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changed back to lsdpack

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jkotlinski committed Jun 30, 2018
1 parent a84546a commit 3882446da64860c9683fa2ef9c70b787232ab4de
Showing with 8 additions and 8 deletions.
  1. +4 −4 CMakeLists.txt
  2. +3 −3 README.md
  3. +1 −1 lsdpak.cpp → lsdpack.cpp
@@ -1,5 +1,5 @@
cmake_minimum_required (VERSION 3.1)
project (lsdpak)
project (lsdpack)

if (CMAKE_COMPILER_IS_GNUCXX)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -Wextra -pedantic -O2")
@@ -11,9 +11,9 @@ include_directories(
libgambatte/src
libgambatte/src/mem)

add_executable(lsdpak
add_executable(lsdpack

lsdpak.cpp
lsdpack.cpp
writer.cpp

libgambatte/src/bitmap_font.cpp
@@ -46,4 +46,4 @@ add_executable(lsdpak
libgambatte/src/video/ppu.cpp
libgambatte/src/video/sprite_mapper.cpp)

set_property(TARGET lsdpak PROPERTY CXX_STANDARD 98)
set_property(TARGET lsdpack PROPERTY CXX_STANDARD 98)
@@ -1,4 +1,4 @@
# lsdpak
# lsdpack

Records LSDj songs for use in stand-alone Game Boy ROMs. (E.g. your own games, demos, music albums...)

@@ -8,7 +8,7 @@ Requires CMake and a C++ compiler. Exact build steps are platform dependent - se

## Recording Songs

All songs in the .sav must first be prepared so that they are eventually stopped with the HFF command. Then, place your .sav and .gb file in the same directory and run e.g. `./lsdpak.exe lsdj.gb` to record the songs to `lsdj.s`.
All songs in the .sav must first be prepared so that they are eventually stopped with the HFF command. Then, place your .sav and .gb file in the same directory and run e.g. `./lsdpack.exe lsdj.gb` to record the songs to `lsdj.s`.

## Playing Songs from Your Own Code

@@ -49,6 +49,6 @@ Contains the player code. Following functions are exported:

## How Does It Work?

lsdpak plays back LSDj songs using an emulated Game Boy Color and records direct writes to the sound chip. This recording can be played back from another ROM using a custom player.
lsdpack plays back LSDj songs using an emulated Game Boy Color and records direct writes to the sound chip. This recording can be played back from another ROM using a custom player.

The included player is very fast and can easily play songs that would choke LSDj on a Game Boy Classic. Since recordings take a lot of ROM, an MBC5 cartridge is required.
@@ -108,7 +108,7 @@ void make_out_path(const char* in_path) {

int main(int argc, char* argv[]) {
if (argc != 2) {
fprintf(stderr, "usage: lsdpak <lsdj.gb>");
fprintf(stderr, "usage: lsdpack <lsdj.gb>");
return 1;
}
gameboy.setInputGetter(&input);

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