Flesh out the readme a little more

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Gwilym Kuiper 2022-06-19 13:50:34 +01:00
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# Rust for the Game Boy Advance
# AGBRS
## Rust for the Game Boy Advance
![AGB logo](.github/logo.png)
@ -7,13 +9,30 @@ programming language. It attempts to be a high level abstraction over the
internal workings of the Game Boy Advance whilst still being high performance
and memory efficient.
AGBRS provides the following features:
* Simple build process with minimal dependencies
* Built in importing of sprites, backgrounds, music and sound effects
* High performance audio mixer
* Simple sprite and tiled background usage
* Global allocator allowing for use of both `core` and `alloc`
The documentation for the latest release can be found on
[docs.rs](https://docs.rs/agb/latest/agb/). Note that this repository does not
necessarily contain the latest release, but in development versions. Further work
is needed to improve the documentation.
[docs.rs](https://docs.rs/agb/latest/agb/).
## Getting started
## Build Requirements
The best way to get started with agb is to use the template, either within the
`template` directory in this repository or cloning the [template repository](https://github.com/agbrs/template).
Once you have done this, you will find further instructions within the README in the template.
There is an (in progress) tutorial which you can find on the [project website](https://agbrs.github.io/agb/).
## Contributing to agb itself
In order to contribute to agb itself, you will need a few extra tools on top of what you would need
to just write games for the Game Boy Advance using this library:
* Recent rustup, see [the rust website](https://www.rust-lang.org/tools/install)
for instructions for your operating system.
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* arm eabi binutils
* Debian and derivatives: `sudo apt install binutils-arm-none-eabi`
* Arch Linux and derivatives: `pacman -S arm-none-eabi-binutils`
* Windows can apparently use the [GNU Arm Embedded
Toolchain](https://developer.arm.com/tools-and-software/open-source-software/developer-tools/gnu-toolchain/gnu-rm/downloads).
* Windows can apparently use the [GNU Arm Embedded Toolchain](https://developer.arm.com/tools-and-software/open-source-software/developer-tools/gnu-toolchain/gnu-rm/downloads).
Make sure to select "Add path to environment variable" during the install.
* This process has only been tested on Ubuntu and Arch Linux.
## Test Requirements
* libelf and cmake
* Debian and derivatives: `sudo apt install libelf-dev cmake`
* Arch Linux and derivatives: `pacman -S libelf cmake`
* mgba-test-runner
* Run `cargo install --path mgba-test-runner` inside this directory
* [The 'just' build tool](https://github.com/casey/just)
* Install with `cargo install just`
* [mdbook](https://rust-lang.github.io/mdBook/index.html)
* Install with `cargo install mdbook`
* [gbafix](https://crates.io/crates/gbafix)
* Install with `cargo install gbafix`
## Real Hardware Build
* Need gbafix, rust implementation can be installed with `cargo install gbafix`.
* On compiled elf file, additionally need to
```bash
arm-none-eabi-objcopy -O binary {input-elf} {output-gba}
gbafix {output-gba}
With all of this installed, you should be able to run a full build of agbrs using by running
```sh
just ci
```
Note that before you create a PR, please file an issue so we can discuss what you are looking to change.
## Structure of the repo
`agb-fixnum` - a simple fixed point number storage since the GBA doesn't have a floating point unit, so required
for performant decimals.
`agb-image-converter` - a crate which converts images in normal formats to a format supported by the game boy advance
`agb-macros` - miscellaneous proc-macros which have to be in a different crate
`agb-sound-converter` - a crate which converts wav files into a format supported by the game boy advance
`agb` - the main library code
`agb/examples` - basic examples often targeting 1 feature, you can run these using `just run-example <example-name>`
`book` - the source for the tutorial and website
`book/games` - games made as part of the tutorial
`examples` - bigger examples of a complete game, made during game jams
`mgba-test-runner` - a wrapper around the [mgba](https://mgba.io) emulator which allows us to write unit tests in rust
`template` - the source for the [template repository](https://github.com/agbrs/template)
## Stability
0% stable, I have no problems making drastic changes in the API in order to make
something nice to work with.
While in 0.x releases, we are following a semi-semantic versioning.
So 0.x.y will be compatible with 0.x.z provided that y > z, but any changes
to the minor version will be incompatible with one another.
Once we hit version 1.0, we will maintain stronger semantic versioning.
## Acknowledgments
AGBRS would not be possible without the help from the following (non-exhaustive) list of projects:
* The amazing work of the [rust-console](https://github.com/rust-console) for making this all possible in the first place
* The [asefile](https://crates.io/crates/asefile) crate for loading aseprite files
* [agbabi](https://github.com/felixjones/agbabi) for providing high performance alternatives to common methods
* [mgba](https://mgba.io) for all the useful debugging / developer tools built in to the emulator
## Licence
AGBRS and all its subcrates are released under MPL version 2.0. See full licence
text in the `LICENSE` file.
AGBRS contains a subset of the code from [agbabi](https://github.com/felixjones/agbabi) which is released under a zlib style licence,
details for which you can find under `agb/src/agbabi`.
The template is released under [CC0](https://creativecommons.org/share-your-work/public-domain/cc0/) to allow you to make whatever
changes you wish.
The AGBRS logo is released under [Creative Commons Attribution-ShareAlike 4.0](http://creativecommons.org/licenses/by-sa/4.0/)
The music used for the examples is by [Josh Woodward](https://www.joshwoodward.com) and released under [Creative Commons Attribution 4.0](https://creativecommons.org/licenses/by/4.0/)

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# AGBRS template
## A basic template example for agb projects
This makes getting started with a new project for the Game Boy Advance in rust really simple, by providing
all the boiler plate files for you.
## Building
### Prerequisites
You will need the following installed in order to build and run this project:
* A recent version of `rustup`. See the [rust website](https://www.rust-lang.org/tools/install) for instructions for your operating system
* `arm-none-eabi-binutils` for assembling and linking
* Windows: [GNU Arm Embedded Toolchain](https://developer.arm.com/tools-and-software/open-source-software/developer-tools/gnu-toolchain/gnu-rm/downloads).
Make sure you select "Add path to environment variable" during the install
* Debian and derivatives (e.g. Ubuntu, raspberry pi OS, linux mint): `sudo apt install binutils-arm-none-eabi`
* Arch linux and derivatives: `sudo pacman -S arm-none-eabi-binutils`
You will also want to install an emulator. The best support in agb is with [mgba](https://mgba.io), with
`println!` support via `agb::println!` but any emulator should work. You'll get the best experience if
`mgba-qt` is in your `PATH`.
If you want to run your game on real hardware, you will also need to install `gbafix` which you can do after installing
rust with the following: `cargo install gbafix`. This is not required if you are only running your game in an emulator.
### Running in an emulator
Once you have the prerequisites installed, you should be able to build using
```sh
cargo build
```
or in release mode (recommended for the final version to ship to players)
```sh
cargo build --release
```
The resulting file will be in `target/thumbv4t-none-eabi/debug/<your game>` or `target/thumbv4t-none-eabi/release/<your game>` depending on
whether you did a release or debug build.
If you have `mgba-qt` in your path, you will be able to run your game with
```sh
cargo run
```
or in release mode
```sh
cargo run --release
```
## Starting development
You can find the documentation for agb [here](https://docs.rs/agb/latest/agb/).
You may also want to change the package name and version in `Cargo.toml` before you start.
## Shipping a .gba file for real hardware
To make a game run on real hardware, you will need to convert the built file into a file suitable for
running on the real thing.
First build the binary in release mode using the instructions above, then do the following:
```sh
arm-none-eabi-objcopy -O binary target/thumbv4t-none-eabi/release/<your game> <your game>.gba
gbafix <your game>.gba
```