2018-11-14 06:47:52 +11:00
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# hello1
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2018-11-18 11:14:42 +11:00
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Our first example will be a totally minimal, full magic number crazy town.
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2018-11-14 06:47:52 +11:00
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Ready? Here goes:
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`hello1.rs`
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```rust
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#![feature(start)]
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#![no_std]
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#[panic_handler]
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fn panic(_info: &core::panic::PanicInfo) -> ! {
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loop {}
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}
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#[start]
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fn main(_argc: isize, _argv: *const *const u8) -> isize {
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unsafe {
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(0x04000000 as *mut u16).write_volatile(0x0403);
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(0x06000000 as *mut u16).offset(120 + 80 * 240).write_volatile(0x001F);
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(0x06000000 as *mut u16).offset(136 + 80 * 240).write_volatile(0x03E0);
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(0x06000000 as *mut u16).offset(120 + 96 * 240).write_volatile(0x7C00);
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loop {}
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}
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}
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```
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2018-11-18 11:14:42 +11:00
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Throw that into your project skeleton, build the program (as described back in
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Chapter 0), and give it a run in your emulator. You should see a red, green, and
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blue dot close-ish to the middle of the screen. If you don't, something already
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went wrong. Double check things, phone a friend, write your senators, try asking
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Ketsuban on the [Rust Community Discord](https://discordapp.com/invite/aVESxV8),
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until you're able to get your three dots going.
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2018-11-14 06:47:52 +11:00
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2018-11-18 11:14:42 +11:00
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## A basic hello1 explanation
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2018-11-14 06:47:52 +11:00
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So, what just happened? Even if you're used to Rust that might look pretty
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2018-11-18 11:14:42 +11:00
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strange. We'll go over most of the little parts right here, and then bigger
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parts will get their own sections.
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2018-11-14 06:47:52 +11:00
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```rust
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#![feature(start)]
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```
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This enables the [start
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feature](https://doc.rust-lang.org/beta/unstable-book/language-features/start.html),
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which you would normally be able to read about in the unstable book, except that
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the book tells you nothing at all except to look at the [tracking
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issue](https://github.com/rust-lang/rust/issues/29633).
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Basically, a GBA game is even more low-level than the _normal_ amount of
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low-level that you get from Rust, so we have to tell the compiler to account for
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that by specifying a `#[start]`, and we need this feature on to do that.
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```rust
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#![no_std]
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```
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There's no standard library available on the GBA, so we'll have to live a core
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only life.
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```rust
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#[panic_handler]
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fn panic(_info: &core::panic::PanicInfo) -> ! {
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loop {}
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}
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```
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This sets our [panic
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handler](https://doc.rust-lang.org/nightly/nomicon/panic-handler.html).
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Basically, if we somehow trigger a panic, this is where the program goes.
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However, right now we don't know how to get any sort of message out to the user
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so... we do nothing at all. We _can't even return_ from here, so we just sit in
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an infinite loop. The player will have to reset the universe from the outside.
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```rust
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#[start]
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fn main(_argc: isize, _argv: *const *const u8) -> isize {
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```
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This is our `#[start]`. We call it `main`, but it's not like a `main` that you'd
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see in a Rust program. It's _more like_ the sort of `main` that you'd see in a C
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program, but it's still **not** that either. If you compile a `#[start]` program
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for a target with an OS such as `arm-none-eabi-nm` you can open up the debug
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info and see that your result will have the symbol for the C `main` along side
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the symbol for the start `main` that we write here. Our start `main` is just its
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own unique thing, and the inputs and outputs have to be like that because that's
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how `#[start]` is specified to work in Rust.
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If you think about it for a moment you'll probably realize that, those inputs
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and outputs are totally useless to us on a GBA. There's no OS on the GBA to call
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our program, and there's no place for our program to "return to" when it's done.
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Side note: if you want to learn more about stuff "before main gets called" you
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can watch a great [CppCon talk](https://www.youtube.com/watch?v=dOfucXtyEsU) by
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Matt Godbolt (yes, that Godbolt) where he delves into quite a bit of it. The
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talk doesn't really apply to the GBA, but it's pretty good.
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```rust
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unsafe {
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```
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I hope you're all set for some `unsafe`, because there's a lot of it to be had.
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```rust
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(0x04000000 as *mut u16).write_volatile(0x0403);
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```
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Sure!
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```rust
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(0x06000000 as *mut u16).offset(120 + 80 * 240).write_volatile(0x001F);
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(0x06000000 as *mut u16).offset(136 + 80 * 240).write_volatile(0x03E0);
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(0x06000000 as *mut u16).offset(120 + 96 * 240).write_volatile(0x7C00);
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```
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Ah, of course.
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```rust
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loop {}
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}
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}
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```
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And, as mentioned above, there's no place for a GBA program to "return to", so
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we can't ever let `main` try to return there. Instead, we go into an infinite
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`loop` that does nothing. The fact that this doesn't ever return an `isize`
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value doesn't seem to bother Rust, because I guess we're at least not returning
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any other type of thing instead.
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Fun fact: unlike in C++, an infinite loop with no side effects isn't Undefined
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Behavior for us rustaceans... _semantically_. In truth LLVM has a [known
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bug](https://github.com/rust-lang/rust/issues/28728) in this area, so we won't
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actually be relying on empty loops in any future programs.
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## All Those Magic Numbers
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Alright, I cheated quite a bit in the middle there. The program works, but I
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didn't really tell you why because I didn't really tell you what any of those
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magic numbers mean or do.
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* `0x04000000` is the address of an IO Register called the Display Control.
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* `0x06000000` is the start of Video RAM.
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So we write some magic to the display control register once, then we write some
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2018-11-18 11:14:42 +11:00
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other magic to three magic locations in the Video RAM. Somehow that shows three
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dots. Gotta read on to find out why!
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