Commit graph

204 commits

Author SHA1 Message Date
Gwilym Inzani 7d6ea45670 Update ahash in the cargo.lock files.
Fixes #553 and allows building on latest nightly again.
2024-02-11 16:17:59 +00:00
GBA bot 5d82f96396 Update lockfiles 2024-02-06 22:49:04 +00:00
Gwilym Inzani 3f607b379a Release v0.18.1 2024-02-06 22:36:11 +00:00
GBA bot cc0853518b Update lockfiles 2024-01-31 23:15:12 +00:00
GBA bot 7a7aa5c57b Update lockfiles 2024-01-17 17:23:23 +00:00
GBA bot 4fdd0e0263 Update lockfiles 2024-01-07 15:10:41 +00:00
GBA bot 91154a897e Update lockfiles 2023-12-28 22:33:58 +00:00
GBA bot 05851558df Update lockfiles 2023-12-20 17:09:12 +00:00
GBA bot 382d465f3e Update lockfiles 2023-12-05 20:51:29 +00:00
GBA bot b1df507fa6 Update lockfiles 2023-11-26 04:15:22 +00:00
GBA bot 323dbd8f01 Update lockfiles 2023-11-14 20:04:00 +00:00
GBA bot cc0400e6a3 Update lockfiles 2023-11-09 20:10:08 +00:00
GBA bot 7425afdf75 Update lockfiles 2023-11-01 19:22:41 +00:00
Gwilym Inzani 7c6eaf324b Release v0.18.0 2023-10-31 20:35:14 +00:00
Gwilym Inzani e8eb216ff4 Update lockfiles 2023-10-26 22:27:19 +01:00
Gwilym Inzani 00631b2166 Delete all the gba.ld files 2023-10-18 12:08:25 +01:00
Gwilym Inzani 48b9eb3775 Update all the remaining linker scripts 2023-10-17 23:52:04 +01:00
Corwin 8e547c6783
derive the data ends 2023-10-17 21:53:50 +01:00
Corwin f7434a4bf3
run linker script update script 2023-10-17 20:29:12 +01:00
GBA bot c4116aeade Update lockfiles 2023-10-07 20:35:21 +00:00
Gwilym Inzani 53685b0410 Release v0.17.1 2023-10-05 22:18:04 +01:00
Gwilym Inzani b6916d7e74 Release v0.17.0 2023-10-03 22:33:10 +01:00
GBA bot 2516a6f831 Update lockfiles 2023-09-26 20:25:56 +00:00
GBA bot 81aae96d18 Update lockfiles 2023-09-22 18:27:01 +00:00
GBA bot 226fdf63c9 Update lockfiles 2023-09-14 12:40:22 +00:00
GBA bot c7540a440d Update lockfiles 2023-09-13 13:17:49 +00:00
GBA bot 17a62bf0f2 Update lockfiles 2023-09-06 21:29:51 +00:00
Gwilym Inzani 9350027fa2
Make image converter produce tile sets (#480)
Removes loads of duplicated code. There's no reason why this couldn't
create regular tile sets.

- [x] Changelog updated
2023-09-06 09:40:17 +01:00
GBA bot ab07ed31db Update lockfiles 2023-09-04 12:36:38 +00:00
Gwilym Inzani 4642a74a0f Update the examples with the new tileset importing 2023-08-30 17:07:14 +01:00
Gwilym Inzani 345a27a7d9 Remove useless cast 2023-08-29 16:25:16 +01:00
Gwilym Inzani a73e817f02 Deduplicate everything in hatwiz 2023-08-29 15:05:57 +01:00
Gwilym Inzani 201a127673 Use deduplicated tiles for hatwiz splash screens 2023-08-29 14:55:23 +01:00
GBA bot c29ba6e9ec Update lockfiles 2023-08-13 10:36:46 +00:00
Gwilym Inzani 6607ea3f1f Update lockfiles 2023-08-06 21:06:12 +01:00
GBA bot e08024ae5b Update lockfiles 2023-07-26 11:31:26 +01:00
Gwilym Inzani 3da10f11be Use my new married name in all the places it appeared 2023-07-26 10:29:03 +01:00
Corwin 41a0c773dd
clean up other examples 2023-07-19 17:54:41 +01:00
Corwin a7f9fdf011
Release v0.16.0 2023-07-18 18:55:12 +01:00
GBA bot 78a7c8d1c0 Update lockfiles 2023-07-01 14:21:55 +00:00
GBA bot 28683e701f Update lockfiles 2023-06-30 22:03:31 +01:00
Gwilym Inzani da5aed83e3
Use bilge rather than modular-bitfield (#430)
Thought I'd give bilge a go rather than modular bitfield after reading
this blog post:
https://hecatia-elegua.github.io/blog/no-more-bit-fiddling/

- [ ] Changelog updated / no changelog update needed
2023-05-30 20:41:46 +01:00
Corwin 6b7088773e
remove codegen units 2023-05-23 20:12:42 +01:00
Corwin d638134d37
remove codegen-units
these were added as a workaround for rust bugs
2023-05-23 20:10:24 +01:00
Gwilym Inzani 78bad29f88 Add codegen-units=1 to prevent miscompiles 2023-05-21 16:37:35 +01:00
Gwilym Inzani 5ab0176ddb Entirely remove the need for binutils 2023-05-21 16:37:34 +01:00
Gwilym Inzani 644e94f8ed Use bilge rather than modular-bitfield 2023-05-17 15:01:22 +01:00
Corwin 400abe5b31
Release v0.15.0 2023-04-25 21:51:29 +01:00
Corwin 68e981f3c8
Objects, again, again (#402)
* A redesign of objects giving the option of a more managed and an
unmanaged system.
* Managed system features
    * Z ordering (should be efficient, based on a doubly linked list).
* More than 128 objects if some are disabled (not currently efficient).
* Unmanaged
    * Same sprite system as before.
    * You control how objects get put in to OAM with the unmanaged OAM.
    
TODO before this is mergable:
* [x] Docs pass, aim for everything to have docs as before.
* [x] Tests, some of these needs some run time testing.
* [x] Affine matrices, I'm not leaving this to die this time.
* [x] Some API redo, so the names make sense / are similar to before.

Future work:
* The Sprite loader should keep most recently used sprites around and
upon allocation of a new sprite try unloading the least recently used
sprite. (Performance wise this would be a disaster as it would be doing
dealloc and alloc in vblank, so really we want to "learn" how much
buffer we should maintain and try to get that during GC).

- [x] Changelog updated
2023-04-25 21:14:49 +01:00
Gwilym Inzani 9835f81b5f Maybe make the build faster by using the same settings for all crates 2023-04-25 20:22:44 +01:00