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<title>Concepts - Rust GBA Guide</title>
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<ol class="chapter"><li><a href="../00-introduction/00-index.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><ol class="section"><li><a href="../00-introduction/01-requirements.html"><strong aria-hidden="true">1.1.</strong> Reader Requirements</a></li><li><a href="../00-introduction/02-goals_and_style.html"><strong aria-hidden="true">1.2.</strong> Book Goals and Style</a></li><li><a href="../00-introduction/03-development-setup.html"><strong aria-hidden="true">1.3.</strong> Development Setup</a></li><li><a href="../00-introduction/04-hello-magic.html"><strong aria-hidden="true">1.4.</strong> Hello, Magic</a></li><li><a href="../00-introduction/05-help_and_resources.html"><strong aria-hidden="true">1.5.</strong> Help and Resources</a></li></ol></li><li><a href="../01-quirks/00-index.html"><strong aria-hidden="true">2.</strong> Quirks</a></li><li><ol class="section"><li><a href="../01-quirks/01-no_std.html"><strong aria-hidden="true">2.1.</strong> No Std</a></li><li><a href="../01-quirks/02-fixed_only.html"><strong aria-hidden="true">2.2.</strong> Fixed Only</a></li><li><a href="../01-quirks/03-volatile_destination.html"><strong aria-hidden="true">2.3.</strong> Volatile Destination</a></li><li><a href="../01-quirks/04-newtype.html"><strong aria-hidden="true">2.4.</strong> Newtype</a></li><li><a href="../01-quirks/05-const_asserts.html"><strong aria-hidden="true">2.5.</strong> Const Asserts</a></li></ol></li><li><a href="../02-concepts/00-index.html" class="active"><strong aria-hidden="true">3.</strong> Concepts</a></li><li><ol class="section"><li><a href="../02-concepts/01-cpu.html"><strong aria-hidden="true">3.1.</strong> CPU</a></li><li><a href="../02-concepts/02-bios.html"><strong aria-hidden="true">3.2.</strong> BIOS</a></li><li><a href="../02-concepts/03-wram.html"><strong aria-hidden="true">3.3.</strong> Work RAM</a></li><li><a href="../02-concepts/04-io-registers.html"><strong aria-hidden="true">3.4.</strong> IO Registers</a></li><li><a href="../02-concepts/05-palram.html"><strong aria-hidden="true">3.5.</strong> Palette RAM</a></li><li><a href="../02-concepts/06-vram.html"><strong aria-hidden="true">3.6.</strong> Video RAM</a></li><li><a href="../02-concepts/07-oam.html"><strong aria-hidden="true">3.7.</strong> Object Attribute Memory</a></li><li><a href="../02-concepts/08-rom.html"><strong aria-hidden="true">3.8.</strong> Game Pak ROM / Flash ROM</a></li><li><a href="../02-concepts/09-sram.html"><strong aria-hidden="true">3.9.</strong> Save RAM</a></li></ol></li><li><a href="../03-video/00-index.html"><strong aria-hidden="true">4.</strong> Video</a></li><li><ol class="section"><li><a href="../03-video/01-rgb15.html"><strong aria-hidden="true">4.1.</strong> RBG15 Color</a></li><li><a href="../03-video/TODO.html"><strong aria-hidden="true">4.2.</strong> TODO</a></li></ol></li><li><a href="../04-non-video/00-index.html"><strong aria-hidden="true">5.</strong> Non-Video</a></li><li><ol class="section"><li><a href="../04-non-video/01-buttons.html"><strong aria-hidden="true">5.1.</strong> Buttons</a></li><li><a href="../04-non-video/02-timers.html"><strong aria-hidden="true">5.2.</strong> Timers</a></li><li><a href="../04-non-video/03-dma.html"><strong aria-hidden="true">5.3.</strong> Direct Memory Access</a></li><li><a href="../04-non-video/04-sound.html"><strong aria-hidden="true">5.4.</strong> Sound</a></li><li><a href="../04-non-video/05-interrupts.html"><strong aria-hidden="true">5.5.</strong> Interrupts</a></li><li><a href="../04-non-video/06-link_cable.html"><strong aria-hidden="true">5.6.</strong> Link Cable</a></li><li><a href="../04-non-video/07-game_pak.html"><strong aria-hidden="true">5.7.</strong> Game Pak</a></li></ol></li><li><a href="../05-examples/00-index.html"><strong aria-hidden="true">6.</strong> Examples</a></li></ol>
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<a class="header" href="#broad-concepts" id="broad-concepts"><h1>Broad Concepts</h1></a>
<p>The GameBoy Advance sits in a middle place between the chthonic game consoles of
the ancient past and the &quot;small PC in a funny case&quot; consoles of the modern age.</p>
<p>On the one hand, yeah, you're gonna find a few strange conventions as you learn
all the ropes.</p>
<p>On the other, at least we're writing in Rust at all, and not having to do all
the assembly by hand.</p>
<p>This chapter for &quot;concepts&quot; has a section for each part of the GBA's hardware
memory map, going by increasing order of base address value. The sections try to
explain as much as possible while sticking to just the concerns you might have
regarding that part of the memory map.</p>
<p>For an assessment of how to wrangle all three parts of the video system (PALRAM,
VRAM, and OAM), along with the correct IO registers, into something that shows a
picture, you'll want the Video chapter.</p>
<p>Similarly, the &quot;IO Registers&quot; part of the GBA actually controls how you interact
with every single bit of hardware connected to the GBA. A full description of
everything is obviously too much for just one section of the book. Instead you
get an overview of general IO register rules and advice. Each particular
register is described in the appropriate sections of either the Video or
Non-Video chapters.</p>
<a class="header" href="#bus-size" id="bus-size"><h2>Bus Size</h2></a>
<p>TODO: describe this</p>
<a class="header" href="#minimum-write-size" id="minimum-write-size"><h2>Minimum Write Size</h2></a>
<p>TODO: talk about parts where you can't write one byte at a time</p>
<a class="header" href="#volatile-or-not" id="volatile-or-not"><h2>Volatile or Not?</h2></a>
<p>TODO: discuss what memory should be used volatile style and what can be used normal style.</p>
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