a collection of tools and code (with a very presumptuous name) for SEGA Master System / SEGA Game Gear / SEGA SG-1000 / SEGA SC-3000 homebrew development using 'C' language (and the SDCC compiler).
- download SDCC - version 4.2.0 or newer required
- install it ("include files" and "Z80 library" are the only components required, you shouldn't need anything else)
- read its manual
- make sure that your installation works - details are at page 20 of the PDF manual
- place
ihx2sms(.exe)
andmakesms(.exe)
from this package into your SDCCbin
folder - place
assets2banks.exe
(and/or the legacyfolder2c(.exe)
tool) from this package into your SDCCbin
folder (both are optional as you can use other tools to convert your data assets)assets2banks.py
python source is also provided for those using a Python interpreter)
note: if you're on Linux or on Windows, all binaries are supplied in the Linux or Windows folders. If you're on a Mac, binaries are kindly provided by Carl-Dixon here - otherwise you can compile the programs yourself from the provided sources.
- for SMS/GG: place
crt0_sms.rel
from this package in a crt0 folder in your projects root (or directly into your project folder if you prefer doing so) - for SMS: place
SMSlib.h
in a SMSlib folder in your projects root (or directly into your project folder if you prefer doing so) andSMSlib.lib
in SDCClib/z80
folder - for GG: place
SMSlib.h
in a SMSlib folder in your projects root (or directly into your project folder if you prefer doing so) andSMSlib_GG.lib
in SDCClib/z80
folder - for SG-1000/SC-3000: place
crt0_sg.rel
from this package in a crt0 folder in your projects root (or directly into your project folder if you prefer doing so) - for SG-1000/SC-3000: place
SGlib.h
andSGlib.rel
in a SGlib folder in your projects root (or directly into your project folder if you prefer doing so) - (optional) if you plan to use PSG music/SFX, place
PSGlib.h
andPSGlib.lib
in a PSGlib folder in your projects root (or directly into your project folder if you prefer doing so) - (optional) if you plan to use MoonBlaster modules for FM music, place
MBMlib.h
andMBMlib.rel
in a MBMlib folder in your projects root (or directly into your project folder if you prefer doing so)
- include
SMSlib.h
in your sources - compile your program:
sdcc -c -mz80 --peep-file peep-rules.txt your_program.c
- link your program with
crt0_sms.rel
and the library:
sdcc -o your_program.ihx -mz80 --no-std-crt0 --data-loc 0xC000 crt0_sms.rel your_program.rel SMSlib.lib
note that you should put crt0_sms.rel
first, and you should put the library after your code.
- include
SGlib.h
in your sources - compile your program:
sdcc -c -mz80 your_program.c
- link your program with
crt0_sg.rel
andSGlib.rel
(a.k.a. "the SG library"):
sdcc -o your_program.ihx -mz80 --no-std-crt0 --data-loc 0xC000 crt0_sg.rel your_program.rel SGlib.rel
note that you should put crt0_sg.rel
first, and you should put SGlib.rel
after your code.
Software written with SGlib can be loaded to a BASIC cartridge on the SC-3000.
The BASIC LOAD
command loads the program over the cassette interface to address 0x9800.
Once loaded, the program can be run with the CALL &H9800
command.
- Link with
crt0_BASIC.rel
instead ofcrt0_sg.rel
, and used--code-loc 0x90a0
to place the code after the interrupt handler.
sdcc -o your_program.ihx -mz80 --no-std-crt0 --code-loc 0x98a0 --data-loc 0xC000 crt0_BASIC.rel your_program.rel SGlib.rel
- Convert the compiler's hex output to binary
objcopy -Iihex -Obinary your_program.ihx your_program.bin
- Convert the binary into an SC-3000 formatted audio file using a tool such as SC-TapeWave
- Note that the program size is limited. BASIC IIIa has 12 KiB of RAM following the load address. BASIC IIIb has 26 KiB.
- include
PSGlib.h
in your sources - compile your program
sdcc -c -mz80 your_program.c
- link your program with proper crt0 and libraries, adding
PSGlib.lib
too after the proper library:
sdcc -o your_program.ihx -mz80 --no-std-crt0 --data-loc 0xC000 crt0_sms.rel your_program.rel SMSlib.lib PSGlib.lib
-
use the assets2banks utility included, for example. This is the suggested way. Read its documentation
-
alternatively, you use the folder2c utility included It creates a .c source file (with its .h header file) containing one constant data array for each single file found in the specified dir:
folder2c assets data [<ROM bank #>]
this creates data.c and data.h from the files found inside assets subfolder. Each array will be named from the original filename, replacing spaces, periods and brackets with an underscore (it doesn't convert any other char so please use only alphanumeric chars). For each array there will be a #define into the .h file specifying the size in bytes, and it'll be called [arrayname]_size. If a numerical third parameter is specified (it's optional), its value will be used in the .h file for an additional #define called [arrayname]_bank for each asset.
- in your program, use the SMSlib provided
SMS_mapROMBank(n)
macro to map the bank you need (your code should be restrained to the first 32KB as the last 16KB will be paged out) - put your data into a separate .c file for each 16KB ROM bank starting from bank2, for example bank2.c, bank3.c etc... (you can use the assets2banks and folder2c tools described above) compiling each one with a different CONST segment name, I suggest using
BANK#
for descriptiveness:
sdcc -c -mz80 --constseg BANK2 bank2.c
sdcc -c -mz80 --constseg BANK3 bank3.c
- compile your program:
sdcc -c -mz80 --peep-file peep-rules.txt your_program.c
- link all the objects together adding a parameter for the linker for each bank (
_BANK#
) and adding each .rel file to be linked (proper crt0 file goes always first) then all the bank#.rel files last, in ascending order:
sdcc -o your_program.ihx -mz80 --no-std-crt0 --data-loc 0xC000 -Wl-b_BANK2=0x8000 -Wl-b_BANK3=0x8000 crt0_sms.rel your_program.rel SMSlib.lib bank2.rel bank3.rel
- use the ihx2sms utility included. Input file is the ihx generated by SDCC linker, the output file is the generated ROM:
ihx2sms your_program.ihx your_program.sms
The size of the ROM will be a multiple of 16KB. The utility also calculates the ROM checksum for the output file if the SEGA header has been included in your program.
SDCC 4.x supports banked code and this means that it's now possible to page in and out code in a transparent manner. To achieve this, banked code should be written in separate source files that have to get allocated in separate code banks. Upon calling a banked function the code will trigger a slot-1 bank change (using trampolines that are 'hidden' in bank 0 code) and will restore the previous bank upon returning from called function. This means that only code in bank 0 won't ever be paged out, but that means that total code won't be restricted to the 32 KiB maximum size.
You need to:
- put banked code in separate source files, marking banked functions as such using the
__banked
SDCC keyword, as in
void some_function (void) __banked {
// your code here
}
- compile each banked code source file into a specific separate code segment, for instance as in:
sdcc -c -mz80 --codeseg BANK1 banked_code_1.c
sdcc -c -mz80 --codeseg BANK2 banked_code_2.c
- use the provided
crt0_sms.rel
as the first module in your linker call - instruct the linker to place all the banked code at address 0x4000 + the virtual address of the bank, which is banknumber×2¹⁶ (so code segment BANK1 goes at 0x14000, code segment BANK2 goes at 0x24000 and so on...) and the compiled banked code modules in ascending order as in:
sdcc -o your_program.ihx -mz80 --no-std-crt0 --data-loc 0xC000 -Wl-b_BANK1=0x14000 -Wl-b_BANK2=0x24000 crt0_sms.rel SMSlib.lib main.rel banked_code_1.rel banked_code_2.rel
- use the newer
makesms
tool to convert the ihx output to the sms file instead of theihx2sms
tool, as this works in a different way. Usage is very similar:
makesms your_program.ihx your_program.sms
A few additional third-party libraries are available and can be used with devkitSMS:
- Raphnet's inlib - inlib is an input library for SMS supporting standard controllers, Genesis/MegaDrive controllers (3 and 6 buttons), the Light Phaser, and less common controllers such as the Paddle, the Sports Pad, and even the Mega Mouse (a mouse for megadrive) or the SEGA Graphic Board.
- Psidum's GSlib - GSlib is a general purpose 8 way scrolling engine for background, supporting 16×16 pixel metatiles (Development of this library is abandoned but I aim to fix any bug that is found. The link brings you to my forked repository that already has a few fixes).
- Joe's Banjo - a FM+PSG (YM2413+SN76489) sound driver supporting furnace tracker modules.
Check SUPPORT.md to see how you can contribute to development.