printf("\x1b[14;4H");
// Colors (30 to 37): Black, Red, Green, Yellow, BLue, Magenta, Cyan, White
// Setting intensity to 1 will make them brighter.
char c = 'A';
for (int intensity = 0; intensity < 2; intensity++)
for (int color = 30; color < 38; color++)
printf("\x1b[%d;%dm%c", color, intensity, c++);
// Reset color to white
printf("\x1b[39;0m");
printf("\x1b[23;0HPress START to exit to loader");
while (1)
{
swiWaitForVBlank();
scanKeys();
if (keysDown() & KEY_START)
break;
}
return 0;
}

8
examples/libnds/arm9_arm7/.gitignore vendored Normal file
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__pycache__/
graph.png
*.nds
*.sav
build
.ninja_deps
.ninja_log
*.ninja

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../../../architectds

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// SPDX-License-Identifier: Zlib
//
// Copyright (C) 2005 Michael Noland (joat)
// Copyright (C) 2005 Jason Rogers (Dovoto)
// Copyright (C) 2005-2015 Dave Murphy (WinterMute)
// Copyright (C) 2023 Antonio Niño Díaz
// Default ARM7 core
#include <dswifi7.h>
#include <nds.h>
#include <maxmod7.h>
volatile bool exit_loop = false;
void power_button_callback(void)
{
exit_loop = true;
}
void vblank_handler(void)
{
inputGetAndSend();
Wifi_Update();
}
int main(int argc, char *argv[])
{
// Initialize sound hardware
enableSound();
// Read user information from the firmware (name, birthday, etc)
readUserSettings();
// Stop LED blinking
ledBlink(0);
// Using the calibration values read from the firmware with
// readUserSettings(), calculate some internal values to convert raw
// coordinates into screen coordinates.
touchInit();
irqInit();
irqSet(IRQ_VBLANK, vblank_handler);
fifoInit();
installWifiFIFO();
installSoundFIFO();
installSystemFIFO(); // Sleep mode, storage, firmware...
// Initialize Maxmod. It uses timer 0 internally.
mmInstall(FIFO_MAXMOD);
// This sets a callback that is called when the power button in a DSi
// console is pressed. It has no effect in a DS.
setPowerButtonCB(power_button_callback);
// Read current date from the RTC and setup an interrupt to update the time
// regularly. The interrupt simply adds one second every time, it doesn't
// read the date. Reading the RTC is very slow, so it's a bad idea to do it
// frequently.
initClockIRQTimer(3);
irqEnable(IRQ_VBLANK);
while (!exit_loop)
{
const uint16_t key_mask = KEY_SELECT | KEY_START | KEY_L | KEY_R;
uint16_t keys_pressed = ~REG_KEYINPUT;
if ((keys_pressed & key_mask) == key_mask)
exit_loop = true;
swiWaitForVBlank();
}
return 0;
}

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// SPDX-License-Identifier: CC0-1.0
//
// SPDX-FileContributor: Antonio Niño Díaz, 2024
#include <stdio.h>
#include <time.h>
#include <nds.h>
#include <maxmod9.h>
#include "common.h"
int main(int argc, char **argv)
{
// Setup sub screen for the text console
consoleDemoInit();
while (1)
{
swiWaitForVBlank();
scanKeys();
uint16_t keys = keysHeld();
if (keys & KEY_START)
break;
// Clear console
printf("\x1b[2J");
// Print current time
char str[100];
time_t t = time(NULL);
struct tm *tmp = localtime(&t);
if (strftime(str, sizeof(str), "%Y-%m-%dT%H:%M:%S%z", tmp) == 0)
snprintf(str, sizeof(str), "Failed to get time");
printf("%s\n\n", str);
// Print some controls
printf("START: Exit to loader\n");
printf("\n");
}
return 0;
}

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#!/usr/bin/env python3
# SPDX-License-Identifier: CC0-1.0
#
# SPDX-FileContributor: Antonio Niño Díaz, 2024
from architectds import *
arm9 = Arm9Binary(
sourcedirs=['arm9/source', 'common/source'],
includedirs=['common/include'],
libs=['nds9', 'mm9'],
libdirs=['${BLOCKSDS}/libs/libnds', '${BLOCKSDS}/libs/maxmod']
)
arm9.generate_elf()
arm7 = Arm7Binary(
sourcedirs=['arm7/source', 'common/source'],
includedirs=['common/include'],
libs=['nds7', 'mm7', 'dswifi7'],
libdirs=['${BLOCKSDS}/libs/libnds', '${BLOCKSDS}/libs/maxmod',
'${BLOCKSDS}/libs/dswifi']
)
arm7.generate_elf()
nds = NdsRom(
binaries=[arm9, arm7],
game_title='ARM9 + ARM7',
)
nds.generate_nds()
nds.run_command_line_arguments()

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// SPDX-License-Identifier: CC0-1.0
//
// SPDX-FileContributor: Antonio Niño Díaz, 2023
#ifndef COMMON_H__
#define COMMON_H__
int my_strlen(const char *s);
#endif // COMMON_H__

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// SPDX-License-Identifier: CC0-1.0
//
// SPDX-FileContributor: Antonio Niño Díaz, 2023
#include <string.h>
int my_strlen(const char *s)
{
return strlen(s);
}

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__pycache__/
graph.png
*.nds
*.sav
build
.ninja_deps
.ninja_log
*.ninja

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../../../architectds

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#!/usr/bin/env python3
# SPDX-License-Identifier: CC0-1.0
#
# SPDX-FileContributor: Antonio Niño Díaz, 2024
from architectds import *
arm9 = Arm9Binary(sourcedirs=['source'])
arm9.generate_elf()
nds = NdsRom(
nitrofsdirs=['nitrofs'],
binaries=[arm9],
game_title='ARM9 and NitroFS',
)
nds.generate_nds()
nds.run_command_line_arguments()

Binary file not shown.

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// SPDX-License-Identifier: CC0-1.0
//
// SPDX-FileContributor: Antonio Niño Díaz, 2023
// Random file generated with:
//
// dd bs=1024 count=2048 < /dev/urandom > random.bin
#include <stdio.h>
#include <fatfs.h>
#include <nds.h>
#include <nds/cothread.h>
#include <nds/arm9/dldi.h>
#include "md5/md5.h"
static char input_buffer[1024];
PrintConsole topScreen;
PrintConsole bottomScreen;
int calculate_file_md5(void *arg)
{
const char *path = arg;
FILE *f = fopen(path, "r");
if (f == NULL)
{
consoleSelect(&topScreen);
perror("fopen(random.bin)");
fflush(stdout);
return -1;
}
consoleSelect(&topScreen);
printf("Calculating MD5 in a thread\n");
printf("\n");
fflush(stdout);
size_t input_size = 0;
MD5Context ctx;
md5Init(&ctx);
uint32_t size = 0;
while (1)
{
input_size = fread(input_buffer, 1, 1024, f);
if (input_size <= 0)
break;
md5Update(&ctx, (uint8_t *)input_buffer, input_size);
size += input_size;
if ((size % (1024 * 64)) == 0)
{
consoleSelect(&topScreen);
printf(".");
fflush(stdout);
}
}
consoleSelect(&topScreen);
printf("\n");
printf("\n");
printf("\n");
fflush(stdout);
md5Finalize(&ctx);
uint8_t digest[16];
memcpy(digest, ctx.digest, 16);
consoleSelect(&topScreen);
for (int i = 0; i < 16; i++)
printf("%02X", digest[i]);
printf("\n");
fflush(stdout);
fclose(f);
return 0;
}
int main(int argc, char **argv)
{
videoSetMode(MODE_0_2D);
videoSetModeSub(MODE_0_2D);
vramSetBankA(VRAM_A_MAIN_BG);
vramSetBankC(VRAM_C_SUB_BG);
consoleInit(&topScreen, 3, BgType_Text4bpp, BgSize_T_256x256, 31, 0, true, true);
consoleInit(&bottomScreen, 3, BgType_Text4bpp, BgSize_T_256x256, 31, 0, false, true);
consoleSelect(&bottomScreen);
printf("\x1b[2J"); // Clear console
printf("DLDI name:\n");
printf("%s\n", io_dldi_data->friendlyName);
printf("\n");
printf("DSi mode: %d\n", isDSiMode());
if (isDSiMode() == 0)
{
// In DS mode, access to the SD card is done with DLDI. When running on
// emulators DLDI is not be needed, but cartridge reads happen in the
// ARM7 at the moment. DLDI usually runs in the ARM9.
//
// If DLDI runs on the ARM9, it isn't possible to do multithreading
// while accessing the filesystem. That can only work if the ARM7 loads
// data while the ARM9 waits for it and switches to other threads in the
// meantime.
printf("Forcing DLDI in ARM7...\n");
dldiSetMode(DLDI_MODE_ARM7);
}
bool init_ok = nitroFSInit(NULL);
if (!init_ok)
{
perror("nitroFSInit()");
goto wait_loop;
}
chdir("nitro:/");
char *cwd = getcwd(NULL, 0);
printf("Current dir: %s\n\n", cwd);
free(cwd);
printf("\x1b[10;0;HMain thread: ");
fflush(stdout);
// This thread needs enough stack to do filesystem access. By default it
// isn't enough for it and it will make the ROM crash because of a stack
// overflow.
cothread_t load_thread = cothread_create(calculate_file_md5,
(void *)"random.bin", 4 * 1024, 0);
int count = 0;
while (1)
{
cothread_yield_irq(IRQ_VBLANK);
consoleSelect(&bottomScreen);
printf("\x1b[10;14;H%5d", count);
fflush(stdout);
count++;
if (cothread_has_joined(load_thread))
{
cothread_delete(load_thread);
break;
}
}
wait_loop:
printf("\n");
printf("\n");
printf("Press START to exit to loader\n");
while (1)
{
cothread_yield_irq(IRQ_VBLANK);
scanKeys();
uint32_t keys_down = keysDown();
if (keys_down & KEY_START)
break;
}
return 0;
}

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# MD5
Takes an input string or file and outputs its MD5 hash.
This repo is gaining a little more traffic than I expected, so I'll put this here as a little disclaimer. I wrote this code as a side project in college in an attempt to better understand the algorithm. I consider this repository to be a reference implementation with a good step by step walkthrough of the algorithm, not necessarily code to be built upon. I did verify the correctness of the output by comparing to other existing standalone programs. However, I did not research edge cases, set up automated testing, or attempt to run the program on any machine other than the laptop I had at the time, so here's the warning:
This code may be generally correct, but you should consider it untested to be on the safe side. There may be edge cases, vulnerabilities, or optimizations I did not consider when I wrote this. I can only confirm that this code probably worked correctly on a single computer in 2017.
Knowing that, do feel free to use this code in any way you wish, no credit needed. And if you find a problem, raise an issue.
### Implementing into Code
If you want to include the md5 algorithm in your own code, you'll only need `md5.c` and `md5.h`.
```c
#include "md5.h"
...
void foo(){
uint8_t result[16];
md5String("Hello, World!", result); // *result = 65a8e27d8879283831b664bd8b7f0ad4
FILE bar = fopen("bar.txt", "r");
md5File(bar, result); // Reads a file from a file pointer
md5File(stdin, result); // Can easily read from stdin
// Manual use
..
MD5Context ctx;
md5Init(&ctx);
...
md5Update(&ctx, input1, input1_size);
...
md5Update(&ctx, input2, input2_size);
...
md5Update(&ctx, input3, input3_size);
...
md5Finalize(&ctx);
ctx.digest; // Result of hashing (as uint8_t* with 16 bytes)
}
```
### Command Line
You can directly use the binary built with this Makefile to process text or files in the command line.
Any arguments will be interpreted as strings. Each argument will be interpreted as a separate string to hash, and will be given its own output (in the order of input).
```shell
$ make
$ ./md5 "Hello, World!"
65a8e27d8879283831b664bd8b7f0ad4
$ ./md5 "Multiple" Strings
a0bf169f2539e893e00d7b1296bc4d8e
89be9433646f5939040a78971a5d103a
$ ./md5 ""
d41d8cd98f00b204e9800998ecf8427e
$ ./md5 "Can use \" escapes"
7bf94222f6dbcd25d6fa21d5985f5634
```
If no arguments are given, input is taken from standard input.
```shell
$ make
$ echo -n "Hello, World!" | ./md5
65a8e27d8879283831b664bd8b7f0ad4
$ echo "Hello, World!" | ./md5
bea8252ff4e80f41719ea13cdf007273
$ echo "File Input" > testFile | ./md5
d41d8cd98f00b204e9800998ecf8427e
$ cat testFile | ./md5
7dacda86e382b27c25a92f8f2f6a5cd8
```
As seen above, it is important to note that many programs will output a newline character after their output. This newline *will* affect the output of the MD5 algorithm. `echo` has the `-n` flag that prevents the output of said character.
If entering input by hand, end collection of data by entering an EOF character (`Ctrl+D` in some cases).
# The Algorithm
While researching this algorithm, the only relatively complete description I found came from RSA Data Security itself in [this memo][1]. And while the description is adequate, any confusion is very difficult to clear up, especially given the nature of the algorithm's output. So here I will try to describe the algorithm used in these implementations with examples.
The algorithm considers all words to be little-endian. I will also specify where this may be confusing.
The algorithm takes in an input of arbitrary length in bits. This can be a string, a file, a number, a struct, etc... It also doesn't need to be byte-aligned, though it almost always is. We'll call this input the message. The output is the digest.
#### Step 1: Padding
The provided message is padded by appending bits to the end until its length is congruent to `448 mod 512` bits. In other words, the message is padded so that its length is 64 bits less than the next multiple of 512. If the original message's length already meets this requirement before padding, it is still padded with 512 bits.
The padding is simply a single "1" bit at the end of the message followed by enough "0" bits to satisfy the length condition above.
##### Example
Let's pass the string "Hello, world!" to the algorithm. Those characters converted to hexadecimal numbers look like this:
```
48 65 6c 6c 6f 2c 20 77 6f 72 6c 64 21
```
(Note: Strings are often null-terminated. This null character is not taken into account, as you will see.)
Now we have to pad our message bits:
```
0x 48 65 6c 6c 6f 2c 20 77 6f 72 6c 64 21 80 00 00
0x 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
0x 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
0x 00 00 00 00 00 00 00 00
```
Note the `0x80` right after the end of our message. We're writing a stream of bits, not bytes. Setting the bit after our message to "1" and the next 7 bits to "0" means writing the byte `1000 0000` or `0x80`.
#### Step 2: Appending the Length
Next, the length of the message modulus 2^64 is appended in little endian to the message to round out the total length to a multiple of 512. This length is the number of *bits* in the original message, modulus 2^64. It's common to split this number into two 32-bit words, so keep careful track of which bytes are put where; the highest order byte should be the last byte in the message. This will round out the length of the whole message to a multiple of 512.
##### Example 1
The length of our message is 104 bits. The 64-bit representation of the number 104 in hexadecimal is `0x00000000 00000068`. So we'll append that number to the end.
```
0x 48 65 6c 6c 6f 2c 20 77 6f 72 6c 64 21 80 00 00
0x 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
0x 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
0x 00 00 00 00 00 00 00 00 68 00 00 00 00 00 00 00
```
(We're writing in little-endian, so the lowest order byte is written first.)
If you're holding the length in two separate 32-bit words, make sure to append the lower order bytes first.
##### Example 2
Because our "Hello, world!" example is so small and doesn't give a length with more than two digits, let's say we have a different, bigger message of `0x12345678 90ABCDEF` bits and this chunk we're looking at is just the tail end that we have to pad out. The appended length would look like this:
```
0x 48 65 6c 6c 6f 2c 20 77 6f 72 6c 64 21 80 00 00
0x 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
0x 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
0x 00 00 00 00 00 00 00 00 EF CD AB 90 78 56 34 12
```
#### Step 3: Initializing the Buffer
The variables that will eventually hold our digest must be initialized to the following:
```
A = 0x01234567
B = 0x89abcdef
C = 0xfedcba98
D = 0x76543210
```
#### Step 4: Processing
There are four functions defined in the RSA memo that are used to collapse three 32-bit words into one 32-bit word:
```
F(X, Y, Z) = (X & Y) | (~X & Z)
G(X, Y, Z) = (X & Z) | (Y & ~Z)
H(X, Y, Z) = X ^ Y ^ Z
I(X, Y, Z) = Y ^ (X | ~Z)
```
These are bitwise operations.
We also have to do a left rotate on the bits in a word. That is, shift the bits left, and move overflow to the right. Like spinning a bottle and seeing the label loop around. The function is defined as follows:
```
rotate_left(x, n) = (x << n) | (x >> (32 - n))
```
The constants in K and S can be found at the bottom of this section.
The message is split into blocks of 512 bits. Each block is split into 16 32-bit words. For each block, do the following:
```c
AA = A;
BB = B;
CC = C;
DD = D;
for(i in 0 to 63){
if(0 <= i <= 15){
E = F(BB, CC, DD);
j = i;
}
else if(16 <= i <= 31){
E = G(BB, CC, DD);
j = ((i * 5) + 1) % 16;
}
else if(32 <= i <= 47){
E = H(BB, CC, DD);
j = ((i * 3) + 5) % 16;
}
else{
E = I(BB, CC, DD);
j = (i * 7) % 16;
}
temp = DD;
DD = CC;
CC = BB;
BB = BB + rotate_left(AA + E + K[i] + input[j], S[i]);
AA = temp;
}
A += AA;
B += BB;
C += CC;
D += DD;
```
The RSA memo explicitly lists each step instead of using control structures. The result is the same.
An example for this step is not particularly useful, as the data produced by the loop is not very meaningful for observation.
#### Step 5: Output
The digest is a 128-bit number written in little endian, and is contained in A, B, C, and D after the algorithm is finished. Just arrange the bytes so that the lowest-order byte of the digest is the lowest-order byte of A, and the highest-order byte of the digest is the highest-order byte of D.
##### Example
Here is the output of a few strings to check against:
"Hello, world!"
```
6cd3556deb0da54bca060b4c39479839
```
"" (empty string)
```
d41d8cd98f00b204e9800998ecf8427e
```
"The quick brown fox jumps over the lazy dog."
```
e4d909c290d0fb1ca068ffaddf22cbd0
```
#### Constants and Functions
```c
A = 0x01234567
B = 0x89abcdef
C = 0xfedcba98
D = 0x76543210
K[] = {0xd76aa478, 0xe8c7b756, 0x242070db, 0xc1bdceee,
0xf57c0faf, 0x4787c62a, 0xa8304613, 0xfd469501,
0x698098d8, 0x8b44f7af, 0xffff5bb1, 0x895cd7be,
0x6b901122, 0xfd987193, 0xa679438e, 0x49b40821,
0xf61e2562, 0xc040b340, 0x265e5a51, 0xe9b6c7aa,
0xd62f105d, 0x02441453, 0xd8a1e681, 0xe7d3fbc8,
0x21e1cde6, 0xc33707d6, 0xf4d50d87, 0x455a14ed,
0xa9e3e905, 0xfcefa3f8, 0x676f02d9, 0x8d2a4c8a,
0xfffa3942, 0x8771f681, 0x6d9d6122, 0xfde5380c,
0xa4beea44, 0x4bdecfa9, 0xf6bb4b60, 0xbebfbc70,
0x289b7ec6, 0xeaa127fa, 0xd4ef3085, 0x04881d05,
0xd9d4d039, 0xe6db99e5, 0x1fa27cf8, 0xc4ac5665,
0xf4292244, 0x432aff97, 0xab9423a7, 0xfc93a039,
0x655b59c3, 0x8f0ccc92, 0xffeff47d, 0x85845dd1,
0x6fa87e4f, 0xfe2ce6e0, 0xa3014314, 0x4e0811a1,
0xf7537e82, 0xbd3af235, 0x2ad7d2bb, 0xeb86d391}
S[] = {7, 12, 17, 22, 7, 12, 17, 22, 7, 12, 17, 22, 7, 12, 17, 22,
5, 9, 14, 20, 5, 9, 14, 20, 5, 9, 14, 20, 5, 9, 14, 20,
4, 11, 16, 23, 4, 11, 16, 23, 4, 11, 16, 23, 4, 11, 16, 23,
6, 10, 15, 21, 6, 10, 15, 21, 6, 10, 15, 21, 6, 10, 15, 21}
F(X, Y, Z) = (X & Y) | (~X & Z)
G(X, Y, Z) = (X & Z) | (Y & ~Z)
H(X, Y, Z) = X ^ Y ^ Z
I(X, Y, Z) = Y ^ (X | ~Z)
rotate_left(x, n) = (x << n) | (x >> (32 - n))
```
[1]: https://tools.ietf.org/html/rfc1321

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This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or
distribute this software, either in source code form or as a compiled
binary, for any purpose, commercial or non-commercial, and by any
means.
In jurisdictions that recognize copyright laws, the author or authors
of this software dedicate any and all copyright interest in the
software to the public domain. We make this dedication for the benefit
of the public at large and to the detriment of our heirs and
successors. We intend this dedication to be an overt act of
relinquishment in perpetuity of all present and future rights to this
software under copyright law.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.

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/*
* Derived from the RSA Data Security, Inc. MD5 Message-Digest Algorithm
* and modified slightly to be functionally identical but condensed into control structures.
*/
#include "md5.h"
/*
* Constants defined by the MD5 algorithm
*/
#define A 0x67452301
#define B 0xefcdab89
#define C 0x98badcfe
#define D 0x10325476
static uint32_t S[] = {7, 12, 17, 22, 7, 12, 17, 22, 7, 12, 17, 22, 7, 12, 17, 22,
5, 9, 14, 20, 5, 9, 14, 20, 5, 9, 14, 20, 5, 9, 14, 20,
4, 11, 16, 23, 4, 11, 16, 23, 4, 11, 16, 23, 4, 11, 16, 23,
6, 10, 15, 21, 6, 10, 15, 21, 6, 10, 15, 21, 6, 10, 15, 21};
static uint32_t K[] = {0xd76aa478, 0xe8c7b756, 0x242070db, 0xc1bdceee,
0xf57c0faf, 0x4787c62a, 0xa8304613, 0xfd469501,
0x698098d8, 0x8b44f7af, 0xffff5bb1, 0x895cd7be,
0x6b901122, 0xfd987193, 0xa679438e, 0x49b40821,
0xf61e2562, 0xc040b340, 0x265e5a51, 0xe9b6c7aa,
0xd62f105d, 0x02441453, 0xd8a1e681, 0xe7d3fbc8,
0x21e1cde6, 0xc33707d6, 0xf4d50d87, 0x455a14ed,
0xa9e3e905, 0xfcefa3f8, 0x676f02d9, 0x8d2a4c8a,
0xfffa3942, 0x8771f681, 0x6d9d6122, 0xfde5380c,
0xa4beea44, 0x4bdecfa9, 0xf6bb4b60, 0xbebfbc70,
0x289b7ec6, 0xeaa127fa, 0xd4ef3085, 0x04881d05,
0xd9d4d039, 0xe6db99e5, 0x1fa27cf8, 0xc4ac5665,
0xf4292244, 0x432aff97, 0xab9423a7, 0xfc93a039,
0x655b59c3, 0x8f0ccc92, 0xffeff47d, 0x85845dd1,
0x6fa87e4f, 0xfe2ce6e0, 0xa3014314, 0x4e0811a1,
0xf7537e82, 0xbd3af235, 0x2ad7d2bb, 0xeb86d391};
/*
* Padding used to make the size (in bits) of the input congruent to 448 mod 512
*/
static uint8_t PADDING[] = {0x80, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00};
/*
* Bit-manipulation functions defined by the MD5 algorithm
*/
#define F(X, Y, Z) ((X & Y) | (~X & Z))
#define G(X, Y, Z) ((X & Z) | (Y & ~Z))
#define H(X, Y, Z) (X ^ Y ^ Z)
#define I(X, Y, Z) (Y ^ (X | ~Z))
/*
* Rotates a 32-bit word left by n bits
*/
uint32_t rotateLeft(uint32_t x, uint32_t n){
return (x << n) | (x >> (32 - n));
}
/*
* Initialize a context
*/
void md5Init(MD5Context *ctx){
ctx->size = (uint64_t)0;
ctx->buffer[0] = (uint32_t)A;
ctx->buffer[1] = (uint32_t)B;
ctx->buffer[2] = (uint32_t)C;
ctx->buffer[3] = (uint32_t)D;
}
/*
* Add some amount of input to the context
*
* If the input fills out a block of 512 bits, apply the algorithm (md5Step)
* and save the result in the buffer. Also updates the overall size.
*/
void md5Update(MD5Context *ctx, uint8_t *input_buffer, size_t input_len){
uint32_t input[16];
unsigned int offset = ctx->size % 64;
ctx->size += (uint64_t)input_len;
// Copy each byte in input_buffer into the next space in our context input
for(unsigned int i = 0; i < input_len; ++i){
ctx->input[offset++] = (uint8_t)*(input_buffer + i);
// If we've filled our context input, copy it into our local array input
// then reset the offset to 0 and fill in a new buffer.
// Every time we fill out a chunk, we run it through the algorithm
// to enable some back and forth between cpu and i/o
if(offset % 64 == 0){
for(unsigned int j = 0; j < 16; ++j){
// Convert to little-endian
// The local variable `input` our 512-bit chunk separated into 32-bit words
// we can use in calculations
input[j] = (uint32_t)(ctx->input[(j * 4) + 3]) << 24 |
(uint32_t)(ctx->input[(j * 4) + 2]) << 16 |
(uint32_t)(ctx->input[(j * 4) + 1]) << 8 |
(uint32_t)(ctx->input[(j * 4)]);
}
md5Step(ctx->buffer, input);
offset = 0;
}
}
}
/*
* Pad the current input to get to 448 bytes, append the size in bits to the very end,
* and save the result of the final iteration into digest.
*/
void md5Finalize(MD5Context *ctx){
uint32_t input[16];
unsigned int offset = ctx->size % 64;
unsigned int padding_length = offset < 56 ? 56 - offset : (56 + 64) - offset;
// Fill in the padding and undo the changes to size that resulted from the update
md5Update(ctx, PADDING, padding_length);
ctx->size -= (uint64_t)padding_length;
// Do a final update (internal to this function)
// Last two 32-bit words are the two halves of the size (converted from bytes to bits)
for(unsigned int j = 0; j < 14; ++j){
input[j] = (uint32_t)(ctx->input[(j * 4) + 3]) << 24 |
(uint32_t)(ctx->input[(j * 4) + 2]) << 16 |
(uint32_t)(ctx->input[(j * 4) + 1]) << 8 |
(uint32_t)(ctx->input[(j * 4)]);
}
input[14] = (uint32_t)(ctx->size * 8);
input[15] = (uint32_t)((ctx->size * 8) >> 32);
md5Step(ctx->buffer, input);
// Move the result into digest (convert from little-endian)
for(unsigned int i = 0; i < 4; ++i){
ctx->digest[(i * 4) + 0] = (uint8_t)((ctx->buffer[i] & 0x000000FF));
ctx->digest[(i * 4) + 1] = (uint8_t)((ctx->buffer[i] & 0x0000FF00) >> 8);
ctx->digest[(i * 4) + 2] = (uint8_t)((ctx->buffer[i] & 0x00FF0000) >> 16);
ctx->digest[(i * 4) + 3] = (uint8_t)((ctx->buffer[i] & 0xFF000000) >> 24);
}
}
/*
* Step on 512 bits of input with the main MD5 algorithm.
*/
void md5Step(uint32_t *buffer, uint32_t *input){
uint32_t AA = buffer[0];
uint32_t BB = buffer[1];
uint32_t CC = buffer[2];
uint32_t DD = buffer[3];
uint32_t E;
unsigned int j;
for(unsigned int i = 0; i < 64; ++i){
switch(i / 16){
case 0:
E = F(BB, CC, DD);
j = i;
break;
case 1:
E = G(BB, CC, DD);
j = ((i * 5) + 1) % 16;
break;
case 2:
E = H(BB, CC, DD);
j = ((i * 3) + 5) % 16;
break;
default:
E = I(BB, CC, DD);
j = (i * 7) % 16;
break;
}
uint32_t temp = DD;
DD = CC;
CC = BB;
BB = BB + rotateLeft(AA + E + K[i] + input[j], S[i]);
AA = temp;
}
buffer[0] += AA;
buffer[1] += BB;
buffer[2] += CC;
buffer[3] += DD;
}
/*
* Functions that run the algorithm on the provided input and put the digest into result.
* result should be able to store 16 bytes.
*/
void md5String(char *input, uint8_t *result){
MD5Context ctx;
md5Init(&ctx);
md5Update(&ctx, (uint8_t *)input, strlen(input));
md5Finalize(&ctx);
memcpy(result, ctx.digest, 16);
}
void md5File(FILE *file, uint8_t *result){
char *input_buffer = malloc(1024);
size_t input_size = 0;
MD5Context ctx;
md5Init(&ctx);
while((input_size = fread(input_buffer, 1, 1024, file)) > 0){
md5Update(&ctx, (uint8_t *)input_buffer, input_size);
}
md5Finalize(&ctx);
free(input_buffer);
memcpy(result, ctx.digest, 16);
}

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#ifndef MD5_H
#define MD5_H
#include <stdio.h>
#include <stdint.h>
#include <string.h>
#include <stdlib.h>
typedef struct{
uint64_t size; // Size of input in bytes
uint32_t buffer[4]; // Current accumulation of hash
uint8_t input[64]; // Input to be used in the next step
uint8_t digest[16]; // Result of algorithm
}MD5Context;
void md5Init(MD5Context *ctx);
void md5Update(MD5Context *ctx, uint8_t *input, size_t input_len);
void md5Finalize(MD5Context *ctx);
void md5Step(uint32_t *buffer, uint32_t *input);
void md5String(char *input, uint8_t *result);
void md5File(FILE *file, uint8_t *result);
#endif

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https://github.com/Zunawe/md5-c/tree/f3529b666b7ae8b80b0a9fa88ac2a91b389909c7

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__pycache__/
graph.png
*.nds
*.sav
build
.ninja_deps
.ninja_log
*.ninja

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../../../architectds

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#!/usr/bin/env python3
# SPDX-License-Identifier: CC0-1.0
#
# SPDX-FileContributor: Antonio Niño Díaz, 2024
from architectds import *
import sys
argv = sys.argv
if '--debug' in argv:
argv.remove('--debug') # Don't pass this to the build system
defines_ = []
libs_ = ['nds9d']
else:
defines_ = ['NDEBUG']
libs_ = ['nds9']
arm9 = Arm9Binary(
sourcedirs=['source'],
defines=defines_,
libs=libs_,
)
arm9.generate_elf()
nds = NdsRom(
binaries=[arm9],
game_title='Debug and release builds',
)
nds.generate_nds()
nds.run_command_line_arguments(args=argv)

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Instructions
============
When switching between debug and release builds, the build system will detect
that the libraries and defines have changed and rebuild everything that has been
affected.
Build release ROM:
.. code:: python
python3 build.py
Build debug ROM:
.. code:: python
python3 build.py --debug

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// SPDX-License-Identifier: CC0-1.0
//
// SPDX-FileContributor: Antonio Niño Díaz, 2024
#include <stdio.h>
#include <nds.h>
int main(int argc, char **argv)
{
consoleDemoInit();
printf("sassert() test\n\n");
// The values passed to this function are out of range, and they should
// cause an assertion to fail.
glFogColor(54, 30, 12, 70);
// In a debug build this point will never be reached.
printf("This is a release build.\n");
printf("No sassert() will be checked\n\n");
printf("Press START to exit to loader");
while (1)
{
swiWaitForVBlank();
scanKeys();
if (keysDown() & KEY_START)
break;
}
return 0;
}

8
examples/libnds/dsp/.gitignore vendored Normal file
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__pycache__/
graph.png
*.nds
*.sav
build
.ninja_deps
.ninja_log
*.ninja

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../../../architectds

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// SPDX-License-Identifier: CC0-1.0
//
// SPDX-FileContributor: Antonio Niño Díaz, 2024
#include <filesystem.h>
#include <nds.h>
#include "teak/teak1_tlf.h"
__attribute__((noreturn)) void WaitLoop(void)
{
printf("Press START to exit");
while (1)
{
swiWaitForVBlank();
scanKeys();
if (keysHeld() & KEY_START)
exit(0);
}
}
void *load_file(const char *path)
{
FILE *file = fopen(path, "rb");
if (file == NULL)
return NULL;
if (fseek(file, 0, SEEK_END) != 0)
{
fclose(file);
return NULL;
}
size_t size = ftell(file);
rewind(file);
void *buffer = malloc(size);
if (buffer == NULL)
{
fclose(file);
return NULL;
}
if (fread(buffer, 1, size, file) != size)
{
fclose(file);
return NULL;
}
return buffer;
}
void load_tlf(const void *ptr)
{
if (dspExecuteDefaultTLF(ptr) != DSP_EXEC_OK)
{
printf("Failed to execute TLF");
WaitLoop();
}
}
int main(int argc, char **argv)
{
// Setup sub screen for the text console
consoleDemoInit();
if (!isDSiMode())
{
printf("This demo must run on a DSi");
WaitLoop();
}
if (!nitroFSInit(NULL))
{
printf("nitroFSInit failed.\n");
WaitLoop();
}
void *tlf_from_nitrofs = load_file("teak/teak2.tlf");
if (tlf_from_nitrofs == NULL)
{
printf("Failed to load TLF file from NitroFS");
WaitLoop();
}
uint16_t cmd0 = 0;
int16_t cmd1 = 15;
int16_t cmd2 = 5;
uint16_t rep0 = 0;
int16_t rep1 = 0;
int16_t rep2 = 0;
// Load the binary from ARM9 data initially
load_tlf(teak1_tlf);
char *tlf_name = "teak1";
while (1)
{
// Synchronize game loop to the screen refresh
swiWaitForVBlank();
// Clear console
printf("\x1b[2J");
// Print some controls
printf("Current TLF: %s\n", tlf_name);
printf("\n");
printf("\n");
printf("L: Load TLF1\n");
printf("R: Load TLF2\n");
printf("PAD: Change values\n");
printf("\n");
printf("\n");
printf("START: Exit to loader\n");
printf("\n");
printf("\n");
// Handle user input
// -----------------
scanKeys();
uint16_t keys = keysHeld();
uint16_t keys_down = keysDown();
if (keys & KEY_LEFT)
cmd1++;
if (keys & KEY_RIGHT)
cmd1--;
if (keys & KEY_UP)
cmd2++;
if (keys & KEY_DOWN)
cmd2--;
if (keys_down & KEY_L)
{
// Load the binary from ARM9 data initially
load_tlf(teak1_tlf);
tlf_name = "teak1";
}
if (keys_down & KEY_R)
{
// Load the binary from NitroFS
load_tlf(tlf_from_nitrofs);
tlf_name = "teak2";
}
if (keys & KEY_START)
break;
// DSP communications
printf("CMD: %u %d %d\n", cmd0, cmd1, cmd2);
cmd0++; // Heartbeat
if (dspSendDataReady(0))
dspSendData(0, cmd0);
if (dspSendDataReady(1))
dspSendData(1, cmd1);
if (dspSendDataReady(2))
dspSendData(2, cmd2);
if (dspReceiveDataReady(0))
rep0 = dspReceiveData(0);
if (dspReceiveDataReady(1))
rep1 = dspReceiveData(1);
if (dspReceiveDataReady(2))
rep2 = dspReceiveData(2);
printf("REP: %u %d %d\n", rep0, rep1, rep2);
}
return 0;
}

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#!/usr/bin/env python3
# SPDX-License-Identifier: CC0-1.0
#
# SPDX-FileContributor: Antonio Niño Díaz, 2024
from architectds import *
teak1 = TeakBinary(
name='teak1',
sourcedirs=['teak/source1'],
)
teak1.generate_tlf()
teak2 = TeakBinary(
name='teak2',
sourcedirs=['teak/source2'],
)
teak2.generate_tlf()
nitrofs = NitroFS()
nitrofs.add_tlf(teak2)
nitrofs.generate_image()
arm9 = Arm9Binary(
sourcedirs=['arm9/source'],
)
arm9.add_tlf(teak1)
arm9.generate_elf()
nds = NdsRom(
binaries=[teak1, teak2, arm9, nitrofs],
game_title='Multiple DSP binaries',
)
nds.generate_nds()
nds.run_command_line_arguments()

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// SPDX-License-Identifier: CC0-1.0
//
// SPDX-FileContributor: Antonio Niño Díaz, 2024
#include <teak/teak.h>
int main(void)
{
teakInit();
while (1)
{
uint16_t data0 = apbpReceiveData(0);
uint16_t data1 = apbpReceiveData(1);
uint16_t data2 = apbpReceiveData(2);
apbpSendData(0, data0);
apbpSendData(1, data1 + data2);
apbpSendData(2, data1 - data2);
}
return 0;
}

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// SPDX-License-Identifier: CC0-1.0
//
// SPDX-FileContributor: Antonio Niño Díaz, 2024
#include <teak/teak.h>
int main(void)
{
teakInit();
while (1)
{
uint16_t data0 = apbpReceiveData(0);
uint16_t data1 = apbpReceiveData(1);
uint16_t data2 = apbpReceiveData(2);
apbpSendData(0, data0);
apbpSendData(1, -data1);
apbpSendData(2, -data2);
}
return 0;
}

8
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__pycache__/
graph.png
*.nds
*.sav
build
.ninja_deps
.ninja_log
*.ninja

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../../../architectds

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#!/usr/bin/env python3
# SPDX-License-Identifier: CC0-1.0
#
# SPDX-FileContributor: Antonio Niño Díaz, 2024
from architectds import *
arm9 = Arm9Binary(
sourcedirs=['source'],
)
arm9.add_grit(['graphics'])
arm9.generate_elf()
nds = NdsRom(
binaries=[arm9],
game_title='OpenGL example',
)
nds.generate_nds()
nds.run_command_line_arguments()

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# bitmap, 16 bit
-gb -gB16

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After

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// SPDX-License-Identifier: CC0-1.0
//
// SPDX-FileContributor: Antonio Niño Díaz, 2024
#include <stdio.h>
#include <nds.h>
#include "grit/neon_png.h"
int main(int argc, char **argv)
{
int textureID;
videoSetMode(MODE_0_3D);
glInit();
glEnable(GL_TEXTURE_2D);
glEnable(GL_ANTIALIAS);
// The background must be fully opaque and have a unique polygon ID
// (different from the polygons that are going to be drawn) so that
// antialias works.
glClearColor(0, 0, 0, 31);
glClearPolyID(63);
glClearDepth(0x7FFF);
glViewport(0, 0, 255, 191);
// Setup some VRAM as memory for textures
vramSetBankA(VRAM_A_TEXTURE);
// Load texture
glGenTextures(1, &textureID);
glBindTexture(0, textureID);
glTexImage2D(0, 0, GL_RGB, TEXTURE_SIZE_128 , TEXTURE_SIZE_128, 0,
TEXGEN_TEXCOORD, (u8*)neon_pngBitmap);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(70, 256.0 / 192.0, 0.1, 40);
gluLookAt(0.0, 0.0, 2.0, // Position
0.0, 0.0, 0.0, // Look at
0.0, 1.0, 0.0); // Up
// Setup sub screen for the text console
consoleDemoInit();
int angle_x = 0;
int angle_z = 0;
while (1)
{
// Synchronize game loop to the screen refresh
swiWaitForVBlank();
// Print some text in the demo console
// -----------------------------------
// Clear console
printf("\x1b[2J");
// Print some controls
printf("PAD: Rotate triangle\n");
printf("START: Exit to loader\n");
printf("\n");
// Handle user input
// -----------------
scanKeys();
uint16_t keys = keysHeld();
if (keys & KEY_LEFT)
angle_z += 3;
if (keys & KEY_RIGHT)
angle_z -= 3;
if (keys & KEY_UP)
angle_x += 3;
if (keys & KEY_DOWN)
angle_x -= 3;
if (keys & KEY_START)
break;
// Render 3D scene
// ---------------
glPushMatrix();
glRotateZ(angle_z);
glRotateX(angle_x);
glMatrixMode(GL_MODELVIEW);
glPolyFmt(POLY_ALPHA(31) | POLY_CULL_NONE);
glBindTexture(0, textureID);
glColor3f(1, 1, 1);
glBegin(GL_QUADS);
GFX_TEX_COORD = (TEXTURE_PACK(0, inttot16(128)));
glVertex3v16(floattov16(-1), floattov16(-1), 0);
GFX_TEX_COORD = (TEXTURE_PACK(inttot16(128),inttot16(128)));
glVertex3v16(floattov16(1), floattov16(-1), 0);
GFX_TEX_COORD = (TEXTURE_PACK(inttot16(128), 0));
glVertex3v16(floattov16(1), floattov16(1), 0);
GFX_TEX_COORD = (TEXTURE_PACK(0,0));
glVertex3v16(floattov16(-1), floattov16(1), 0);
glEnd();
glPopMatrix(1);
glFlush(0);
}
return 0;
}

8
examples/libxm7/play_songs/.gitignore vendored Normal file
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__pycache__/
graph.png
*.nds
*.sav
build
.ninja_deps
.ninja_log
*.ninja

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../../../architectds

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// SPDX-License-Identifier: Zlib
//
// Copyright (C) 2005 Michael Noland (joat)
// Copyright (C) 2005 Jason Rogers (Dovoto)
// Copyright (C) 2005-2015 Dave Murphy (WinterMute)
// Copyright (C) 2023 Antonio Niño Díaz
#include <dswifi7.h>
#include <libxm7.h>
#include <nds.h>
// Assign FIFO_USER_07 channel to libxm7
#define FIFO_XM7 (FIFO_USER_07)
volatile bool exit_loop = false;
void power_button_callback(void)
{
exit_loop = true;
}
void vblank_handler(void)
{
inputGetAndSend();
Wifi_Update();
}
void XM7_Value32Handler(u32 command, void *userdata)
{
XM7_ModuleManager_Type *module = (XM7_ModuleManager_Type *)command;
if (module == NULL)
XM7_StopModule();
else
XM7_PlayModule(module);
}
int main(int argc, char *argv[])
{
// Initialize sound hardware
enableSound();
// Read user information from the firmware (name, birthday, etc)
readUserSettings();
// Stop LED blinking
ledBlink(0);
// Using the calibration values read from the firmware with
// readUserSettings(), calculate some internal values to convert raw
// coordinates into screen coordinates.
touchInit();
irqInit();
irqSet(IRQ_VBLANK, vblank_handler);
fifoInit();
installWifiFIFO();
installSoundFIFO();
installSystemFIFO(); // Sleep mode, storage, firmware...
// This sets a callback that is called when the power button in a DSi
// console is pressed. It has no effect in a DS.
setPowerButtonCB(power_button_callback);
// Read current date from the RTC and setup an interrupt to update the time
// regularly. The interrupt simply adds one second every time, it doesn't
// read the date. Reading the RTC is very slow, so it's a bad idea to do it
// frequently.
initClockIRQTimer(3);
irqEnable(IRQ_VBLANK);
// Initialize libxm7. It uses timer 1 internally.
XM7_Initialize();
// Setup the FIFO handler for libXM7
fifoSetValue32Handler(FIFO_XM7, XM7_Value32Handler, 0);
while (!exit_loop)
{
const uint16_t key_mask = KEY_SELECT | KEY_START | KEY_L | KEY_R;
uint16_t keys_pressed = ~REG_KEYINPUT;
if ((keys_pressed & key_mask) == key_mask)
exit_loop = true;
swiWaitForVBlank();
}
return 0;
}

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// SPDX-License-Identifier: CC0-1.0
//
// SPDX-FileContributor: Antonio Niño Díaz, 2023
#include <nds.h>
#include <stdbool.h>
#include <stdio.h>
#include <libxm7.h>
// XM module by Lasse. Obtained from the original libxm7 example by sverx
#include <data/lasse_haen_pyykit_xm.h>
// Parallax Glacier by Raina:
// http://modarchive.org/index.php?request=view_by_moduleid&query=163194
#include <data/parallax_80599_xm.h>
// Assign FIFO_USER_07 channel to libxm7
#define FIFO_XM7 (FIFO_USER_07)
void song_start(XM7_ModuleManager_Type *module)
{
fifoSendValue32(FIFO_XM7, (u32)module);
}
void song_stop(void)
{
fifoSendValue32(FIFO_XM7, 0);
}
// You can also allocate this with malloc()
static XM7_ModuleManager_Type module[2];
int main(int argc, char **argv)
{
consoleDemoInit();
printf("libXM7 example\n");
printf("==============\n");
printf("\n");
printf("X: haen pyykit by Lasse\n");
printf("Y: Parallax Glacier by Raina\n");
printf("\n");
printf("B: Stop song\n");
printf("\n");
printf("START: Return to loader\n");
bool songs_loaded = true;
u16 res;
res = XM7_LoadXM(&module[0], lasse_haen_pyykit_xm);
if (res != 0)
{
printf("libxm7 error (module 0): 0x%04x\n", res);
songs_loaded = false;
}
res = XM7_LoadXM(&module[1], parallax_80599_xm);
if (res != 0)
{
printf("libxm7 error (module 1): 0x%04x\n", res);
songs_loaded = false;
}
// Ensure that the ARM7 can see the libxm7 initialized data
DC_FlushAll();
soundEnable();
bool playing = false;
while (1)
{
swiWaitForVBlank();
scanKeys();
uint16_t keys_down = keysDown();
if (songs_loaded)
{
if (keys_down & KEY_B)
{
if (playing)
{
song_stop();
playing = false;
}
}
if (keys_down & KEY_X)
{
if (playing)
song_stop();
song_start(&module[0]);
playing = true;
}
if (keys_down & KEY_Y)
{
if (playing)
song_stop();
song_start(&module[1]);
playing = true;
}
}
if (keys_down & KEY_START)
break;
}
XM7_UnloadXM(&module[0]);
XM7_UnloadXM(&module[1]);
soundDisable();
return 0;
}

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#!/usr/bin/env python3
# SPDX-License-Identifier: CC0-1.0
#
# SPDX-FileContributor: Antonio Niño Díaz, 2024
from architectds import *
arm9 = Arm9Binary(
sourcedirs=['arm9/source'],
libs=['nds9', 'xm79'],
libdirs=['${BLOCKSDS}/libs/libnds', '${BLOCKSDS}/libs/libxm7']
)
arm9.add_data(['music'])
arm9.generate_elf()
arm7 = Arm7Binary(
sourcedirs=['arm7/source'],
libs=['nds7', 'xm77', 'dswifi7'],
libdirs=['${BLOCKSDS}/libs/libnds', '${BLOCKSDS}/libs/libxm7',
'${BLOCKSDS}/libs/dswifi']
)
arm7.generate_elf()
nds = NdsRom(
binaries=[arm9, arm7],
game_title='LIBXM7 example',
game_subtitle='how to use LIBXM7',
game_author='(sverx, 2009-01-07)'
)
nds.generate_nds()
nds.run_command_line_arguments()

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__pycache__/
graph.png
*.nds
*.sav
build
.ninja_deps
.ninja_log
*.ninja

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../../../architectds

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#!/usr/bin/env python3
# SPDX-License-Identifier: CC0-1.0
#
# SPDX-FileContributor: Antonio Niño Díaz, 2024
from architectds import *
arm9 = Arm9Binary(
sourcedirs=['source'],
libs=['nds9', 'mm9'],
libdirs=['${BLOCKSDS}/libs/libnds', '${BLOCKSDS}/libs/maxmod']
)
arm9.add_mmutil(['audio'])
arm9.generate_elf()
nds = NdsRom(
binaries=[arm9],
game_title='maxmod example',
game_subtitle='Audio as data',
)
nds.generate_nds()
nds.run_command_line_arguments()

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// SPDX-License-Identifier: CC0-1.0
//
// SPDX-FileContributor: Antonio Niño Díaz, 2024
#include <stdio.h>
#include <nds.h>
#include <maxmod9.h>
// Headers autogenerated when files are find inside AUDIODIRS in the Makefile
#include "maxmod/soundbank_info.h"
#include "maxmod/soundbank_bin.h"
int main(int argc, char **argv)
{
// Setup sub screen for the text console
consoleDemoInit();
// Setup sound bank
mmInitDefaultMem((mm_addr)soundbank_bin);
// load the module
mmLoad(MOD_JOINT_PEOPLE);
// load sound effects
mmLoadEffect(SFX_FIRE_EXPLOSION);
// Start playing module
mmStart(MOD_JOINT_PEOPLE, MM_PLAY_LOOP);
// Clear console
printf("\x1b[2J");
printf("Maxmod demo\n");
printf("===========\n");
printf("\n");
printf("A: Play SFX\n");
printf("START: Exit to loader\n");
printf("\n");
while (1)
{
// Synchronize game loop to the screen refresh
swiWaitForVBlank();
// Print some text in the demo console
// -----------------------------------
// Handle user input
// -----------------
scanKeys();
uint16_t keys = keysHeld();
uint16_t keys_down = keysDown();
if (keys_down & KEY_A)
mmEffect(SFX_FIRE_EXPLOSION);
if (keys & KEY_START)
break;
}
return 0;
}

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__pycache__/
graph.png
*.nds
*.sav
build
.ninja_deps
.ninja_log
*.ninja

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../../../architectds

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Name: jointpeople
Author: Anadune & Floppy
License: Mod Archive Distribution license
https://modarchive.org/index.php?request=view_by_moduleid&query=115447

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Original site: https://modarchive.org/index.php?faq-licensing
===============================================================================
Licensing Modules and Copyright
- Who owns the copyrights to the modules?
The composers do - unless the Public Domain license attribution has been
specifically attributed in which case you are free to do with the module
whatever you like.
- Can I use a module of modarchive.org in my game/application/etc...?
If the module in question has license deeds attributed to it, please refer to
those.
Otherwise, the only way to be genuinely fair to the artist who's music you want
to use is to contact them and get their permission. We can't grant permissions
on their behalf. Period.
- Can I redistribute the module in its original unmodified form?
Yes. All uploads to the site are governed by an upload agreement of which one of
the terms is the right to redistribute the original unmodified module file. This
does not cover inclusion in a packed/bundled application or game. See previous
item.
- The contact information isn't in the module, what can I do to contact the
artist?
You can try using the modarchive.org forums, specifically the Wanted: forum.
Search the Internet, do some homework. If you fail to find the necessary
information then you are pretty much out of luck.
- I can't get in contact with an artist who's music I want to use, what now?
It's up to you how you proceed. We will not condone illegal use of someone's
works, but if you still wish to continue to use that particular piece of music
in your project, then you take on those risks yourself.
If your project is small and free (non commercial) then it's wise to give clear
and concise due credit to the artist in your production. If your production is
for commercial purposes then you are technically left with no other choice than
to find a different module where the artist has attributed a compatible license,
or is contactable - or go out on a limb and ask to have someone compose a custom
module for your project.
- Where can I find the license attribution information on a module?
Look on a module's information page, there is a section dedicated to the License
Attribution information.

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Original site: https://modarchive.org/index.php?terms
===============================================================================
Terms & Disclaimer
Revised 2014-04-30
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By using our website, you agree to the use of cookies and other technologies as
set out in this policy. If you do not agree to such use, please refrain from
using the website. We use cookies to manage your experience on the site, without
these you may suffer from lack of functionality, these are not used to track
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Legalese.
1.1 LEGAL LIABILITY. By providing a song/file to our server you acknowledge that
you may be held liable if the uploaded material is in any way illegal. You agree
that you will notify The Mod Archive with no unnecessary delays should it at a
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Archive may deny you access to the Website and/or the Website Services if The
Mod Archive exercises its right to delete, edit, lock or remove any Content
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9. ACCOUNT HOLDER INTERACTION You are responsible for how you interact with
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reserve the right, but have no obligation, to monitor how you interact with
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10 GENERAL: These Terms (as amended from time to time) constitute the entire
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the Website Service and supersede any previous arrangement, agreement,
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The Mod Archive's failure to exercise or enforce any right or provision of these
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11. CONTACT: For support and help, use the appropriate forum within the site
forums.

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Original site: https://modarchive.org/index.php?terms-upload
===============================================================================
Mod Archive Upload Terms, Conditions and License Agreement
Version 2.2 as of April 29th, 2009
This Agreement describes the legal relationship between you (an individual
providing material by uploading songs or other files to the modarchive.org/com
server) and the modarchive.org/com server operators ("us", "we" in the following
text). Please read this document carefully. As this document is modified, the
new version will apply to any files uploaded later than that date, but will not
be applicable to previously uploaded files (see section 3.3).
Section 1: Copyright holders
1.1, General license. By providing a song/file to us, if you are the
copyright holder of the song/file in question, you agree to grant us a
non-exclusive, royalty-free, non-retractable non-terminable, worldwide
license to: a) Distribute your song/file on the modarchive.org/com web site
or in any other form of distribution that we deem appropriate. b) Publicly
display, publicly perform, broadcast, encode, transmit, reproduce,
manufacture and distribute your song/file in whole or in part, alone or in
compilation with content provided by third parties, through any medium now
known or hereafter devised. c) Apply non-destructive and non-changing
compression systems to decrease the file sizes of the files uploaded to us.
1.2, License to redistribute. By providing a song/file to modarchive.org/com
you furthermore agree to give anyone who wishes to redistribute your
song/file a license to download the song/file from modarchive.org/com and do
so, provided it has stayed in its original, unmodified, unbundled form.
Note: If you are visitor looking for information about using modules in your
productions i.e games/applications, please see the Licensing FAQ in file
mod-archive-faq.txt.
1.3, Ownership of Copyrights. You retain ownership of the copyrights and all
other rights in the song/file provided to us, subject only to the
non-exclusive rights granted to us under this Agreement. You are free to
grant similar rights to others.
Section 2: Non-copyright holders
2.1 License. By providing a song/file to us if you are not the copyright
holder of said song/file, you agree that you have previously secured a
license to redistribute the song, according to the terms of Section 1.
2.2 Copyright infringement. Furthermore you agree that you are fully
responsible for your action of providing the song to modarchive.org/com, and
that modarchive.org/com may hold you liable for any copyright infringement
caused by your uploading of the song/file to the modarchive.org/com server,
and thus that modarchive.org/com should not be held liable for any
consequences of your actions.
Section 3: General terms and conditions
See file mod-archive-terms.txt.
Section 4: Footnotes
4.1 Works in the public domain. Materials that have previously been
distributed under public domain license (for example, PD Disk Distributors)
are quite legal to upload to our servers as long as the material has not
been modified from its original state since release. Any works submitted to
The Mod Archive that are not uploaded by their creators or copyright holders
are assumed to be released into the public domain prior to upload and
therefore legally licensed for redistribution as Public Domain material by
The Mod Archive. Materials that have been uploaded but have been modified
since origin are submitted entirely at the uploaders own risk, where all
liabilities remain with the uploader concerning any legal implications that
arise from subsequent litigation should there be any incident where a party
has cause to complain.
4.2 Footnote disclaimer. Should any section of the footnoted contradict the
previous paragraphs in sections 1-3 inclusive, the paragraphs in sections
1-3 inclusive take precedence.

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{"_version":1,"_name":"fire_explosion","_locked":[],"sampleRate":44100,"attack":0,"sustain":0.027705693940245357,"sustainPunch":0,"decay":0.13257979056125957,"tremoloDepth":0,"tremoloFrequency":2.2776006915244977,"frequency":2095.7030570339975,"frequencySweep":-541.3667290180666,"frequencyDeltaSweep":-2800,"repeatFrequency":0,"frequencyJump1Onset":33,"frequencyJump1Amount":0,"frequencyJump2Onset":66,"frequencyJump2Amount":0,"harmonics":0,"harmonicsFalloff":0.5,"waveform":"whitenoise","interpolateNoise":false,"vibratoDepth":0,"vibratoFrequency":10,"squareDuty":50,"squareDutySweep":0,"flangerOffset":0,"flangerOffsetSweep":0,"bitCrush":16,"bitCrushSweep":0,"lowPassCutoff":22050,"lowPassCutoffSweep":0,"highPassCutoff":0,"highPassCutoffSweep":0,"compression":0.9,"normalization":true,"amplification":50}

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#!/usr/bin/env python3
# SPDX-License-Identifier: CC0-1.0
#
# SPDX-FileContributor: Antonio Niño Díaz, 2024
from architectds import *
nitrofs = NitroFS()
# The header of the soundbank in NitroFS must be added as a dependency of the ARM9
nitrofs_soundbank_header = nitrofs.add_mmutil(['audio'])
nitrofs.generate_image()
arm9 = Arm9Binary(
sourcedirs=['source'],
libs=['nds9', 'mm9'],
libdirs=['${BLOCKSDS}/libs/libnds', '${BLOCKSDS}/libs/maxmod']
)
arm9.add_header_dependencies([nitrofs_soundbank_header])
arm9.generate_elf()
nds = NdsRom(
binaries=[arm9, nitrofs],
game_title='maxmod example',
game_subtitle='Audio in NitroFS',
)
nds.generate_nds()
nds.run_command_line_arguments()

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// SPDX-License-Identifier: CC0-1.0
//
// SPDX-FileContributor: Antonio Niño Díaz, 2024
#include <stdio.h>
#include <filesystem.h>
#include <nds.h>
#include <maxmod9.h>
#include "nitrofs/soundbank_info.h"
__attribute__((noreturn)) void WaitLoop(void)
{
printf("Press START to exit");
while (1)
{
swiWaitForVBlank();
scanKeys();
if (keysHeld() & KEY_START)
exit(0);
}
}
int main(int argc, char **argv)
{
// Setup sub screen for the text console
consoleDemoInit();
if (!nitroFSInit(NULL))
{
printf("nitroFSInit failed.\n");
WaitLoop();
}
// Setup sound bank
mmInitDefault("maxmod/soundbank.bin");
// load the module
mmLoad(MOD_JOINT_PEOPLE);
// load sound effects
mmLoadEffect(SFX_FIRE_EXPLOSION);
// Start playing module
mmStart(MOD_JOINT_PEOPLE, MM_PLAY_LOOP);
// Clear console
printf("\x1b[2J");
printf("Maxmod demo\n");
printf("===========\n");
printf("\n");
printf("A: Play SFX\n");
printf("START: Exit to loader\n");
printf("\n");
while (1)
{
// Synchronize game loop to the screen refresh
swiWaitForVBlank();
// Print some text in the demo console
// -----------------------------------
// Handle user input
// -----------------
scanKeys();
uint16_t keys = keysHeld();
uint16_t keys_down = keysDown();
if (keys_down & KEY_A)
mmEffect(SFX_FIRE_EXPLOSION);
if (keys & KEY_START)
break;
}
return 0;
}

8
examples/nflib/3dsprites/.gitignore vendored Normal file
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__pycache__/
graph.png
*.nds
*.sav
build
.ninja_deps
.ninja_log
*.ninja

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../../../architectds

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#!/usr/bin/env python3
# SPDX-License-Identifier: CC0-1.0
#
# SPDX-FileContributor: Antonio Niño Díaz, 2024
from architectds import *
nitrofs = NitroFS()
nitrofs.add_nflib_bg_tiled(['assets/bgtiled'], 'bg')
nitrofs.add_nflib_sprite_3d(['assets/spr3d'], 'sprite')
nitrofs.generate_image()
arm9 = Arm9Binary(
sourcedirs=['source'],
libs=['nds9', 'nflib'],
libdirs=['${BLOCKSDS}/libs/libnds', '${BLOCKSDSEXT}/nflib']
)
arm9.generate_elf()
nds = NdsRom(
binaries=[arm9, nitrofs],
game_title='NFlib: 3D sprites',
)
nds.generate_nds()
nds.run_command_line_arguments()

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// SPDX-License-Identifier: CC0-1.0
//
// SPDX-FileContributor: NightFox & Co., 2009-2011
//
// Basic 3D sprite example.
// http://www.nightfoxandco.com
#include <stdio.h>
#include <time.h>
#include <nds.h>
#include <filesystem.h>
#include <nf_lib.h>
#define MAXSPRITES 32
int main(int argc, char **argv)
{
// Set random seed based on the current time
srand(time(NULL));
// Prepare a NitroFS initialization screen
NF_Set2D(0, 0);
NF_Set2D(1, 0);
consoleDemoInit();
printf("\n NitroFS init. Please wait.\n\n");
printf(" Iniciando NitroFS,\n por favor, espere.\n\n");
swiWaitForVBlank();
// Initialize NitroFS and set it as the root folder of the filesystem
nitroFSInit(NULL);
NF_SetRootFolder("NITROFS");
// Initialize 3D engine in the top screen in mode 0
NF_Set3D(0, 0);
// Initialize 2D engine in the bottom screen in mode 0
NF_Set2D(1, 0);
// Initialize tiled backgrounds system
NF_InitTiledBgBuffers(); // Initialize storage buffers
NF_InitTiledBgSys(0); // Top screen
NF_InitTiledBgSys(1); // Bottom screen
// Initialize 3D sprite system
NF_InitSpriteBuffers(); // Initialize storage buffers
NF_Init3dSpriteSys();
// Load background files from NitroFS
NF_LoadTiledBg("bg/nfl", "nfl", 256, 256);
NF_LoadTiledBg("bg/bg3", "bg3", 256, 256);
// Load sprite files from NitroFS
NF_LoadSpriteGfx("sprite/blueball", 0, 64, 64);
NF_LoadSpritePal("sprite/blueball", 0);
NF_LoadSpriteGfx("sprite/redcar", 1, 128, 64);
NF_LoadSpritePal("sprite/redcar", 1);
// Transfer the required sprites to VRAM
NF_Vram3dSpriteGfx(0, 0, true);
NF_Vram3dSpritePal(0, 0);
NF_Vram3dSpriteGfx(1, 1, true);
NF_Vram3dSpritePal(1, 1);
// Create backgrounds in both screens
NF_CreateTiledBg(0, 3, "bg3");
NF_CreateTiledBg(1, 3, "nfl");
// Variables
s16 x[MAXSPRITES];
s16 y[MAXSPRITES];
s16 ix[MAXSPRITES];
s16 iy[MAXSPRITES];
// Initialize sprite variables and create the sprites
for (int n = 0; n < MAXSPRITES; n++)
{
int r = n % 2;
x[n] = rand() % 128;
y[n] = rand() % 112;
if ((rand() % 100) > 50)
ix[n] = 1;
else
ix[n] = -1;
if ((rand() % 100) > 50)
iy[n] = 1;
else
iy[n] = -1;
NF_Create3dSprite(n, r, r, x[n], y[n]);
}
// Sort their priorites based on their IDs (lower IDs have higher priority)
NF_Sort3dSprites();
while (1)
{
// Read keys
scanKeys();
u16 keys = keysDown();
// Move sprites
for (int n = 0; n < MAXSPRITES; n++)
{
x[n] += ix[n];
if ((x[n] < 0) || (x[n] > (255 - NF_3DSPRITE[n].width)))
ix[n] = -ix[n];
y[n] += iy[n];
if ((y[n] < 0) || (y[n] > (191 - NF_3DSPRITE[n].height)))
iy[n] = -iy[n];
NF_Move3dSprite(n, x[n], y[n]);
}
// Show or hide all sprites with even ID
if (keys & KEY_A)
{
for (int n = 0; n < MAXSPRITES; n += 2)
NF_Show3dSprite(n, true);
}
if (keys & KEY_B)
{
for (int n = 0; n < MAXSPRITES; n += 2)
NF_Show3dSprite(n, false);
}
// Draw all 3D sprites
NF_Draw3dSprites();
// Tell the GPU to draw the scene and wait until it's done
glFlush(0);
// Wait for the screen refresh
swiWaitForVBlank();
}
return 0;
}

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