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better make those examples build
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@ -18,6 +18,6 @@
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* [GBA Memory Mapping](ch03/gba_memory_mapping.md)
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* [Tile Data](ch03/tile_data.md)
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* [Regular Backgrounds](ch03/regular_backgrounds.md)
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* [Object Basics](ch03/object_basics.md)
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* [Regular Objects](ch03/regular_objects.md)
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* [GBA RNG](ch03/gba_rng.md)
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* [memory_game](ch03/memory_game.md)
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@ -1,2 +0,0 @@
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# Object Basics
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TODO
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@ -23,6 +23,9 @@ When you want regular tiled display, you must use video mode 0 or 1.
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We will not cover affine backgrounds in this chapter, so we will naturally be
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using video mode 0.
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Also, note that you have to enable each background layer that you want to use
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within the display control register.
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## Get Your Palette Ready
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Background palette starts at `0x5000000` and is 256 `u16` values long. It'd
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@ -36,12 +39,12 @@ pub const PALRAM_BG_BASE: VolatilePtr<u16> = VolatilePtr(0x500_0000 as *mut u16)
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pub fn bg_palette(slot: usize) -> u16 {
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assert!(slot < 256);
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PALRAM_BG_BASE.offset(slot as isize).read()
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unsafe { PALRAM_BG_BASE.offset(slot as isize).read() }
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}
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pub fn set_bg_palette(slot: usize, color: u16) {
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assert!(slot < 256);
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PALRAM_BG_BASE.offset(slot as isize).write(color)
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unsafe { PALRAM_BG_BASE.offset(slot as isize).write(color) }
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}
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```
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@ -77,28 +80,28 @@ pub fn bg_tile_4pp(base_block: usize, tile_index: usize) -> Tile4bpp {
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assert!(base_block < 4);
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assert!(tile_index < 512);
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let address = VRAM + size_of::<Charblock4bpp>() * base_block + size_of::<Tile4bpp>() * tile_index;
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VolatilePtr(address as *mut Tile4bpp).read()
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unsafe { VolatilePtr(address as *mut Tile4bpp).read() }
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}
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pub fn set_bg_tile_4pp(base_block: usize, tile_index: usize, tile: Tile4bpp) {
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assert!(base_block < 4);
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assert!(tile_index < 512);
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let address = VRAM + size_of::<Charblock4bpp>() * base_block + size_of::<Tile4bpp>() * tile_index;
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VolatilePtr(address as *mut Tile4bpp).write(tile)
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unsafe { VolatilePtr(address as *mut Tile4bpp).write(tile) }
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}
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pub fn bg_tile_8pp(base_block: usize, tile_index: usize) -> Tile8bpp {
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assert!(base_block < 4);
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assert!(tile_index < 256);
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let address = VRAM + size_of::<Charblock8bpp>() * base_block + size_of::<Tile8bpp>() * tile_index;
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VolatilePtr(address as *mut Tile8bpp).read()
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unsafe { VolatilePtr(address as *mut Tile8bpp).read() }
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}
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pub fn set_bg_tile_8pp(base_block: usize, tile_index: usize, tile: Tile8bpp) {
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assert!(base_block < 4);
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assert!(tile_index < 256);
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let address = VRAM + size_of::<Charblock8bpp>() * base_block + size_of::<Tile8bpp>() * tile_index;
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VolatilePtr(address as *mut Tile8bpp).write(tile)
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unsafe { VolatilePtr(address as *mut Tile8bpp).write(tile) }
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}
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```
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@ -218,9 +221,10 @@ As long as you stay within the background memory region for charblocks (that is,
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rendering to reach outside of the background charblocks you'll get an
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implementation defined result. It's not the dreaded "undefined behavior" we're
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often worried about in programming, but the results _are_ determined by what
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you're running the game on. With real hardware, you get a bizarre result
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(basically another way to put garbage on the screen). If you use an emulator it
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might or might not allow for you to do this, it's up to the emulator writers.
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you're running the game on. With GBA hardware you get a bizarre result
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(basically another way to put garbage on the screen). With a DS it acts as if
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the tiles were all 0s. If you use an emulator it might or might not allow for
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you to do this, it's up to the emulator writers.
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## Set Your IO Registers
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@ -287,9 +291,12 @@ it will loop.
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As a special effect, you can apply mosaic to backgrounds and objects. It's just
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a single flag for each background, so all backgrounds will use the same mosaic
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settings when they have it enabled.
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settings when they have it enabled. What it actually does is split the normal
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image into "blocks" and then each block gets the color of the top left pixel of
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that block. This is the effect you see when link hits an electric foe with his
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sword and the whole screen "buzzes" at you.
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The mosaic control is a read/write `u16` IO register at `0x400_004C`.
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The mosaic control is a _write only_ `u16` IO register at `0x400_004C`.
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There's 4 bits each for:
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@ -298,4 +305,11 @@ There's 4 bits each for:
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* Horizontal object stretch
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* Vertical object stretch
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The
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The inputs should be 1 _less_ than the desired block size. So if you set a
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stretch value of 5 then pixels 0-5 would be part of the first block (6 pixels),
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then 6-11 is the next block (another 6 pixels) and so on.
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If you need to make a pixel other than the top left part of each block the one
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that determines the mosaic color you can carefully offset the background or
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image by a tiny bit, but of course that makes every mosaic block change its
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target pixel. You can't change the target pixel on a block by block basis.
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15
book/src/ch03/regular_objects.md
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15
book/src/ch03/regular_objects.md
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@ -0,0 +1,15 @@
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# Regular Objects
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As with backgrounds, objects can be used in both an affine and non-affine way.
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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.
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TODO: tio afero ke mi diris
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## Objects vs Sprites
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## Ready the Palette
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## Ready the Tiles
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## Set the Object Attributes
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@ -27,7 +27,9 @@ if you want to get them that way.
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## Expected Knowledge
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I will try not to ask too much of the reader ahead of time, but you are expected
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to have already read [The Rust Book](https://doc.rust-lang.org/book/).
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to have already read [The Rust Book](https://doc.rust-lang.org/book/). Having
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also read through the [Rustonomicon](https://doc.rust-lang.org/nomicon/) is
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appreciated but not required.
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It's very difficult to know when you've said something that someone else won't
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already know about, or if you're presenting ideas out of order. If things aren't
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@ -56,6 +58,3 @@ resources as well:
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* [GBATEK](http://problemkaputt.de/gbatek.htm), a homebrew tech manual for
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GBA/NDS/DSi. We will regularly link to parts of it when talking about various
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bits of the GBA.
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* [CowBite](https://www.cs.rit.edu/~tjh8300/CowBite/CowBiteSpec.htm) is another
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tech specification that's more GBA specific. It's sometimes got more ASCII
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art diagrams and example C struct layouts than GBATEK does.
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@ -204,40 +204,40 @@ pub const PALRAM_BG_BASE: VolatilePtr<u16> = VolatilePtr(0x500_0000 as *mut u16)
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pub fn bg_palette(slot: usize) -> u16 {
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assert!(slot < 256);
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PALRAM_BG_BASE.offset(slot as isize).read()
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unsafe { PALRAM_BG_BASE.offset(slot as isize).read() }
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}
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pub fn set_bg_palette(slot: usize, color: u16) {
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assert!(slot < 256);
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PALRAM_BG_BASE.offset(slot as isize).write(color)
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unsafe { PALRAM_BG_BASE.offset(slot as isize).write(color) }
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}
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pub fn bg_tile_4pp(base_block: usize, tile_index: usize) -> Tile4bpp {
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assert!(base_block < 4);
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assert!(tile_index < 512);
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let address = VRAM + size_of::<Charblock4bpp>() * base_block + size_of::<Tile4bpp>() * tile_index;
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VolatilePtr(address as *mut Tile4bpp).read()
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unsafe { VolatilePtr(address as *mut Tile4bpp).read() }
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}
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pub fn set_bg_tile_4pp(base_block: usize, tile_index: usize, tile: Tile4bpp) {
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assert!(base_block < 4);
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assert!(tile_index < 512);
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let address = VRAM + size_of::<Charblock4bpp>() * base_block + size_of::<Tile4bpp>() * tile_index;
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VolatilePtr(address as *mut Tile4bpp).write(tile)
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unsafe { VolatilePtr(address as *mut Tile4bpp).write(tile) }
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}
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pub fn bg_tile_8pp(base_block: usize, tile_index: usize) -> Tile8bpp {
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assert!(base_block < 4);
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assert!(tile_index < 256);
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let address = VRAM + size_of::<Charblock8bpp>() * base_block + size_of::<Tile8bpp>() * tile_index;
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VolatilePtr(address as *mut Tile8bpp).read()
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unsafe { VolatilePtr(address as *mut Tile8bpp).read() }
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}
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pub fn set_bg_tile_8pp(base_block: usize, tile_index: usize, tile: Tile8bpp) {
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assert!(base_block < 4);
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assert!(tile_index < 256);
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let address = VRAM + size_of::<Charblock8bpp>() * base_block + size_of::<Tile8bpp>() * tile_index;
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VolatilePtr(address as *mut Tile8bpp).write(tile)
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unsafe { VolatilePtr(address as *mut Tile8bpp).write(tile) }
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}
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#[derive(Clone, Copy)]
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