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Merge pull request #37 from corwinkuiper/documentation
Documentation for objects and other
This commit is contained in:
commit
acee8351b9
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@ -4,13 +4,21 @@ use bitflags::bitflags;
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use vblank::VBlankGiver;
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use vblank::VBlankGiver;
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use video::Video;
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use video::Video;
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/// Graphics mode 3. Bitmap mode that provides a 16-bit colour framebuffer.
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pub mod bitmap3;
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pub mod bitmap3;
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/// Graphics mode 4. Bitmap 4 provides two 8-bit paletted framebuffers with page switching.
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pub mod bitmap4;
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pub mod bitmap4;
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/// Test logo of agb.
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pub mod example_logo;
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pub mod example_logo;
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/// Implements sprites.
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pub mod object;
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pub mod object;
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/// Palette type.
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pub mod palette16;
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pub mod palette16;
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/// Graphics mode 0. Four regular backgrounds.
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pub mod tiled0;
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pub mod tiled0;
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/// Syscall for waiting for vblank.
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pub mod vblank;
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pub mod vblank;
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/// Giving out graphics mode.
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pub mod video;
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pub mod video;
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const DISPLAY_CONTROL: MemoryMapped<u16> = unsafe { MemoryMapped::new(0x0400_0000) };
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const DISPLAY_CONTROL: MemoryMapped<u16> = unsafe { MemoryMapped::new(0x0400_0000) };
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@ -4,28 +4,35 @@ use crate::memory_mapped::MemoryMapped1DArray;
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const OBJECT_ATTRIBUTE_MEMORY: MemoryMapped1DArray<u16, 512> =
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const OBJECT_ATTRIBUTE_MEMORY: MemoryMapped1DArray<u16, 512> =
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unsafe { MemoryMapped1DArray::new(0x0700_0000) };
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unsafe { MemoryMapped1DArray::new(0x0700_0000) };
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#[non_exhaustive]
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/// Handles distributing objects and matricies along with operations that effect all objects.
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pub struct ObjectControl {
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pub struct ObjectControl {
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object_count: u8,
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object_count: u8,
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affine_count: u8,
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affine_count: u8,
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}
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}
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/// The standard object, without rotation.
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pub struct ObjectStandard {
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pub struct ObjectStandard {
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attributes: ObjectAttribute,
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attributes: ObjectAttribute,
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id: u8,
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id: u8,
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}
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}
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/// The affine object, with potential for using a transformation matrix to alter
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/// how the sprite is rendered to screen.
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pub struct ObjectAffine {
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pub struct ObjectAffine {
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attributes: ObjectAttribute,
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attributes: ObjectAttribute,
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id: u8,
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id: u8,
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aff_id: Option<u8>,
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aff_id: Option<u8>,
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}
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}
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/// Refers to an affine matrix in the OAM. Includes both an index and the
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/// components of the affine matrix.
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pub struct AffineMatrix {
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pub struct AffineMatrix {
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pub attributes: AffineMatrixAttributes,
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pub attributes: AffineMatrixAttributes,
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id: u8,
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id: u8,
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}
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}
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/// The components of the affine matrix. The components are fixed point 8:8.
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/// TODO is a type that can handle fixed point arithmetic.
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pub struct AffineMatrixAttributes {
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pub struct AffineMatrixAttributes {
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pub p_a: i16,
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pub p_a: i16,
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pub p_b: i16,
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pub p_b: i16,
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@ -33,7 +40,7 @@ pub struct AffineMatrixAttributes {
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pub p_d: i16,
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pub p_d: i16,
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}
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}
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pub enum Mode {
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enum Mode {
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Normal = 0,
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Normal = 0,
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Affine = 1,
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Affine = 1,
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Hidden = 2,
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Hidden = 2,
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@ -41,54 +48,71 @@ pub enum Mode {
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}
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}
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impl ObjectStandard {
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impl ObjectStandard {
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/// Commits the object to OAM such that the updated version is displayed on
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/// screen. Recommend to do this during VBlank.
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pub fn commit(&self) {
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pub fn commit(&self) {
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unsafe { self.attributes.commit(self.id) }
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unsafe { self.attributes.commit(self.id) }
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}
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}
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/// Sets the x coordinate of the sprite on screen.
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pub fn set_x(&mut self, x: u8) {
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pub fn set_x(&mut self, x: u8) {
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self.attributes.set_x(x)
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self.attributes.set_x(x)
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}
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}
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/// Sets the y coordinate of the sprite on screen.
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pub fn set_y(&mut self, y: u8) {
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pub fn set_y(&mut self, y: u8) {
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self.attributes.set_y(y)
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self.attributes.set_y(y)
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}
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}
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/// Sets the index of the tile to use as the sprite. Potentially a temporary function.
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pub fn set_tile_id(&mut self, id: u16) {
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pub fn set_tile_id(&mut self, id: u16) {
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self.attributes.set_tile_id(id)
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self.attributes.set_tile_id(id)
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}
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}
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/// Sets whether the sprite is horizontally mirrored or not.
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pub fn set_hflip(&mut self, hflip: bool) {
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pub fn set_hflip(&mut self, hflip: bool) {
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self.attributes.set_hflip(hflip)
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self.attributes.set_hflip(hflip)
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}
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}
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/// Show the object on screen.
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pub fn show(&mut self) {
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pub fn show(&mut self) {
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self.attributes.set_mode(Mode::Normal)
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self.attributes.set_mode(Mode::Normal)
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}
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}
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/// Hide the object and do not render.
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pub fn hide(&mut self) {
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pub fn hide(&mut self) {
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self.attributes.set_mode(Mode::Hidden)
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self.attributes.set_mode(Mode::Hidden)
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}
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}
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}
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}
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impl ObjectAffine {
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impl ObjectAffine {
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/// Commits the object to OAM such that the updated version is displayed on
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/// screen. Recommend to do this during VBlank.
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pub fn commit(&self) {
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pub fn commit(&self) {
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unsafe { self.attributes.commit(self.id) }
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unsafe { self.attributes.commit(self.id) }
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}
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}
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/// Sets the x coordinate of the sprite on screen.
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pub fn set_x(&mut self, x: u8) {
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pub fn set_x(&mut self, x: u8) {
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self.attributes.set_x(x)
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self.attributes.set_x(x)
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}
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}
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/// Sets the y coordinate of the sprite on screen.
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pub fn set_y(&mut self, y: u8) {
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pub fn set_y(&mut self, y: u8) {
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self.attributes.set_y(y)
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self.attributes.set_y(y)
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}
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}
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/// Sets the index of the tile to use as the sprite. Potentially a temporary function.
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pub fn set_tile_id(&mut self, id: u16) {
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pub fn set_tile_id(&mut self, id: u16) {
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self.attributes.set_tile_id(id)
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self.attributes.set_tile_id(id)
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}
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}
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/// Show the object on screen. Panics if affine matrix has not been set.
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pub fn show(&mut self) {
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pub fn show(&mut self) {
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if self.aff_id.is_none() {
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if self.aff_id.is_none() {
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panic!("affine matrix should be set")
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panic!("affine matrix should be set")
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}
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}
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self.attributes.set_mode(Mode::Affine)
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self.attributes.set_mode(Mode::Affine)
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}
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}
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/// Hide the object and do not render the sprite.
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pub fn hide(&mut self) {
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pub fn hide(&mut self) {
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self.attributes.set_mode(Mode::Hidden)
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self.attributes.set_mode(Mode::Hidden)
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}
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}
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/// Sets the affine matrix to use. Changing the affine matrix will change
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/// how the sprite is rendered.
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pub fn set_affine_mat(&mut self, aff: &AffineMatrix) {
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pub fn set_affine_mat(&mut self, aff: &AffineMatrix) {
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self.attributes.set_affine(aff.id);
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self.attributes.set_affine(aff.id);
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self.aff_id = Some(aff.id);
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self.aff_id = Some(aff.id);
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@ -100,7 +124,7 @@ fn set_bits(current: u16, value: u16, length: u16, shift: u16) -> u16 {
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(current & !(mask << shift)) | ((value & mask) << shift)
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(current & !(mask << shift)) | ((value & mask) << shift)
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}
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}
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pub struct ObjectAttribute {
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struct ObjectAttribute {
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a0: u16,
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a0: u16,
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a1: u16,
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a1: u16,
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a2: u16,
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a2: u16,
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@ -113,33 +137,34 @@ impl ObjectAttribute {
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OBJECT_ATTRIBUTE_MEMORY.set(index as usize * 4 + 2, self.a2);
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OBJECT_ATTRIBUTE_MEMORY.set(index as usize * 4 + 2, self.a2);
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}
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}
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pub fn set_hflip(&mut self, hflip: bool) {
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fn set_hflip(&mut self, hflip: bool) {
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self.a1 = set_bits(self.a1, hflip as u16, 1, 0xC);
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self.a1 = set_bits(self.a1, hflip as u16, 1, 0xC);
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}
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}
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pub fn set_x(&mut self, x: u8) {
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fn set_x(&mut self, x: u8) {
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self.a1 = set_bits(self.a1, x as u16, 8, 0);
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self.a1 = set_bits(self.a1, x as u16, 8, 0);
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}
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}
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pub fn set_y(&mut self, y: u8) {
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fn set_y(&mut self, y: u8) {
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self.a0 = set_bits(self.a0, y as u16, 8, 0)
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self.a0 = set_bits(self.a0, y as u16, 8, 0)
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}
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}
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pub fn set_tile_id(&mut self, id: u16) {
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fn set_tile_id(&mut self, id: u16) {
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self.a2 = set_bits(self.a2, id, 9, 0);
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self.a2 = set_bits(self.a2, id, 9, 0);
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}
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}
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pub fn set_mode(&mut self, mode: Mode) {
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fn set_mode(&mut self, mode: Mode) {
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self.a0 = set_bits(self.a0, mode as u16, 2, 8);
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self.a0 = set_bits(self.a0, mode as u16, 2, 8);
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}
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}
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pub fn set_affine(&mut self, aff_id: u8) {
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fn set_affine(&mut self, aff_id: u8) {
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self.a1 = set_bits(self.a1, aff_id as u16, 5, 8);
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self.a1 = set_bits(self.a1, aff_id as u16, 5, 8);
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}
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}
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}
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}
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impl AffineMatrix {
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impl AffineMatrix {
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#[allow(clippy::identity_op)]
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#[allow(clippy::identity_op)]
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/// Commits matrix to OAM, will cause any objects using this matrix to be updated.
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pub fn commit(&self) {
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pub fn commit(&self) {
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let id = self.id as usize;
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let id = self.id as usize;
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OBJECT_ATTRIBUTE_MEMORY.set((id + 0) * 4 + 3, self.attributes.p_a as u16);
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OBJECT_ATTRIBUTE_MEMORY.set((id + 0) * 4 + 3, self.attributes.p_a as u16);
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@ -172,18 +197,24 @@ impl ObjectControl {
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}
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}
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}
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}
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/// Enable objects on the GBA.
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pub fn enable(&mut self) {
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pub fn enable(&mut self) {
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let disp = DISPLAY_CONTROL.get();
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let disp = DISPLAY_CONTROL.get();
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let disp = disp | (1 << 0x0C);
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let disp = disp | (1 << 0x0C);
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DISPLAY_CONTROL.set(disp);
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DISPLAY_CONTROL.set(disp);
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}
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}
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/// Disable objects, objects won't be rendered.
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pub fn disable(&mut self) {
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pub fn disable(&mut self) {
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let disp = DISPLAY_CONTROL.get();
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let disp = DISPLAY_CONTROL.get();
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let disp = disp & !(1 << 0x0C);
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let disp = disp & !(1 << 0x0C);
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DISPLAY_CONTROL.set(disp);
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DISPLAY_CONTROL.set(disp);
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}
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}
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/// Get an unused standard object. Currently dropping an unused object will
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/// not free this. You should either keep around all objects you need
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/// forever or drop and reobtain ObjectControl. Panics if more than 128
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/// objects are obtained.
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pub fn get_object_standard(&mut self) -> ObjectStandard {
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pub fn get_object_standard(&mut self) -> ObjectStandard {
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let id = self.object_count;
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let id = self.object_count;
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self.object_count += 1;
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self.object_count += 1;
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@ -194,6 +225,10 @@ impl ObjectControl {
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}
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}
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}
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}
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/// Get an unused affine object. Currently dropping an unused object will
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/// not free this. You should either keep around all objects you need
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/// forever or drop and reobtain ObjectControl. Panics if more than 128
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/// objects are obtained.
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pub fn get_object_affine(&mut self) -> ObjectAffine {
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pub fn get_object_affine(&mut self) -> ObjectAffine {
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let id = self.object_count;
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let id = self.object_count;
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self.object_count += 1;
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self.object_count += 1;
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@ -205,6 +240,10 @@ impl ObjectControl {
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}
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}
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}
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}
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/// Get an unused affine matrix. Currently dropping an unused object will
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/// not free this. You should either keep around all affine matricies you
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/// need forever or drop and reobtain ObjectControl. Panics if more than 32
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/// affine matricies are obtained.
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pub fn get_affine(&mut self) -> AffineMatrix {
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pub fn get_affine(&mut self) -> AffineMatrix {
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let id = self.affine_count;
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let id = self.affine_count;
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self.affine_count += 1;
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self.affine_count += 1;
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@ -7,16 +7,27 @@
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#![test_runner(crate::test_runner)]
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#![test_runner(crate::test_runner)]
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#![reexport_test_harness_main = "test_main"]
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#![reexport_test_harness_main = "test_main"]
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//! # agb
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//! `agb` is a library for making games on the Game Boy Advance using the Rust
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//! programming language. It attempts to be a high level abstraction over the
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//! internal workings of the Game Boy Advance whilst still being high
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//! performance and memory efficient.
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/// Implements everything relating to things that are displayed on screen.
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pub mod display;
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pub mod display;
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/// Button inputs to the system.
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pub mod input;
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pub mod input;
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/// Implements sound output.
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pub mod sound;
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pub mod sound;
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mod interrupt;
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mod interrupt;
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mod memory_mapped;
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mod memory_mapped;
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/// Implements logging to the mgba emulator.
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pub mod mgba;
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pub mod mgba;
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pub mod number;
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mod number;
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mod single;
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mod single;
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/// System BIOS calls / syscalls.
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pub mod syscall;
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pub mod syscall;
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#[cfg(not(test))]
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#[cfg(not(test))]
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