2018-11-22 16:47:43 +11:00
|
|
|
# Regular Objects
|
|
|
|
|
|
|
|
As with backgrounds, objects can be used in both an affine and non-affine way.
|
|
|
|
For this section we'll focus on the non-affine elements, and then we'll do all
|
|
|
|
the affine stuff in a later chapter.
|
|
|
|
|
|
|
|
## Objects vs Sprites
|
|
|
|
|
2018-11-24 08:48:37 +11:00
|
|
|
As [TONC](https://www.coranac.com/tonc/text/regobj.htm) helpfully reminds us
|
|
|
|
(and then proceeds to not follow its own advice), we should always try to think
|
|
|
|
in terms of _objects_, not _sprites_. A sprite is a logical / software concern,
|
|
|
|
perhaps a player concern, whereas an object is a hardware concern.
|
|
|
|
|
|
|
|
What's more, a given sprite that the player sees might need more than one object
|
|
|
|
to display. Objects must be either square or rectangular (so sprite bits that
|
|
|
|
stick out probably call for a second object), and can only be from 8x8 to 64x64
|
|
|
|
(so anything bigger has to be two objects lined up to appear as one).
|
|
|
|
|
|
|
|
## General Object Info
|
|
|
|
|
|
|
|
Unlike with backgrounds, you can enable the object layer in any video mode.
|
|
|
|
There's space for 128 object definitions in OAM.
|
|
|
|
|
|
|
|
The display gets a number of cycles per scanline to process objects: 1210 by
|
|
|
|
default, but only 954 if you enable the "HBlank interval free" setting in the
|
|
|
|
display control register. The [cycle cost per
|
|
|
|
object](http://problemkaputt.de/gbatek.htm#lcdobjoverview) depends on the
|
|
|
|
object's size and if it's using affine or regular mode, so enabling the HBlank
|
|
|
|
interval free setting doesn't cut the number of objects displayable by an exact
|
|
|
|
number of objects. The objects are processed in order of their definitions and
|
|
|
|
if you run out of cycles then the rest just don't get shown. If there's a
|
|
|
|
concern that you might run out of cycles you can place important objects (such
|
|
|
|
as the player) at the start of the list and then less important animation
|
|
|
|
objects later on.
|
|
|
|
|
2018-11-22 16:47:43 +11:00
|
|
|
## Ready the Palette
|
|
|
|
|
2018-11-24 08:48:37 +11:00
|
|
|
Objects use the palette the same as the background does. The only difference is
|
|
|
|
that the palette data for objects starts at `0x500_0200`.
|
|
|
|
|
|
|
|
```rust
|
|
|
|
pub const PALRAM_OBJECT_BASE: VolatilePtr<u16> = VolatilePtr(0x500_0200 as *mut u16);
|
|
|
|
|
|
|
|
pub fn object_palette(slot: usize) -> u16 {
|
|
|
|
assert!(slot < 256);
|
|
|
|
unsafe { PALRAM_OBJECT_BASE.offset(slot as isize).read() }
|
|
|
|
}
|
|
|
|
|
|
|
|
pub fn set_object_palette(slot: usize, color: u16) {
|
|
|
|
assert!(slot < 256);
|
|
|
|
unsafe { PALRAM_OBJECT_BASE.offset(slot as isize).write(color) }
|
|
|
|
}
|
|
|
|
```
|
|
|
|
|
2018-11-22 16:47:43 +11:00
|
|
|
## Ready the Tiles
|
|
|
|
|
2018-11-24 08:48:37 +11:00
|
|
|
Objects, as with backgrounds, are composed of 8x8 tiles, and if you want
|
|
|
|
something bigger than 8x8 you have to use more than one tile put together.
|
|
|
|
Object tiles go into the final two charblocks of VRAM (indexes 4 and 5). Because
|
|
|
|
there's only two of them, they are sometimes called the lower block
|
|
|
|
(`0x601_0000`) and the higher/upper block (`0x601_4000`).
|
|
|
|
|
|
|
|
Tile indexes for sprites always offset from the base of the lower block, and
|
|
|
|
they always go 32 bytes at a time, regardless of if the object is set for 4bpp
|
|
|
|
or 8bpp. From this we can determine that there's 512 tile slots in each of the
|
|
|
|
two object charblocks. However, in video modes 3, 4, and 5 the space for the
|
|
|
|
background cuts into the lower charblock, so you can only safely use the upper
|
|
|
|
charblock.
|
|
|
|
|
2018-12-05 17:27:35 +11:00
|
|
|
```rust
|
|
|
|
pub fn obj_tile_4bpp(tile_index: usize) -> Tile4bpp {
|
|
|
|
assert!(tile_index < 512);
|
|
|
|
let address = VRAM + size_of::<Charblock4bpp>() * 4 + 32 * tile_index;
|
|
|
|
unsafe { VolatilePtr(address as *mut Tile4bpp).read() }
|
|
|
|
}
|
|
|
|
|
|
|
|
pub fn set_obj_tile_4bpp(tile_index: usize, tile: Tile4bpp) {
|
|
|
|
assert!(tile_index < 512);
|
|
|
|
let address = VRAM + size_of::<Charblock4bpp>() * 4 + 32 * tile_index;
|
|
|
|
unsafe { VolatilePtr(address as *mut Tile4bpp).write(tile) }
|
|
|
|
}
|
|
|
|
|
|
|
|
pub fn obj_tile_8bpp(tile_index: usize) -> Tile8bpp {
|
|
|
|
assert!(tile_index < 512);
|
|
|
|
let address = VRAM + size_of::<Charblock8bpp>() * 4 + 32 * tile_index;
|
|
|
|
unsafe { VolatilePtr(address as *mut Tile8bpp).read() }
|
|
|
|
}
|
|
|
|
|
|
|
|
pub fn set_obj_tile_8bpp(tile_index: usize, tile: Tile8bpp) {
|
|
|
|
assert!(tile_index < 512);
|
|
|
|
let address = VRAM + size_of::<Charblock8bpp>() * 4 + 32 * tile_index;
|
|
|
|
unsafe { VolatilePtr(address as *mut Tile8bpp).write(tile) }
|
|
|
|
}
|
|
|
|
```
|
|
|
|
|
2018-11-24 08:48:37 +11:00
|
|
|
With backgrounds you picked every single tile individually with a bunch of
|
|
|
|
screen entry values. Objects don't do that at all. Instead you pick a base tile,
|
|
|
|
size, and shape, then it figures out the rest from there. However, you may
|
|
|
|
recall back with the display control register something about an "object memory
|
|
|
|
1d" bit. This is where that comes into play.
|
|
|
|
|
|
|
|
* If object memory is set to be 2d (the default) then each charblock is treated
|
|
|
|
as 32 tiles by 32 tiles square. Each object has a base tile and dimensions,
|
|
|
|
and that just extracts directly from the charblock picture as if you were
|
|
|
|
selecting an area. This mode probably makes for the easiest image editing.
|
|
|
|
* If object memory is set to be 1d then the tiles are loaded sequentially from
|
|
|
|
the starting point, enough to fill in the object's dimensions. This most
|
|
|
|
probably makes it the easiest to program with about things, since programming
|
|
|
|
languages are pretty good at 1d things.
|
|
|
|
|
|
|
|
I'm not sure I explained that well, here's a picture:
|
|
|
|
|
|
|
|
![2d1d-diagram](obj_memory_2d1d.jpg)
|
|
|
|
|
|
|
|
In 2d mode, a new row of tiles starts every 32 tile indexes.
|
|
|
|
|
|
|
|
Of course, the mode that you actually end up using is not particularly
|
|
|
|
important, since it should be the job of your image conversion routine to get
|
|
|
|
everything all lined up and into place anyway.
|
|
|
|
|
2018-11-22 16:47:43 +11:00
|
|
|
## Set the Object Attributes
|
2018-11-24 08:48:37 +11:00
|
|
|
|
|
|
|
The final step is to assign the correct attributes to an object. Each object has
|
|
|
|
three `u16` values that make up its overall attributes.
|
|
|
|
|
2018-12-06 15:56:39 +11:00
|
|
|
Before we go into the details, I want to bring up that the hardware will attempt
|
|
|
|
to process every single object every single frame if the object layer is
|
|
|
|
enabled, and also that all of the GBA's object memory is cleared to 0 at
|
|
|
|
startup. Why do these two things matter right now? As you'll see in a second an
|
|
|
|
"all zero" set of object attributes causes an 8x8 object to appear at 0,0 using
|
|
|
|
object tile index 0. This is usually _not_ what you want your unused objects to
|
|
|
|
do. When your game first starts you should take a moment to mark any objects you
|
|
|
|
won't be using as objects to not render.
|
2018-11-24 08:48:37 +11:00
|
|
|
|
|
|
|
### ObjectAttributes.attr0
|
|
|
|
|
|
|
|
* 8 bits for row coordinate (marks the top of the sprite)
|
|
|
|
* 2 bits for object rendering: 0 = Normal, 1 = Affine, 2 = Disabled, 3 = Affine with double rendering area
|
|
|
|
* 2 bits for object mode: 0 = Normal, 1 = Alpha Blending, 2 = Object Window, 3 = Forbidden
|
|
|
|
* 1 bit for mosaic enabled
|
|
|
|
* 1 bit 8bpp color enabled
|
|
|
|
* 2 bits for shape: 0 = Square, 1 = Horizontal, 2 = Vertical, 3 = Forbidden
|
|
|
|
|
|
|
|
If an object is 128 pixels big at Y > 128 you'll get a strange looking result
|
|
|
|
where it acts like Y > -128 and then displays partly off screen to the top.
|
|
|
|
|
|
|
|
### ObjectAttributes.attr1
|
|
|
|
|
|
|
|
* 9 bit for column coordinate (marks the left of the sprite)
|
|
|
|
* Either:
|
|
|
|
* 3 empty bits, 1 bit for horizontal flip, 1 bit for vertical flip (non-affine)
|
|
|
|
* 5 bits for affine index (affine)
|
|
|
|
* 2 bits for size.
|
|
|
|
|
|
|
|
| Size | Square | Horizontal | Vertical|
|
|
|
|
|:----:|:------:|:----------:|:-------:|
|
|
|
|
| 0 | 8x8 | 16x8 | 8x16 |
|
|
|
|
| 1 | 16x16 | 32x8 | 8x32 |
|
|
|
|
| 2 | 32x32 | 32x16 | 16x32 |
|
|
|
|
| 3 | 64x64 | 64x32 | 32x64 |
|
|
|
|
|
|
|
|
### ObjectAttributes.attr2
|
|
|
|
|
|
|
|
* 10 bits for the base tile index
|
|
|
|
* 2 bits for priority
|
|
|
|
* 4 bits for the palbank index (4bpp mode only, ignored in 8bpp)
|
|
|
|
|
|
|
|
### ObjectAttributes summary
|
|
|
|
|
|
|
|
So I said in the GBA memory mapping section that C people would tell you that
|
|
|
|
the object attributes should look like this:
|
|
|
|
|
|
|
|
```rust
|
|
|
|
#[repr(C)]
|
|
|
|
pub struct ObjectAttributes {
|
|
|
|
attr0: u16,
|
|
|
|
attr1: u16,
|
|
|
|
attr2: u16,
|
|
|
|
filler: i16,
|
|
|
|
}
|
|
|
|
```
|
|
|
|
|
|
|
|
Except that:
|
|
|
|
|
|
|
|
1) It's wasteful when we store object attributes on their own outside of OAM
|
|
|
|
(which we definitely might want to do).
|
|
|
|
2) In Rust we can't access just one field through a volatile pointer (our
|
|
|
|
pointers aren't actually volatile to begin with, just the ops we do with them
|
|
|
|
are). We have to read or write the whole pointer's value at a time.
|
|
|
|
Similarly, we can't do things like `|=` and `&=` with volatile in Rust. So in
|
|
|
|
rust we can't have a volatile pointer to an ObjectAttributes and then write
|
|
|
|
to just the three "real" values and not touch the filler field. Having the
|
|
|
|
filler value in there just means we have to dance around it more, not less.
|
|
|
|
3) We want to newtype this whole thing to prevent accidental invalid states from
|
|
|
|
being written into memory.
|
|
|
|
|
|
|
|
So we will not be using that representation. At the same time we want to have no
|
|
|
|
overhead, so we will stick to three `u16` values. We could newtype each
|
|
|
|
individual field to be its own type (`ObjectAttributesAttr0` or something silly
|
|
|
|
like that), since there aren't actual dependencies between two different fields
|
|
|
|
such that a change in one can throw another into a forbidden state. The worst
|
|
|
|
that can happen is if we disable or enable affine mode (`attr0`) it can change
|
|
|
|
the meaning of `attr1`. The changed meaning isn't actually in invalid state
|
|
|
|
though, so we _could_ make each field its own type if we wanted.
|
|
|
|
|
|
|
|
However, when you think about it, I can't imagine a common situation where we do
|
|
|
|
something like make an `attr0` value that we then want to save on its own and
|
|
|
|
apply to several different `ObjectAttributes` that we make during a game. That
|
|
|
|
just doesn't sound likely to me. So, we'll go the route where `ObjectAttributes`
|
|
|
|
is just a big black box to the outside world and we don't need to think about
|
|
|
|
the three fields internally as being separate.
|
|
|
|
|
|
|
|
First we make it so that we can get and set object attributes from memory:
|
|
|
|
|
|
|
|
```rust
|
|
|
|
pub const OAM: usize = 0x700_0000;
|
|
|
|
|
|
|
|
pub fn object_attributes(slot: usize) -> ObjectAttributes {
|
|
|
|
assert!(slot < 128);
|
|
|
|
let ptr = VolatilePtr((OAM + slot * (size_of::<u16>() * 4)) as *mut u16);
|
|
|
|
unsafe {
|
|
|
|
ObjectAttributes {
|
|
|
|
attr0: ptr.read(),
|
|
|
|
attr1: ptr.offset(1).read(),
|
|
|
|
attr2: ptr.offset(2).read(),
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
pub fn set_object_attributes(slot: usize, obj: ObjectAttributes) {
|
|
|
|
assert!(slot < 128);
|
|
|
|
let ptr = VolatilePtr((OAM + slot * (size_of::<u16>() * 4)) as *mut u16);
|
|
|
|
unsafe {
|
|
|
|
ptr.write(obj.attr0);
|
|
|
|
ptr.offset(1).write(obj.attr1);
|
|
|
|
ptr.offset(2).write(obj.attr2);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#[derive(Debug, Clone, Copy, Default)]
|
|
|
|
pub struct ObjectAttributes {
|
|
|
|
attr0: u16,
|
|
|
|
attr1: u16,
|
|
|
|
attr2: u16,
|
|
|
|
}
|
|
|
|
```
|
|
|
|
|
|
|
|
Then we add a billion methods to the `ObjectAttributes` type so that we can
|
|
|
|
actually set all the different values that we want to set.
|
|
|
|
|
|
|
|
This code block is the last thing on this page so if you don't wanna scroll past
|
|
|
|
the whole thing you can just go to the next page.
|
|
|
|
|
|
|
|
```rust
|
|
|
|
#[derive(Debug, Clone, Copy)]
|
|
|
|
pub enum ObjectRenderMode {
|
|
|
|
Normal,
|
|
|
|
Affine,
|
|
|
|
Disabled,
|
|
|
|
DoubleAreaAffine,
|
|
|
|
}
|
|
|
|
|
|
|
|
#[derive(Debug, Clone, Copy)]
|
|
|
|
pub enum ObjectMode {
|
|
|
|
Normal,
|
|
|
|
AlphaBlending,
|
|
|
|
ObjectWindow,
|
|
|
|
}
|
|
|
|
|
|
|
|
#[derive(Debug, Clone, Copy)]
|
|
|
|
pub enum ObjectShape {
|
|
|
|
Square,
|
|
|
|
Horizontal,
|
|
|
|
Vertical,
|
|
|
|
}
|
|
|
|
|
|
|
|
#[derive(Debug, Clone, Copy)]
|
|
|
|
pub enum ObjectOrientation {
|
|
|
|
Normal,
|
|
|
|
HFlip,
|
|
|
|
VFlip,
|
|
|
|
BothFlip,
|
|
|
|
Affine(u8),
|
|
|
|
}
|
|
|
|
|
|
|
|
impl ObjectAttributes {
|
|
|
|
pub fn row(&self) -> u16 {
|
|
|
|
self.attr0 & 0b1111_1111
|
|
|
|
}
|
|
|
|
pub fn column(&self) -> u16 {
|
|
|
|
self.attr1 & 0b1_1111_1111
|
|
|
|
}
|
|
|
|
pub fn rendering(&self) -> ObjectRenderMode {
|
|
|
|
match (self.attr0 >> 8) & 0b11 {
|
|
|
|
0 => ObjectRenderMode::Normal,
|
|
|
|
1 => ObjectRenderMode::Affine,
|
|
|
|
2 => ObjectRenderMode::Disabled,
|
|
|
|
3 => ObjectRenderMode::DoubleAreaAffine,
|
|
|
|
_ => unimplemented!(),
|
|
|
|
}
|
|
|
|
}
|
|
|
|
pub fn mode(&self) -> ObjectMode {
|
|
|
|
match (self.attr0 >> 0xA) & 0b11 {
|
|
|
|
0 => ObjectMode::Normal,
|
|
|
|
1 => ObjectMode::AlphaBlending,
|
|
|
|
2 => ObjectMode::ObjectWindow,
|
|
|
|
_ => unimplemented!(),
|
|
|
|
}
|
|
|
|
}
|
|
|
|
pub fn mosaic(&self) -> bool {
|
|
|
|
((self.attr0 << 3) as i16) < 0
|
|
|
|
}
|
|
|
|
pub fn two_fifty_six_colors(&self) -> bool {
|
|
|
|
((self.attr0 << 2) as i16) < 0
|
|
|
|
}
|
|
|
|
pub fn shape(&self) -> ObjectShape {
|
|
|
|
match (self.attr0 >> 0xE) & 0b11 {
|
|
|
|
0 => ObjectShape::Square,
|
|
|
|
1 => ObjectShape::Horizontal,
|
|
|
|
2 => ObjectShape::Vertical,
|
|
|
|
_ => unimplemented!(),
|
|
|
|
}
|
|
|
|
}
|
|
|
|
pub fn orientation(&self) -> ObjectOrientation {
|
|
|
|
if (self.attr0 >> 8) & 1 > 0 {
|
|
|
|
ObjectOrientation::Affine((self.attr1 >> 9) as u8 & 0b1_1111)
|
|
|
|
} else {
|
|
|
|
match (self.attr1 >> 0xC) & 0b11 {
|
|
|
|
0 => ObjectOrientation::Normal,
|
|
|
|
1 => ObjectOrientation::HFlip,
|
|
|
|
2 => ObjectOrientation::VFlip,
|
|
|
|
3 => ObjectOrientation::BothFlip,
|
2018-11-24 08:55:14 +11:00
|
|
|
_ => unimplemented!(),
|
2018-11-24 08:48:37 +11:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
pub fn size(&self) -> u16 {
|
|
|
|
self.attr1 >> 0xE
|
|
|
|
}
|
|
|
|
pub fn tile_index(&self) -> u16 {
|
|
|
|
self.attr2 & 0b11_1111_1111
|
|
|
|
}
|
|
|
|
pub fn priority(&self) -> u16 {
|
|
|
|
self.attr2 >> 0xA
|
|
|
|
}
|
|
|
|
pub fn palbank(&self) -> u16 {
|
|
|
|
self.attr2 >> 0xC
|
|
|
|
}
|
|
|
|
//
|
|
|
|
pub fn set_row(&mut self, row: u16) {
|
|
|
|
self.attr0 &= !0b1111_1111;
|
|
|
|
self.attr0 |= row & 0b1111_1111;
|
|
|
|
}
|
|
|
|
pub fn set_column(&mut self, col: u16) {
|
|
|
|
self.attr1 &= !0b1_1111_1111;
|
|
|
|
self.attr2 |= col & 0b1_1111_1111;
|
|
|
|
}
|
|
|
|
pub fn set_rendering(&mut self, rendering: ObjectRenderMode) {
|
|
|
|
const RENDERING_MASK: u16 = 0b11 << 8;
|
|
|
|
self.attr0 &= !RENDERING_MASK;
|
|
|
|
self.attr0 |= (rendering as u16) << 8;
|
|
|
|
}
|
|
|
|
pub fn set_mode(&mut self, mode: ObjectMode) {
|
|
|
|
const MODE_MASK: u16 = 0b11 << 0xA;
|
|
|
|
self.attr0 &= MODE_MASK;
|
|
|
|
self.attr0 |= (mode as u16) << 0xA;
|
|
|
|
}
|
|
|
|
pub fn set_mosaic(&mut self, bit: bool) {
|
|
|
|
const MOSAIC_BIT: u16 = 1 << 0xC;
|
|
|
|
if bit {
|
|
|
|
self.attr0 |= MOSAIC_BIT
|
|
|
|
} else {
|
|
|
|
self.attr0 &= !MOSAIC_BIT
|
|
|
|
}
|
|
|
|
}
|
|
|
|
pub fn set_two_fifty_six_colors(&mut self, bit: bool) {
|
|
|
|
const COLOR_MODE_BIT: u16 = 1 << 0xD;
|
|
|
|
if bit {
|
|
|
|
self.attr0 |= COLOR_MODE_BIT
|
|
|
|
} else {
|
|
|
|
self.attr0 &= !COLOR_MODE_BIT
|
|
|
|
}
|
|
|
|
}
|
|
|
|
pub fn set_shape(&mut self, shape: ObjectShape) {
|
|
|
|
self.attr0 &= 0b0011_1111_1111_1111;
|
|
|
|
self.attr0 |= (shape as u16) << 0xE;
|
|
|
|
}
|
|
|
|
pub fn set_orientation(&mut self, orientation: ObjectOrientation) {
|
|
|
|
const AFFINE_INDEX_MASK: u16 = 0b1_1111 << 9;
|
|
|
|
self.attr1 &= !AFFINE_INDEX_MASK;
|
|
|
|
let bits = match orientation {
|
|
|
|
ObjectOrientation::Affine(index) => (index as u16) << 9,
|
|
|
|
ObjectOrientation::Normal => 0,
|
|
|
|
ObjectOrientation::HFlip => 1 << 0xC,
|
|
|
|
ObjectOrientation::VFlip => 1 << 0xD,
|
|
|
|
ObjectOrientation::BothFlip => 0b11 << 0xC,
|
|
|
|
};
|
|
|
|
self.attr1 |= bits;
|
|
|
|
}
|
|
|
|
pub fn set_size(&mut self, size: u16) {
|
|
|
|
self.attr1 &= 0b0011_1111_1111_1111;
|
|
|
|
self.attr1 |= size << 14;
|
|
|
|
}
|
|
|
|
pub fn set_tile_index(&mut self, index: u16) {
|
|
|
|
self.attr2 &= !0b11_1111_1111;
|
|
|
|
self.attr2 |= 0b11_1111_1111 & index;
|
|
|
|
}
|
|
|
|
pub fn set_priority(&mut self, priority: u16) {
|
|
|
|
self.attr2 &= !0b0000_1100_0000_0000;
|
|
|
|
self.attr2 |= (priority & 0b11) << 0xA;
|
|
|
|
}
|
|
|
|
pub fn set_palbank(&mut self, palbank: u16) {
|
|
|
|
self.attr2 &= !0b1111_0000_0000_0000;
|
|
|
|
self.attr2 |= (palbank & 0b1111) << 0xC;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
```
|