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https://github.com/italicsjenga/gba.git
synced 2024-12-23 19:01:30 +11:00
iter_tiles_of_area took a surprising amount of time to write in a way that avoids duplicate lookups.
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@ -16,30 +16,46 @@ fn panic_handler(info: &core::panic::PanicInfo) -> ! {
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#[no_mangle]
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extern "C" fn main() -> ! {
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// game simulation
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let mut player_x = Wrapping(13);
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let mut player_y = Wrapping(37);
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let mut world = [[0_u8; 32]; 32];
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world[0][0] = b'B';
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world[1][0] = b'G';
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world[2][0] = b'0';
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// hardware configuration
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DISPSTAT.write(DisplayStatus::new().with_irq_vblank(true));
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IE.write(IrqBits::VBLANK);
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IME.write(true);
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TIMER0_CONTROL.write(TimerControl::new().with_enabled(true));
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Cga8x8Thick.bitunpack_4bpp(CHARBLOCK0_4BPP.as_region(), 0);
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Cga8x8Thick.bitunpack_4bpp(OBJ_TILES.as_region(), 0);
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BG_PALETTE.index(1).write(Color::MAGENTA);
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OBJ_PALETTE.index(1).write(Color::CYAN);
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let no_display = ObjAttr0::new().with_style(ObjDisplayStyle::NotDisplayed);
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OBJ_ATTR0.iter().for_each(|va| va.write(no_display));
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Cga8x8Thick.bitunpack_4bpp(CHARBLOCK0_4BPP.as_region(), 0);
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Cga8x8Thick.bitunpack_4bpp(OBJ_TILES.as_region(), 0);
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let mut x = Wrapping(13);
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let mut y = Wrapping(37);
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BG0CNT.write(BackgroundControl::new().with_screenblock(8));
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let screenblock_addr = TextScreenblockAddress::new(8);
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for row in 0..32 {
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for col in 0..32 {
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let te = TextEntry::new().with_tile(world[row][col] as u16);
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screenblock_addr.row_col(row, col).write(te);
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}
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}
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let mut obj = ObjAttr::new();
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obj.set_x(x.0);
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obj.set_y(y.0);
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obj.set_x(player_x.0);
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obj.set_y(player_y.0);
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obj.set_tile_id(1);
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OBJ_ATTR_ALL.index(0).write(obj);
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DISPCNT.write(DisplayControl::new().with_show_obj(true));
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let no_display = ObjAttr0::new().with_style(ObjDisplayStyle::NotDisplayed);
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OBJ_ATTR0.iter().skip(1).for_each(|va| va.write(no_display));
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DISPCNT.write(DisplayControl::new().with_show_obj(true).with_show_bg0(true));
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loop {
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// wait for vblank
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@ -51,18 +67,34 @@ extern "C" fn main() -> ! {
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// get input and prepare next frame
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let keys = KEYINPUT.read();
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if keys.up() {
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y -= 1;
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player_y -= 1;
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}
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if keys.down() {
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y += 1;
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player_y += 1;
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}
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if keys.left() {
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x -= 1;
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player_x -= 1;
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}
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if keys.right() {
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x += 1;
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player_x += 1;
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}
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obj.set_x(x.0);
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obj.set_y(y.0);
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obj.set_x(player_x.0);
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obj.set_y(player_y.0);
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}
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}
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const fn allows_movement(u: u8) -> bool {
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u == 0 || u == b' ' || u == u8::MAX
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}
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fn iter_tiles_of_area(
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(x, y): (u16, u16), (width, height): (u16, u16),
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) -> impl Iterator<Item = (u16, u16)> {
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let y_range_incl = (y / 8)..=((y + height - 1) / 8);
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let x_range_incl = (x / 8)..=((x + width - 1) / 8);
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y_range_incl
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.map(move |y_index| {
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x_range_incl.clone().map(move |x_index| (x_index, y_index))
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})
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.flatten()
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}
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