Gwilym Inzani
ba18a0bf4a
ldmia again
2023-06-16 23:43:37 +01:00
Gwilym Inzani
e72de28961
Can I use movne here instead?
2023-06-16 23:41:15 +01:00
Gwilym Inzani
ceb57eb002
r12 is a scratch register
2023-06-16 22:22:03 +01:00
Gwilym Inzani
334e70c664
Do multiple loads at once
2023-06-16 22:19:56 +01:00
Gwilym Inzani
9e08303e62
Extract a macro for this
2023-06-16 22:15:45 +01:00
Gwilym Inzani
6cf3ecaf36
Don't need to save r9
2023-06-16 22:11:44 +01:00
Corwin
28e3a7faf4
Resolve stutter upon switching to dice customise screen ( #442 )
...
1. Dealloc now uses the normal dealloc procedure.
* Better because normalisation is quick, O(1).
* More normalisation means inserting into the list is faster.
2. Run sfx frame during the generation of upgrades (which can take an
unbounded amount of time).
* Both of these are required to remove the stuttering.
* It sounds really weird now that it works right :/
- [ ] Changelog updated / no changelog update needed
2023-06-05 21:01:12 +01:00
Corwin
53937b4fa8
Upcast multiply ( #436 )
...
- [ ] Changelog updated / no changelog update needed
2023-06-05 21:00:46 +01:00
Corwin
6b84833c4f
remove dealloc_no_normalise
2023-06-05 00:12:36 +01:00
Corwin
083fd43ea3
just dealloc in gc
2023-06-05 00:12:36 +01:00
Corwin
77c4741ee7
hide objects by default
2023-06-03 16:06:23 +01:00
Corwin
b5704afe5e
remove usize
2023-06-01 18:52:03 +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
7e111e0327
remove unused import
2023-05-25 19:30:38 +01:00
Corwin
9c15adf6c8
only normalise the relevant blocks
2023-05-25 19:25:26 +01:00
Gwilym Inzani
903157325f
Don't recalculate the hash
2023-05-23 21:20:49 +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
1b27bf4613
Remove codegen-units = 1
since it won't be needed any more
2023-05-21 16:37:35 +01:00
Gwilym Inzani
958f32b177
Include macros.inc properly
2023-05-21 16:37:35 +01:00
Gwilym Inzani
78bad29f88
Add codegen-units=1 to prevent miscompiles
2023-05-21 16:37:35 +01:00
Gwilym Inzani
fe23bee18b
Prevent multiple include errors
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
Corwin
df696a1093
align after section
2023-05-18 12:06:30 +01:00
Corwin
e1426d8ef7
correct non thumb-interwork return
2023-05-17 23:25:27 +01:00
Corwin
9f3259d770
fix alignment of thumb functions defined in assembly
2023-05-17 19:56:57 +01:00
Gwilym Inzani
644e94f8ed
Use bilge rather than modular-bitfield
2023-05-17 15:01:22 +01:00
Corwin
1cbc371d3e
go through colours in order rather than randomly
2023-05-07 23:41:17 +01:00
Corwin
64308a993c
use mag squared
2023-05-07 00:47:38 +01:00
Corwin
83c511a186
neaten the letter M
2023-05-06 23:59:47 +01:00
Corwin
7ae3afab6c
add example for no_game
2023-05-06 22:54:22 +01:00
Corwin
cb8b42d416
don't use the loader
2023-05-06 22:53:09 +01:00
Corwin
d4314213da
use palette in no game to save on not useful aseprite file
2023-05-06 22:45:30 +01:00
Corwin
f95d68187b
make dynamic sprite better
2023-05-06 22:45:05 +01:00
Corwin
e8479c093b
add macro to import a palette from a sprite
2023-05-06 22:44:43 +01:00
Corwin
13f0eaf5b0
add more colours
2023-05-06 20:31:52 +01:00
Corwin
54340358bc
remove unused import
2023-05-06 19:44:08 +01:00
Corwin
1d7cc04cbf
more colours
2023-05-06 19:11:39 +01:00
Corwin
0271da6d43
add a no game
2023-05-06 18:50:35 +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
Gwilym Inzani
8e152f05c9
Ensure mod tests is at the end
2023-04-25 20:06:52 +01:00
Corwin
3ec9bd2610
Merge remote-tracking branch 'upstream/master' into new-objects
2023-04-23 20:44:46 +01:00
Corwin
94a8e2d4c3
add deprecation for old names
2023-04-23 20:41:42 +01:00
Gwilym Inzani
6355ac0df7
Extract agb hashmap ( #418 )
...
Pulls out the hashmap to its own crate. Allows us to use this in interop
code between agb and desktop code and also gives us the ability to run
miri on it to make sure we're not running into any crazy unsoundness
bugs.
- [x] Changelog updated / no changelog update needed
2023-04-23 19:25:33 +01:00
Corwin
b75481b88e
Merge remote-tracking branch 'upstream/master' into new-objects
2023-04-23 18:56:07 +01:00
Corwin
14c7028aa0
reverse change of name
2023-04-23 18:55:23 +01:00
Gwilym Inzani
d80e3f876e
Extract agb hashmap to its own crate
2023-04-23 17:39:00 +01:00
Corwin
da61ba78ae
remove alloc error handler
2023-04-23 12:50:15 +01:00
Corwin
e26a9c2c24
Merge remote-tracking branch 'upstream/master' into new-objects
2023-04-22 00:46:41 +01:00
Corwin
7e1f996d90
correct doc test
2023-04-22 00:40:06 +01:00
Corwin
6417570a51
add docs
2023-04-21 17:14:51 +01:00
Gwilym Inzani
6575a067b5
Fix documentation compilation
2023-04-18 20:07:08 +01:00
Gwilym Inzani
293bb15c7b
Don't need this any more now I'm finished debugging
2023-04-13 22:46:03 +01:00
Gwilym Inzani
f53cd9b25a
Write some terrible documentation
2023-04-13 22:06:06 +01:00
Gwilym Inzani
eac350b391
Replace example usage with the new macro
2023-04-13 22:01:37 +01:00
Gwilym Inzani
65877b1d32
Delete this file now
2023-04-13 21:53:28 +01:00
Gwilym Inzani
cb127c7924
New include_gfx macro
2023-04-13 21:53:13 +01:00
Gwilym Inzani
5f59a01c21
Use .take() rather than replace(..., None)
2023-04-12 13:49:22 +01:00
Corwin
fc5ce97db4
Release v0.14.0
2023-04-11 21:28:22 +01:00
Corwin
aea64e974f
change of language
2023-04-11 20:59:45 +01:00
Corwin
f59e4ad322
various micro optimisations
2023-04-07 01:40:27 +01:00
Corwin
4f19d6c240
forbid slot drop and move slot on set
2023-04-06 23:34:30 +01:00
Corwin
69b1ea5e47
fix brackets
2023-04-06 21:47:21 +01:00
Corwin
c608458247
start on writing docs. A long way to go...
2023-04-06 21:45:32 +01:00
Corwin
c84e81299b
improve the migration
2023-04-06 21:45:32 +01:00
Corwin
cdc2eed01d
unsafe arena added (may remove later)
2023-04-06 21:45:30 +01:00
Corwin
e690dda0f5
add test that my ordering code is right
2023-04-06 21:45:03 +01:00
Corwin
d6006c7808
rename parts of objects
2023-04-06 21:45:03 +01:00
Corwin
d183b8373d
pull out where to write
2023-04-06 21:45:03 +01:00
Corwin
875d53c040
add rotation to sprite example
2023-04-06 21:45:03 +01:00
Corwin
7265576e2a
fix affine matrix copying
2023-04-06 21:45:03 +01:00
Corwin
0e9910c517
copy affine matricies at copy time
2023-04-06 21:45:03 +01:00
Corwin
354cf7addc
keep and drain affine matricies
2023-04-06 21:45:03 +01:00
Corwin
63088f2907
affine matricies!
2023-04-06 21:45:03 +01:00
Corwin
8d23af010f
remove unused import
2023-04-06 21:45:03 +01:00
Corwin
26b9a50e4e
manage sprites better
2023-04-06 21:45:03 +01:00
Corwin
63e87b046b
correctly initialise before iteration
2023-04-06 21:45:03 +01:00
Corwin
e6937bbb61
be able to clear sprite 0 on drop
2023-04-06 21:45:03 +01:00
Corwin
e0af614cac
correctly initialise as not visible
2023-04-06 21:45:03 +01:00
Corwin
6007b95926
deallocate palettes
2023-04-06 21:45:03 +01:00
Corwin
57f24acdf9
use drop of iterator to clear rest of objects
2023-04-06 21:45:03 +01:00
Corwin
d8f0d78d4b
unsafe is unsafe
2023-04-06 21:45:03 +01:00
Corwin
82b68fc335
mark function that can be used unsafely unsafe
2023-04-06 21:45:03 +01:00
Corwin
f86bf9c07a
woah there, that shouldn't be public!
2023-04-06 21:45:03 +01:00
Corwin
660adbe961
fix games
2023-04-06 21:45:00 +01:00
Corwin
c03c1664cb
move static sprite loader into managed oam
2023-04-06 21:43:49 +01:00
Corwin
ab082c59a1
a mad redo of how objects work
2023-04-06 21:43:49 +01:00
Corwin
686ded4377
fix doc example
2023-04-06 21:28:52 +01:00
Corwin
96a321504c
correct doc sections
2023-04-06 21:17:33 +01:00
Corwin
dffda47985
resolve interrupts unsoundness
2023-04-06 21:16:13 +01:00
Corwin
d3834ed2ff
allocator unsound to use in interrupt
2023-04-06 20:48:04 +01:00
Corwin
182bae100c
remove unused function
2023-04-06 19:23:55 +01:00
Corwin
46faff254f
add grow to block allocator
2023-04-06 19:23:42 +01:00
Corwin
7030d65d9f
extract mutable and staticable parts
2023-04-06 17:31:02 +01:00
Gwilym Inzani
e07a080aad
Reduce codegen units to 1 to ensure build works
2023-04-05 17:06:56 +01:00
Gwilym Inzani
9d621f9b6a
Add shstrtab section for lld
2023-04-02 20:39:38 +01:00
Corwin
bf79fc89fb
Update Rust crate bitflags to v2 ( #395 )
2023-03-23 23:11:42 +00:00
Corwin
8eac033650
derive some traits on bitflags
2023-03-23 22:47:04 +00:00
renovate[bot]
044261a2ff
Update Rust crate bitflags to v2
2023-03-23 22:28:28 +00:00
Gwilym Inzani
8a3660733d
Add rustfmt as a component to rust-toolchain
2023-03-23 22:17:02 +00:00
Gwilym Inzani
ec3e43da56
cargo fmt everywhere
2023-03-23 21:59:49 +00:00
Corwin
0127508061
fat lto to fix build :)
...
(not recommended as general strategy)
2023-03-23 21:40:20 +00:00
Corwin
76b3aecda0
workaround the rust issue
...
rust-lang/rust#108853
2023-03-23 20:47:15 +00:00
Gwilym Inzani
54311727ec
Fix build errors
2023-02-24 08:55:02 +00:00
Gwilym Inzani
689bfc642f
Check if the tiles passed are of the correct format
2023-02-24 08:47:45 +00:00
Gwilym Inzani
c6bac34294
Make the number of colours a property of the background
2023-02-24 08:44:47 +00:00
Gwilym Kuiper
152f96e953
Consistently use 'gba
2023-02-23 21:22:53 +00:00
Gwilym Kuiper
92066f7adb
Add lifetimes to timers
2023-02-23 20:46:28 +00:00
Gwilym Kuiper
2bab48b422
Add lifetimes to the mixer
2023-02-23 20:44:20 +00:00
Gwilym Kuiper
5ac408d414
Do all the video modes
2023-02-23 20:42:48 +00:00
Gwilym Kuiper
ce5641f5ef
Add correct lifetimes for Blend
2023-02-23 20:39:23 +00:00
Gwilym Kuiper
9757f7ed54
Add correct lifetimes to windows
2023-02-23 20:37:03 +00:00
Gwilym Kuiper
0eec7e366c
Add lifetimes to ObjectController
2023-02-23 20:36:00 +00:00
Gwilym Kuiper
b76e7b9bf0
Release v0.13.0
2023-01-19 20:21:09 +00:00
Gwilym Kuiper
1cd4cc6a9e
Merge remote-tracking branch 'origin/master' into remove-option-to-manage-your-own-interrupts-in-the-mixer
2023-01-12 22:30:32 +00:00
Gwilym Kuiper
7525a6f572
Make missing a vblank interrupt wait less painful ( #374 )
...
If you missed a vblank, then the next call to wait_for_vblank would
pointlessly wait rather than returning immediately. Meaning if you
missed a vblank by a few cycles, you'd be waiting for the entire next
one :(.
- [x] Changelog updated / no changelog update needed
2023-01-12 22:24:30 +00:00
Gwilym Kuiper
43aebe4092
Fix volume zero and power of 2 ( #375 )
...
Fixes #371 .
If the volume was zero, the calculation for leading zeros was incorrect.
So both reduce the amount of work done for 0 volume and also count the
leading zeros correctly in the fast path.
- [x] Changelog updated / no changelog update needed
2023-01-12 22:17:16 +00:00
Gwilym Kuiper
987d7b0d2c
Add missing methods for tiled1 to allow creating backgrounds ( #368 )
...
Fixes #367
Had missed implementations to actually get the backgrounds if you were
using tiled1 mode.
- [x] Changelog updated / no changelog update needed
2023-01-12 22:14:43 +00:00
Gwilym Kuiper
009de4e660
Update test to be more relevant
2023-01-12 22:02:07 +00:00
Gwilym Kuiper
8009ffea09
If volume is 0, don't actually play anything
2023-01-12 21:54:08 +00:00
Gwilym Kuiper
6ebe08e528
Fix out by 1 while calcuating leading zeros
2023-01-12 21:53:54 +00:00
Gwilym Kuiper
827afd87b9
Make wait_for_vblank syscall pub(crate)
2023-01-12 21:24:37 +00:00
Gwilym Kuiper
e50540752c
Make missing a vblank interrupt wait less painful
2023-01-12 21:20:54 +00:00
Gwilym Kuiper
b50d6694d9
Add missing methods for tiled1 to allow creating backgrounds
...
Fixes #367
2023-01-09 11:27:25 +00:00
Corwin
4e6b4107cb
and test that benchmarks the allocator
2023-01-06 18:23:42 +00:00
Gwilym Kuiper
d57a1edbd4
Remove stray reference to after_vblank
2022-12-10 00:32:57 +00:00
Gwilym Kuiper
5a71db0c17
Move buffer management entirely to the mixer state
2022-12-10 00:28:30 +00:00
Gwilym Kuiper
93d0fe5700
Start refactoring towards needing &self in write_channels
2022-12-10 00:19:05 +00:00
Gwilym Kuiper
a870a1deda
Can set the asm buffer size just once
2022-12-10 00:01:08 +00:00
Gwilym Kuiper
6f2c1bc616
Don't need to do the mod3_estimate here too
2022-12-10 00:00:36 +00:00
Gwilym Kuiper
c031e9b002
Put the MixerBuffer in IWRAM
2022-12-09 23:33:25 +00:00
Gwilym Kuiper
8efbf87c21
Get rid of references to manual interrupt work
2022-12-09 23:09:16 +00:00
Gwilym Kuiper
0f5ce17f75
Fix the examples and the games
2022-12-09 23:00:28 +00:00
Gwilym Kuiper
6df06211c6
Fix the examples
2022-12-09 22:34:16 +00:00
Gwilym Kuiper
390392a1d8
Rename timer -> fifo_timer
2022-12-09 22:28:32 +00:00
Gwilym Kuiper
b74c5e39c0
Remove setup_interrupt_handler and after_vblank in the mixer
2022-12-09 22:27:04 +00:00
Gwilym Kuiper
3e8090e153
Fix clippy lint for inline format args
2022-12-09 20:36:09 +00:00
Gwilym Kuiper
99ce2f73d5
Textrender rework ( #352 )
...
This reworks the text rendering system so the tiles in some rendered
text can be persisted across frames. This is important for performance
in situations where you want to incrementally write to a text box for
example in a Pokemon/Phoenix Wright style dialogue system. Previously
the only way to do this was to render all the chars in the text every
frame, which is currently prohibitively slow (though this could be
potentially sped up).
In addition with this implementation it is easy to individually colour
each character, so I added the ability to do that to.
I expanded the tests to test keeping the renderer instance (which
contains the tiles) over multiple frames, and also added in some
coloured text.
If you are happy with this implementation then I will change the
examples which use text, and also add some more documentation. Thanks
for taking a look.
2022-11-21 23:14:40 +00:00
jem
77275e2718
add in asserts for palette indicies
2022-11-21 21:50:43 +00:00
Gwilym Kuiper
212fd32108
Remember to clear the renderer
2022-11-21 07:37:03 +00:00
Gwilym Kuiper
08ceef09cd
Rename 'c to 'b
2022-11-21 07:30:33 +00:00
Gwilym Kuiper
9660b6df12
Fix the text_render example
2022-11-21 07:28:40 +00:00
Gwilym Kuiper
707c2bf7e7
Remove the 'b lifetime
2022-11-21 07:26:48 +00:00
jem
fbcf001986
unneeded newlines
2022-11-20 23:17:49 +00:00
jem
8b23b7d54a
wrong title
2022-11-20 23:16:23 +00:00
jem
31c4d47872
whitespace
2022-11-20 23:15:09 +00:00
jem
0f3182d5b8
fix examples
2022-11-20 19:35:03 +00:00
jem
75fe0532f1
add docs
2022-11-20 19:33:39 +00:00
jem
e7d87b8eee
fix clippy warnings
2022-11-19 15:57:38 +00:00