M4A Music Library for Game Boy Advance (GBA)

Edit on Github | Updated: 30th March 2021

Introduction

What is the M4A Library?

The M4A library otherwise known as Make SoundCodes for AGB (MKS4AGB) is used to play sound on the Game Boy Advance.

Where can I get the M4A Library?

Version 3.0 of the Game Boy Advance SDK includes a folder called MusicPlayerAGB2000, this contains the documentation and some pre-compiled object files which the documentation calls sound object file groups.

How does it work?

The documentation for the library mentions that the pre-compiled sound object files are normally provided by the sound engineer on the team.

These are then linked to the program and the programmer can then use pre-build API functions to play them on the Game Boy Advance.

What are sound object file groups?

These are the result of converting standard Sound formats (AIFF & MIDI) into a format that can be given to a programmer to link directly into the game.

This allows the programmer to directly take the resulting sound object files and add them to their standard Makefile and play the sounds using the M4A API.

How do I convert sounds into sound objects?

There are a number of useful executables in the mp2000 folder:

  • aif2agb.exe - Convert AIFF format files to assembly code (*.s)
  • mid2agb.exe - Convert MIDI format files to assembly code (*.s)
  • mks4agb.exe - main application that calls the other two based on the .ini file configuration for whole folders of sound files

How were the sound objects created?

The library is built to make it as easy as possible for both the sound engineer and the game programmers to inject sound into their game.

On the sound engineer front all they need to do is create their standard AIFF and MIDI files, put them in a folder and run a program to automatically convert them to a format the programmer can use.

It does this by looping through the files configured in mks4agb.ini and calling either aif2agb.exe or mid2agb.exe depending on the file format.

This then generates Assembly sound code which represents the data.

For example if you have a MIDI file called bgm_title3.mid and run it through the converter you will get bgm_title3.s as output.

This assembly file can then be modified if required and assembled with the GNU Assembler (GAS) to produce the sound object files to give to the programmer.

How are the sound objects used?

There are a number of files that are required in order to bring the M4A library into your Game Boy Advance project, they are:

  • MusicPlayDef.s - Assembly code used for sony data
  • mks4agbLib.o - Compiled library functionality
  • mks4agbLib.h - Header file for using the library in a game
  • m4aLibOD1.o - Compiled code for use when Only DMA 1 mode is active
  • m4aLibUSC.o - Compiled code for use when System ROM mode is selected

Can a sound engineer test the music without building the main game?

Yes! When the tool is run it also outputs a file called SoundMon.elf this is an executable GBA program that can be loaded into the IS-AGB-EMULATOR and provides a simple menu for playing back the sounds converted using mks4agb.exe.

What is Direct Sound and Compatible Sound?

Compatible sound is 4 channels of Mono sounds which is backwards compatible with the Game Boy Color. Direct Sound is 12 channel Stereo and only for GBA games.

Both Direct Sound and Compatible Sound can be used at the same time in Game Boy Advance games to provide some excellent music!


Sound Developer’s Tutorial (/AllManual/musicplayer/sound_dev/Tutorial)

As part of the documentation Nintendo provided a demo of both AIFF and MIDI music playing on the GBA. The demo shows Wario flying in a plane around while the background music plays and has a few sound effects too.

The table below shows all the the Data required to follow the tutorial, including the ROM file that can be played in any GBA emulator.

File Name Extension Description
AiffFiles .ZIP The sample AIFF music files used in the Demo game
IniFile .zip This provides the sample mks4agb.ini that is created during the tutorial
MidiFiles .zip The sample MIDI music files used in the Demo game
m_Sample .zip The modified sample Assembly code used in the tutorial
mp2kdemo .zip This contains the mp2kdemo.bin GBA ROM with Wario flying around with sounds

Reverse Engineering

How can I tell if a game is using the M4A library?

If you use radare2 or IDA pro you can run these FLAIR signatures on your game to find out: laqieer/gba_lib_func_sig: Game Boy Advance Library Function Signature for Reverse Engineering

If it matches any of the m4aLib functions then you know your game uses it.

What are the main functions in the M4A Library

You can view the main exports in the mks4agbLib.h header file below:

mks4agbLib.h

  • u8 const[] __sound_mode_i
  • u8 const[] __total_mplay_n
  • u8 const[] __total_song_n
  • SoundArea m4a_sound
  • MPlayTable const[] mplay_table
  • SongTable const[] song_table
  • u8[] m4a_memacc_area
  • void m4aSoundInit()
  • void SoundMode_rev01(u32)
  • void m4aSoundMain()
  • void SoundVSync_rev01()
  • void SoundVSyncOff_rev01()
  • void SoundVSyncOn_rev01()
  • void MPlayStart_rev01(MusicPlayerArea*,SongHeader*)
  • void m4aSongNumStart(u16)
  • void m4aSongNumStartOrChange(u16)
  • void m4aSongNumStartOrContinue(u16)
  • void m4aMPlayImmInit(MusicPlayerArea*)
  • void MPlayStop_rev01(MusicPlayerArea*)
  • void m4aSongNumStop(u16)
  • void m4aMPlayAllStop()
  • void m4aMPlayContinue(MusicPlayerArea*)
  • void m4aSongNumContinue(u16)
  • void m4aMPlayAllContinue()
  • void m4aMPlayFadeOut(MusicPlayerArea*,u16)
  • void MPlayTempoControl(MusicPlayerArea*,u16)
  • void MPlayVolumeControl(MusicPlayerArea*,u16,u16)
  • void MPlayPitchControl(MusicPlayerArea*,u16,s16)
  • void MPlayPanpotControl(MusicPlayerArea*,u16,s8)
  • void MPlayModDepthSet(MusicPlayerArea*,u16,u8)
  • void MPlayLFOSpeedSet(MusicPlayerArea*,u16,u8)
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