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Piugba

🎮 PIU simulator for the GBA.

Install / Use

/learn @afska/Piugba

README

piuGBA

This is a PIU simulator for the GBA that uses StepMania SSC charts.

demo1demo2demo3demo4demo5demo6demo7demo8demo9demo10demo11demo12

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Key features

  • Full .ssc files support, including:
    • Normal, hold and fake notes
    • BPM changes
    • Scroll speed changes
    • Stops/Delays and async-stops
    • Warps and fast-BPM warps
  • Multiple game modes:
    • Campaign: Play, unlock songs and defeat bosses
    • Arcade: Play songs in any numerical difficulty level
      • Single: 1 player, either Single (5-panel) or Double (10-panel) charts
      • Multi VS: VS battles via Link Cable or Wireless Adapter
      • Multi COOP: Double (10-panel) charts via Link Cable or Wireless Adapter
    • Impossible: Faster songs with insane mods
  • Speed multipliers can be changed in-game
  • Mods support:
    • Stage break: On, Off or SuddenDeath
    • Pixelate: Mosaic effect
    • Jump/Reduce: Moves game area
    • Bounce: Makes the arrows bounce
    • Color filter: Alters colors
    • Speed hack: AutoVelocity, FixedVelocity or RandomSpeed
    • Mirror and random steps
    • Training mode: Rate, Fast-forward, Rewind
    • AutoMod: Swaps mods randomly
  • Background videos (uncompressed 240x160) can be displayed using a flash cart
  • HQ audio (uncompressed s8 PCM) can be played using a flash cart
  • Two themes: Classic and Modern
  • BGA DARK background with blink effect
  • Song selector with names, backgrounds and sound previews
  • Hardware integrations:
    • Rumble
    • I/O LED Sync
    • SRAM LED Sync
    • PS/2 input
  • Optimized to support ~70 songs per ROM file.

Downloads

The downloads provided in our Releases section include:

  • A portable song importer for Windows.
  • 4 clean builds (without songs) ready to be used with the importer.
    • If you use the portable importer, these files are not needed!
  • A small demo with 9 songs from Project Outfox Serenity's Volume I & II sets.

To play, you need to build a ROM with your songs.

How does it work?

A node.js script (the importer) converts a list of SSC/MP3/PNG files into binary files which the GBA can then understand. For audio, it uses GSM audio files which are very small in size.

Charts are converted into a format created for this project called PIUS. Then everything is bundled in a GBFS file (a filesystem created by the GBA scene) and appended to the final ROM.

Read the wiki for more details!

How to a build a ROM

Wiki: Building a ROM

Developing

Install - Any OS (Docker)

  • If you are on Windows, install WSL2
  • Install Docker
  • Run:
# download docker image
docker pull afska/piugba-dev

# compile game assets
./dockermake.sh assets

# install importer dependencies
./dockermake.sh install

# run ./dockermake.sh {action} {arguments...}
# for example, to build a clean Arcade ROM, use:
./dockermake.sh build ENV=production ARCADE=true

Actions

Commands

  • make install: Installs the importer dependencies
  • make check: Verifies that all the tools are installed correctly
  • make clean: Cleans build artifacts (except assets)
  • make assets: Compiles the needed assets in src/data/content/_compiled_sprites (required for compiling)
  • make build: Compiles and generates a .gba file without data
  • make import: Imports the songs from src/data/content/songs to a GBFS file
  • make pkg: Appends the GBFS file to the ROM (piugba.gba -> piugba.out.gba)
  • make package: Compiles and appends the GBFS file to the ROM (build+pkg)
  • make start: Packages and starts the compiled ROM (package + launch rom)
  • make rebuild: Recompiles a full ROM (clean+package)
  • make restart: Recompiles and starts the ROM (rebuild+start)
  • make reimport: Reimports the songs and starts the ROM without recompiling (import+package+start)

Parameters

| Name | Values | Description | | --------------- | --------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ENV | development, or debug or production | debug: everything is unlocked, backgrounds are disabled, and stage-break is OFF.<br>development: the same thing, but including backgrounds.<br>production: backgrounds, stage-break ON, and working locks.<br><br>Non-production versions also have:<br><br>1) PIU-style controls by default, and a debug menu to correct songs' offsets. See Wiki: Correcting offsets.<br><br>2) If SELECT is pressed when a campaign song starts, stage-break will be ON regardless of the environment.<br><br>3) Profiling code and some logs. | | BOSS | false or true | Automatically adds boss levels to the campaign modes. | | ARCADE | false or true | Creates an arcade-only version of the game that only uses numeric levels, without the campaign modes.<br><br>Add this parameter to both import and build commands! | | SONGS | path to a directory | Songs directory. Defaults to: src/data/content/songs | | VIDEOLIB | path to a directory | Video library output directory. Defaults to: src/data/content/piuGBA_videos | | VIDEOENABLE | false or true | Enables the conversion of video files (from ${SONGS}/_videos) to the VIDEOLIB folder.

Related Skills

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GitHub Stars127
CategoryDevelopment
Updated14d ago
Forks6

Languages

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Security Score

100/100

Audited on Mar 19, 2026

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