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Merge branch 'lokathor' of https://github.com/rust-console/gba into lokathor
This commit is contained in:
commit
2196c15fa9
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@ -249,16 +249,22 @@ between looping over indexes and then indexing each loop (slow) compared to
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using an iterator that just stores an internal pointer and does +1 offset per
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loop until it reaches the end (fast). The repeated indexing itself can by itself
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<<<<<<< HEAD
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<<<<<<< HEAD
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be an expensive step. If you've got a slice of data to process, be sure to go
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over it with <code>.iter()</code> and <code>.iter_mut()</code> if you can, instead of looping by
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index. This is Rust and all, so probably you were gonna do that anyway, but just
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a heads up.</p>
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=======
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=======
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>>>>>>> 6b631474faca0645ad16822187c230b813ab6793
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be an expensive step. If it's like a 3 element array it's no big deal, but if
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you've got a big slice of data to process, be sure to go over it with <code>.iter()</code>
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and <code>.iter_mut()</code> if you can, instead of looping by index. This is Rust and all,
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so probably you were gonna do that anyway, but just a heads up.</p>
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<<<<<<< HEAD
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>>>>>>> object attribute stuff
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=======
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>>>>>>> 6b631474faca0645ad16822187c230b813ab6793
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<a class="header" href="#get-your-tilemap-ready" id="get-your-tilemap-ready"><h2>Get your Tilemap ready</h2></a>
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<p>I believe that at one point I alluded to a tilemap existing. Well, just as the
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tiles are arranged into charblocks, the data describing what tile to show in
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@ -367,12 +373,16 @@ separate groups of related registers.</p>
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the important details that we've been putting off.</p>
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<ul>
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<<<<<<< HEAD
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<<<<<<< HEAD
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<li>2 bits for the priority of each background (0 being highest). If two
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backgrounds are set to the same priority the the lower numbered background
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layer takes prescience.</li>
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=======
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<li>2 bits for the priority.</li>
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>>>>>>> object attribute stuff
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=======
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<li>2 bits for the priority.</li>
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>>>>>>> 6b631474faca0645ad16822187c230b813ab6793
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<li>2 bits for "character base block", the charblock that all of the tile indexes
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for this background are offset from.</li>
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<li>1 bit for mosaic effect being enabled (we'll get to that below).</li>
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@ -1773,16 +1773,22 @@ between looping over indexes and then indexing each loop (slow) compared to
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using an iterator that just stores an internal pointer and does +1 offset per
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loop until it reaches the end (fast). The repeated indexing itself can by itself
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<<<<<<< HEAD
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<<<<<<< HEAD
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be an expensive step. If you've got a slice of data to process, be sure to go
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over it with <code>.iter()</code> and <code>.iter_mut()</code> if you can, instead of looping by
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index. This is Rust and all, so probably you were gonna do that anyway, but just
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a heads up.</p>
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=======
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=======
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>>>>>>> 6b631474faca0645ad16822187c230b813ab6793
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be an expensive step. If it's like a 3 element array it's no big deal, but if
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you've got a big slice of data to process, be sure to go over it with <code>.iter()</code>
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and <code>.iter_mut()</code> if you can, instead of looping by index. This is Rust and all,
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so probably you were gonna do that anyway, but just a heads up.</p>
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<<<<<<< HEAD
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>>>>>>> object attribute stuff
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=======
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>>>>>>> 6b631474faca0645ad16822187c230b813ab6793
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<a class="header" href="#get-your-tilemap-ready" id="get-your-tilemap-ready"><h2>Get your Tilemap ready</h2></a>
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<p>I believe that at one point I alluded to a tilemap existing. Well, just as the
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tiles are arranged into charblocks, the data describing what tile to show in
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@ -1891,12 +1897,16 @@ separate groups of related registers.</p>
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the important details that we've been putting off.</p>
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<ul>
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<<<<<<< HEAD
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<<<<<<< HEAD
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<li>2 bits for the priority of each background (0 being highest). If two
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backgrounds are set to the same priority the the lower numbered background
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layer takes prescience.</li>
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=======
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<li>2 bits for the priority.</li>
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>>>>>>> object attribute stuff
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=======
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<li>2 bits for the priority.</li>
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>>>>>>> 6b631474faca0645ad16822187c230b813ab6793
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<li>2 bits for "character base block", the charblock that all of the tile indexes
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for this background are offset from.</li>
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<li>1 bit for mosaic effect being enabled (we'll get to that below).</li>
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@ -1963,12 +1973,15 @@ target pixel. You can't change the target pixel on a block by block basis.</p>
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For this section we'll focus on the non-affine elements, and then we'll do all
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the affine stuff in a later chapter.</p>
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<<<<<<< HEAD
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<<<<<<< HEAD
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<p>TODO: tio afero ke mi diris</p>
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<a class="header" href="#objects-vs-sprites" id="objects-vs-sprites"><h2>Objects vs Sprites</h2></a>
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<a class="header" href="#ready-the-palette" id="ready-the-palette"><h2>Ready the Palette</h2></a>
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<a class="header" href="#ready-the-tiles" id="ready-the-tiles"><h2>Ready the Tiles</h2></a>
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<a class="header" href="#set-the-object-attributes" id="set-the-object-attributes"><h2>Set the Object Attributes</h2></a>
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=======
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=======
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>>>>>>> 6b631474faca0645ad16822187c230b813ab6793
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<a class="header" href="#objects-vs-sprites" id="objects-vs-sprites"><h2>Objects vs Sprites</h2></a>
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<p>As <a href="https://www.coranac.com/tonc/text/regobj.htm">TONC</a> helpfully reminds us
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(and then proceeds to not follow its own advice), we should always try to think
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@ -2334,7 +2347,10 @@ impl ObjectAttributes {
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}
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}
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#}</code></pre></pre>
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<<<<<<< HEAD
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>>>>>>> object attribute stuff
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=======
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>>>>>>> 6b631474faca0645ad16822187c230b813ab6793
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<a class="header" href="#gba-rng" id="gba-rng"><h1>GBA RNG</h1></a>
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<p>TODO</p>
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<a class="header" href="#memory_game" id="memory_game"><h1>memory_game</h1></a>
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