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Update the pong example to have the same comments as there are now in the template
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// Games made using `agb` are no_std which means you don't have access to the standard
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// rust library. This is because the game boy advance doesn't really have an operating
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// system, so most of the content of the standard library doesn't apply.
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//
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// Provided you haven't disabled it, agb does provide an allocator, so it is possible
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// to use both the `core` and the `alloc` built in crates.
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#![no_std]
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#![no_std]
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// `agb` defines its own `main` function, so you must declare your game's main function
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// using the #[agb::entry] proc macro. Failing to do so will cause failure in linking
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// which won't be a particularly clear error message.
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#![no_main]
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#![no_main]
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// This is required in order to ensure that the panic handler defined in `agb` is set
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// up correctly.
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extern crate agb;
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extern crate agb;
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use agb::{display, syscall};
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// The main function must take 0 arguments and never return. The agb::entry decorator
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// ensures that everything is in order. `agb` will call this after setting up the stack
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// and interrupt handlers correctly.
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#[agb::entry]
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#[agb::entry]
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fn main() -> ! {
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fn main() -> ! {
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let mut gba = agb::Gba::new();
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let mut gba = agb::Gba::new();
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let mut bitmap = gba.display.video.bitmap3();
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for x in 0..display::WIDTH {
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loop {}
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let y = syscall::sqrt(x << 6);
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let y = (display::HEIGHT - y).clamp(0, display::HEIGHT - 1);
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bitmap.draw_point(x, y, 0x001F);
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}
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loop {
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syscall::halt();
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}
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}
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}
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