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https://github.com/italicsjenga/gba.git
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commit
4fb8b4956a
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@ -32,3 +32,21 @@ without trading away too much in terms of quality.
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To top it all off, we'll make a simple "memory game" sort of thing. There's some
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face down cards in a grid, you pick one to check, then you pick the other to
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check, and then if they match the pair disappears.
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## Drawing Priority
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Both backgrounds and objects can have "priority" values associated with them.
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TONC and GBATEK have _opposite_ ideas of what it means to have the "highest"
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priority. TONC goes by highest numerical value, and GBATEK goes by what's on the
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z-layer closest to the user. Let's list out the rules as clearly as we can:
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* Priority is always two bits, so 0 through 3.
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* Priority conceptually proceeds in drawing passes that count _down_, so any
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priority 3 things can get covered up by priority 2 things. In truth there's
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probably depth testing and buffering stuff going on so it's all one single
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pass, but conceptually we will imagine it happening as all of the 3 elements,
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then all of 2, and so on.
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* Objects always draw over top of backgrounds of equal priority.
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* Within things of the same type and priority, the lower numbered element "wins"
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and gets its pixel drawn (bg0 is favored over bg1, obj0 is favored over obj1,
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etc).
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|
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BIN
book/src/ch03/obj_memory_2d1d.jpg
Normal file
BIN
book/src/ch03/obj_memory_2d1d.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 147 KiB |
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@ -122,10 +122,10 @@ GBA's CPU _can't do any of that_. On the GBA, there's a genuine speed difference
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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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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 `.iter()` and `.iter_mut()` 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.
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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 `.iter()`
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and `.iter_mut()` 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.
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## Get your Tilemap ready
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@ -241,9 +241,7 @@ separate groups of related registers.
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Each of these are a read/write `u16` location. This is where we get to all of
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the important details that we've been putting off.
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* 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.
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* 2 bits for the priority.
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* 2 bits for "character base block", the charblock that all of the tile indexes
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for this background are offset from.
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* 1 bit for mosaic effect being enabled (we'll get to that below).
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@ -4,12 +4,388 @@ 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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As [TONC](https://www.coranac.com/tonc/text/regobj.htm) 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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in terms of _objects_, not _sprites_. A sprite is a logical / software concern,
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perhaps a player concern, whereas an object is a hardware concern.
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What's more, a given sprite that the player sees might need more than one object
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to display. Objects must be either square or rectangular (so sprite bits that
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stick out probably call for a second object), and can only be from 8x8 to 64x64
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(so anything bigger has to be two objects lined up to appear as one).
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## General Object Info
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Unlike with backgrounds, you can enable the object layer in any video mode.
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There's space for 128 object definitions in OAM.
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The display gets a number of cycles per scanline to process objects: 1210 by
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default, but only 954 if you enable the "HBlank interval free" setting in the
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display control register. The [cycle cost per
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object](http://problemkaputt.de/gbatek.htm#lcdobjoverview) depends on the
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object's size and if it's using affine or regular mode, so enabling the HBlank
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interval free setting doesn't cut the number of objects displayable by an exact
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number of objects. The objects are processed in order of their definitions and
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if you run out of cycles then the rest just don't get shown. If there's a
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concern that you might run out of cycles you can place important objects (such
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as the player) at the start of the list and then less important animation
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objects later on.
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## Ready the Palette
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Objects use the palette the same as the background does. The only difference is
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that the palette data for objects starts at `0x500_0200`.
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```rust
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pub const PALRAM_OBJECT_BASE: VolatilePtr<u16> = VolatilePtr(0x500_0200 as *mut u16);
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pub fn object_palette(slot: usize) -> u16 {
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assert!(slot < 256);
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unsafe { PALRAM_OBJECT_BASE.offset(slot as isize).read() }
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}
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pub fn set_object_palette(slot: usize, color: u16) {
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assert!(slot < 256);
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unsafe { PALRAM_OBJECT_BASE.offset(slot as isize).write(color) }
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}
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```
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## Ready the Tiles
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Objects, as with backgrounds, are composed of 8x8 tiles, and if you want
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something bigger than 8x8 you have to use more than one tile put together.
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Object tiles go into the final two charblocks of VRAM (indexes 4 and 5). Because
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there's only two of them, they are sometimes called the lower block
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(`0x601_0000`) and the higher/upper block (`0x601_4000`).
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Tile indexes for sprites always offset from the base of the lower block, and
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they always go 32 bytes at a time, regardless of if the object is set for 4bpp
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or 8bpp. From this we can determine that there's 512 tile slots in each of the
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two object charblocks. However, in video modes 3, 4, and 5 the space for the
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background cuts into the lower charblock, so you can only safely use the upper
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charblock.
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With backgrounds you picked every single tile individually with a bunch of
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screen entry values. Objects don't do that at all. Instead you pick a base tile,
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size, and shape, then it figures out the rest from there. However, you may
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recall back with the display control register something about an "object memory
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1d" bit. This is where that comes into play.
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* If object memory is set to be 2d (the default) then each charblock is treated
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as 32 tiles by 32 tiles square. Each object has a base tile and dimensions,
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and that just extracts directly from the charblock picture as if you were
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selecting an area. This mode probably makes for the easiest image editing.
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* If object memory is set to be 1d then the tiles are loaded sequentially from
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the starting point, enough to fill in the object's dimensions. This most
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probably makes it the easiest to program with about things, since programming
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languages are pretty good at 1d things.
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I'm not sure I explained that well, here's a picture:
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![2d1d-diagram](obj_memory_2d1d.jpg)
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In 2d mode, a new row of tiles starts every 32 tile indexes.
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Of course, the mode that you actually end up using is not particularly
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important, since it should be the job of your image conversion routine to get
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everything all lined up and into place anyway.
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## Set the Object Attributes
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The final step is to assign the correct attributes to an object. Each object has
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three `u16` values that make up its overall attributes.
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Before we go into the details, I want to remind you that the hardware will
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attempt to process every single object every single frame, and also that all of
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the GBA's memory is cleared to 0 at startup. Why do these two things matter
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right now? As you'll see in a second an "all zero" set of object attributes
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causes an 8x8 object to appear at 0,0 using object tile index 0. This is usually
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_not_ what you want your unused objects to do. When your game first starts you
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should take a moment to mark any objects you won't be using as objects to not
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render.
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### ObjectAttributes.attr0
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* 8 bits for row coordinate (marks the top of the sprite)
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* 2 bits for object rendering: 0 = Normal, 1 = Affine, 2 = Disabled, 3 = Affine with double rendering area
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* 2 bits for object mode: 0 = Normal, 1 = Alpha Blending, 2 = Object Window, 3 = Forbidden
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* 1 bit for mosaic enabled
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* 1 bit 8bpp color enabled
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* 2 bits for shape: 0 = Square, 1 = Horizontal, 2 = Vertical, 3 = Forbidden
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If an object is 128 pixels big at Y > 128 you'll get a strange looking result
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where it acts like Y > -128 and then displays partly off screen to the top.
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### ObjectAttributes.attr1
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* 9 bit for column coordinate (marks the left of the sprite)
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* Either:
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* 3 empty bits, 1 bit for horizontal flip, 1 bit for vertical flip (non-affine)
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* 5 bits for affine index (affine)
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* 2 bits for size.
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| Size | Square | Horizontal | Vertical|
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|:----:|:------:|:----------:|:-------:|
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| 0 | 8x8 | 16x8 | 8x16 |
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| 1 | 16x16 | 32x8 | 8x32 |
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| 2 | 32x32 | 32x16 | 16x32 |
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| 3 | 64x64 | 64x32 | 32x64 |
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### ObjectAttributes.attr2
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* 10 bits for the base tile index
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* 2 bits for priority
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* 4 bits for the palbank index (4bpp mode only, ignored in 8bpp)
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### ObjectAttributes summary
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So I said in the GBA memory mapping section that C people would tell you that
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the object attributes should look like this:
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```rust
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#[repr(C)]
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pub struct ObjectAttributes {
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attr0: u16,
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attr1: u16,
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attr2: u16,
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filler: i16,
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}
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```
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Except that:
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1) It's wasteful when we store object attributes on their own outside of OAM
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(which we definitely might want to do).
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2) In Rust we can't access just one field through a volatile pointer (our
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pointers aren't actually volatile to begin with, just the ops we do with them
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are). We have to read or write the whole pointer's value at a time.
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Similarly, we can't do things like `|=` and `&=` with volatile in Rust. So in
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rust we can't have a volatile pointer to an ObjectAttributes and then write
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to just the three "real" values and not touch the filler field. Having the
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filler value in there just means we have to dance around it more, not less.
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3) We want to newtype this whole thing to prevent accidental invalid states from
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being written into memory.
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So we will not be using that representation. At the same time we want to have no
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overhead, so we will stick to three `u16` values. We could newtype each
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individual field to be its own type (`ObjectAttributesAttr0` or something silly
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like that), since there aren't actual dependencies between two different fields
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such that a change in one can throw another into a forbidden state. The worst
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that can happen is if we disable or enable affine mode (`attr0`) it can change
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the meaning of `attr1`. The changed meaning isn't actually in invalid state
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though, so we _could_ make each field its own type if we wanted.
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However, when you think about it, I can't imagine a common situation where we do
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something like make an `attr0` value that we then want to save on its own and
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apply to several different `ObjectAttributes` that we make during a game. That
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just doesn't sound likely to me. So, we'll go the route where `ObjectAttributes`
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is just a big black box to the outside world and we don't need to think about
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the three fields internally as being separate.
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First we make it so that we can get and set object attributes from memory:
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```rust
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pub const OAM: usize = 0x700_0000;
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pub fn object_attributes(slot: usize) -> ObjectAttributes {
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assert!(slot < 128);
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let ptr = VolatilePtr((OAM + slot * (size_of::<u16>() * 4)) as *mut u16);
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unsafe {
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ObjectAttributes {
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attr0: ptr.read(),
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attr1: ptr.offset(1).read(),
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attr2: ptr.offset(2).read(),
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}
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}
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}
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pub fn set_object_attributes(slot: usize, obj: ObjectAttributes) {
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assert!(slot < 128);
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let ptr = VolatilePtr((OAM + slot * (size_of::<u16>() * 4)) as *mut u16);
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unsafe {
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ptr.write(obj.attr0);
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ptr.offset(1).write(obj.attr1);
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ptr.offset(2).write(obj.attr2);
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}
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}
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#[derive(Debug, Clone, Copy, Default)]
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pub struct ObjectAttributes {
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attr0: u16,
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attr1: u16,
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attr2: u16,
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}
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```
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Then we add a billion methods to the `ObjectAttributes` type so that we can
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actually set all the different values that we want to set.
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This code block is the last thing on this page so if you don't wanna scroll past
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the whole thing you can just go to the next page.
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```rust
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#[derive(Debug, Clone, Copy)]
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pub enum ObjectRenderMode {
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Normal,
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Affine,
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Disabled,
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DoubleAreaAffine,
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}
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#[derive(Debug, Clone, Copy)]
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pub enum ObjectMode {
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Normal,
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AlphaBlending,
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ObjectWindow,
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}
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#[derive(Debug, Clone, Copy)]
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pub enum ObjectShape {
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Square,
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Horizontal,
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Vertical,
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}
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#[derive(Debug, Clone, Copy)]
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pub enum ObjectOrientation {
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Normal,
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HFlip,
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VFlip,
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BothFlip,
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Affine(u8),
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}
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impl ObjectAttributes {
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pub fn row(&self) -> u16 {
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self.attr0 & 0b1111_1111
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}
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pub fn column(&self) -> u16 {
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self.attr1 & 0b1_1111_1111
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}
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pub fn rendering(&self) -> ObjectRenderMode {
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match (self.attr0 >> 8) & 0b11 {
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0 => ObjectRenderMode::Normal,
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1 => ObjectRenderMode::Affine,
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2 => ObjectRenderMode::Disabled,
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3 => ObjectRenderMode::DoubleAreaAffine,
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_ => unimplemented!(),
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}
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}
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pub fn mode(&self) -> ObjectMode {
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match (self.attr0 >> 0xA) & 0b11 {
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0 => ObjectMode::Normal,
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1 => ObjectMode::AlphaBlending,
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2 => ObjectMode::ObjectWindow,
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_ => unimplemented!(),
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}
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}
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pub fn mosaic(&self) -> bool {
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((self.attr0 << 3) as i16) < 0
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}
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pub fn two_fifty_six_colors(&self) -> bool {
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((self.attr0 << 2) as i16) < 0
|
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}
|
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pub fn shape(&self) -> ObjectShape {
|
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match (self.attr0 >> 0xE) & 0b11 {
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0 => ObjectShape::Square,
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1 => ObjectShape::Horizontal,
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2 => ObjectShape::Vertical,
|
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_ => unimplemented!(),
|
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}
|
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}
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pub fn orientation(&self) -> ObjectOrientation {
|
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if (self.attr0 >> 8) & 1 > 0 {
|
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ObjectOrientation::Affine((self.attr1 >> 9) as u8 & 0b1_1111)
|
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} else {
|
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match (self.attr1 >> 0xC) & 0b11 {
|
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0 => ObjectOrientation::Normal,
|
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1 => ObjectOrientation::HFlip,
|
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2 => ObjectOrientation::VFlip,
|
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3 => ObjectOrientation::BothFlip,
|
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_ => unimplemented!(),
|
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}
|
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}
|
||||
}
|
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pub fn size(&self) -> u16 {
|
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self.attr1 >> 0xE
|
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}
|
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pub fn tile_index(&self) -> u16 {
|
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self.attr2 & 0b11_1111_1111
|
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}
|
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pub fn priority(&self) -> u16 {
|
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self.attr2 >> 0xA
|
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}
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pub fn palbank(&self) -> u16 {
|
||||
self.attr2 >> 0xC
|
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}
|
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//
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pub fn set_row(&mut self, row: u16) {
|
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self.attr0 &= !0b1111_1111;
|
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self.attr0 |= row & 0b1111_1111;
|
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}
|
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pub fn set_column(&mut self, col: u16) {
|
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self.attr1 &= !0b1_1111_1111;
|
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self.attr2 |= col & 0b1_1111_1111;
|
||||
}
|
||||
pub fn set_rendering(&mut self, rendering: ObjectRenderMode) {
|
||||
const RENDERING_MASK: u16 = 0b11 << 8;
|
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self.attr0 &= !RENDERING_MASK;
|
||||
self.attr0 |= (rendering as u16) << 8;
|
||||
}
|
||||
pub fn set_mode(&mut self, mode: ObjectMode) {
|
||||
const MODE_MASK: u16 = 0b11 << 0xA;
|
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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;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
|
|
@ -165,6 +165,23 @@ without trading away too much in terms of quality.</p>
|
|||
<p>To top it all off, we'll make a simple "memory game" sort of thing. There's some
|
||||
face down cards in a grid, you pick one to check, then you pick the other to
|
||||
check, and then if they match the pair disappears.</p>
|
||||
<a class="header" href="#drawing-priority" id="drawing-priority"><h2>Drawing Priority</h2></a>
|
||||
<p>Both backgrounds and objects can have "priority" values associated with them.
|
||||
TONC and GBATEK have <em>opposite</em> ideas of what it means to have the "highest"
|
||||
priority. TONC goes by highest numerical value, and GBATEK goes by what's on the
|
||||
z-layer closest to the user. Let's list out the rules as clearly as we can:</p>
|
||||
<ul>
|
||||
<li>Priority is always two bits, so 0 through 3.</li>
|
||||
<li>Priority conceptually proceeds in drawing passes that count <em>down</em>, so any
|
||||
priority 3 things can get covered up by priority 2 things. In truth there's
|
||||
probably depth testing and buffering stuff going on so it's all one single
|
||||
pass, but conceptually we will imagine it happening as all of the 3 elements,
|
||||
then all of 2, and so on.</li>
|
||||
<li>Objects always draw over top of backgrounds of equal priority.</li>
|
||||
<li>Within things of the same type and priority, the lower numbered element "wins"
|
||||
and gets its pixel drawn (bg0 is favored over bg1, obj0 is favored over obj1,
|
||||
etc).</li>
|
||||
</ul>
|
||||
|
||||
</main>
|
||||
|
||||
|
|
BIN
docs/ch03/obj_memory_2d1d.jpg
Normal file
BIN
docs/ch03/obj_memory_2d1d.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 147 KiB |
|
@ -248,10 +248,10 @@ GBA's CPU <em>can't do any of that</em>. On the GBA, there's a genuine speed dif
|
|||
between looping over indexes and then indexing each loop (slow) compared to
|
||||
using an iterator that just stores an internal pointer and does +1 offset per
|
||||
loop until it reaches the end (fast). The repeated indexing itself can by itself
|
||||
be an expensive step. If you've got a slice of data to process, be sure to go
|
||||
over it with <code>.iter()</code> and <code>.iter_mut()</code> if you can, instead of looping by
|
||||
index. This is Rust and all, so probably you were gonna do that anyway, but just
|
||||
a heads up.</p>
|
||||
be an expensive step. If it's like a 3 element array it's no big deal, but if
|
||||
you've got a big slice of data to process, be sure to go over it with <code>.iter()</code>
|
||||
and <code>.iter_mut()</code> if you can, instead of looping by index. This is Rust and all,
|
||||
so probably you were gonna do that anyway, but just a heads up.</p>
|
||||
<a class="header" href="#get-your-tilemap-ready" id="get-your-tilemap-ready"><h2>Get your Tilemap ready</h2></a>
|
||||
<p>I believe that at one point I alluded to a tilemap existing. Well, just as the
|
||||
tiles are arranged into charblocks, the data describing what tile to show in
|
||||
|
@ -359,9 +359,7 @@ separate groups of related registers.</p>
|
|||
<p>Each of these are a read/write <code>u16</code> location. This is where we get to all of
|
||||
the important details that we've been putting off.</p>
|
||||
<ul>
|
||||
<li>2 bits for the priority of each background (0 being highest). If two
|
||||
backgrounds are set to the same priority the the lower numbered background
|
||||
layer takes prescience.</li>
|
||||
<li>2 bits for the priority.</li>
|
||||
<li>2 bits for "character base block", the charblock that all of the tile indexes
|
||||
for this background are offset from.</li>
|
||||
<li>1 bit for mosaic effect being enabled (we'll get to that below).</li>
|
||||
|
|
|
@ -140,11 +140,372 @@
|
|||
<p>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.</p>
|
||||
<p>TODO: tio afero ke mi diris</p>
|
||||
<a class="header" href="#objects-vs-sprites" id="objects-vs-sprites"><h2>Objects vs Sprites</h2></a>
|
||||
<p>As <a href="https://www.coranac.com/tonc/text/regobj.htm">TONC</a> helpfully reminds us
|
||||
(and then proceeds to not follow its own advice), we should always try to think
|
||||
in terms of <em>objects</em>, not <em>sprites</em>. A sprite is a logical / software concern,
|
||||
perhaps a player concern, whereas an object is a hardware concern.</p>
|
||||
<p>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).</p>
|
||||
<a class="header" href="#general-object-info" id="general-object-info"><h2>General Object Info</h2></a>
|
||||
<p>Unlike with backgrounds, you can enable the object layer in any video mode.
|
||||
There's space for 128 object definitions in OAM.</p>
|
||||
<p>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 <a href="http://problemkaputt.de/gbatek.htm#lcdobjoverview">cycle cost per
|
||||
object</a> 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.</p>
|
||||
<a class="header" href="#ready-the-palette" id="ready-the-palette"><h2>Ready the Palette</h2></a>
|
||||
<p>Objects use the palette the same as the background does. The only difference is
|
||||
that the palette data for objects starts at <code>0x500_0200</code>.</p>
|
||||
<pre><pre class="playpen"><code class="language-rust">
|
||||
# #![allow(unused_variables)]
|
||||
#fn main() {
|
||||
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) }
|
||||
}
|
||||
#}</code></pre></pre>
|
||||
<a class="header" href="#ready-the-tiles" id="ready-the-tiles"><h2>Ready the Tiles</h2></a>
|
||||
<p>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
|
||||
(<code>0x601_0000</code>) and the higher/upper block (<code>0x601_4000</code>).</p>
|
||||
<p>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.</p>
|
||||
<p>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.</p>
|
||||
<ul>
|
||||
<li>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.</li>
|
||||
<li>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.</li>
|
||||
</ul>
|
||||
<p>I'm not sure I explained that well, here's a picture:</p>
|
||||
<p><img src="obj_memory_2d1d.jpg" alt="2d1d-diagram" /></p>
|
||||
<p>In 2d mode, a new row of tiles starts every 32 tile indexes.</p>
|
||||
<p>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.</p>
|
||||
<a class="header" href="#set-the-object-attributes" id="set-the-object-attributes"><h2>Set the Object Attributes</h2></a>
|
||||
<p>The final step is to assign the correct attributes to an object. Each object has
|
||||
three <code>u16</code> values that make up its overall attributes.</p>
|
||||
<p>Before we go into the details, I want to remind you that the hardware will
|
||||
attempt to process every single object every single frame, and also that all of
|
||||
the GBA's 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
|
||||
<em>not</em> 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.</p>
|
||||
<a class="header" href="#objectattributesattr0" id="objectattributesattr0"><h3>ObjectAttributes.attr0</h3></a>
|
||||
<ul>
|
||||
<li>8 bits for row coordinate (marks the top of the sprite)</li>
|
||||
<li>2 bits for object rendering: 0 = Normal, 1 = Affine, 2 = Disabled, 3 = Affine with double rendering area</li>
|
||||
<li>2 bits for object mode: 0 = Normal, 1 = Alpha Blending, 2 = Object Window, 3 = Forbidden</li>
|
||||
<li>1 bit for mosaic enabled</li>
|
||||
<li>1 bit 8bpp color enabled</li>
|
||||
<li>2 bits for shape: 0 = Square, 1 = Horizontal, 2 = Vertical, 3 = Forbidden</li>
|
||||
</ul>
|
||||
<p>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.</p>
|
||||
<a class="header" href="#objectattributesattr1" id="objectattributesattr1"><h3>ObjectAttributes.attr1</h3></a>
|
||||
<ul>
|
||||
<li>9 bit for column coordinate (marks the left of the sprite)</li>
|
||||
<li>Either:
|
||||
<ul>
|
||||
<li>3 empty bits, 1 bit for horizontal flip, 1 bit for vertical flip (non-affine)</li>
|
||||
<li>5 bits for affine index (affine)</li>
|
||||
</ul>
|
||||
</li>
|
||||
<li>2 bits for size.</li>
|
||||
</ul>
|
||||
<table><thead><tr><th align="center"> Size </th><th align="center"> Square </th><th align="center"> Horizontal </th><th align="center"> Vertical</th></tr></thead><tbody>
|
||||
<tr><td align="center"> 0 </td><td align="center"> 8x8 </td><td align="center"> 16x8 </td><td align="center"> 8x16 </td></tr>
|
||||
<tr><td align="center"> 1 </td><td align="center"> 16x16 </td><td align="center"> 32x8 </td><td align="center"> 8x32 </td></tr>
|
||||
<tr><td align="center"> 2 </td><td align="center"> 32x32 </td><td align="center"> 32x16 </td><td align="center"> 16x32 </td></tr>
|
||||
<tr><td align="center"> 3 </td><td align="center"> 64x64 </td><td align="center"> 64x32 </td><td align="center"> 32x64 </td></tr>
|
||||
</tbody></table>
|
||||
<a class="header" href="#objectattributesattr2" id="objectattributesattr2"><h3>ObjectAttributes.attr2</h3></a>
|
||||
<ul>
|
||||
<li>10 bits for the base tile index</li>
|
||||
<li>2 bits for priority</li>
|
||||
<li>4 bits for the palbank index (4bpp mode only, ignored in 8bpp)</li>
|
||||
</ul>
|
||||
<a class="header" href="#objectattributes-summary" id="objectattributes-summary"><h3>ObjectAttributes summary</h3></a>
|
||||
<p>So I said in the GBA memory mapping section that C people would tell you that
|
||||
the object attributes should look like this:</p>
|
||||
<pre><pre class="playpen"><code class="language-rust">
|
||||
# #![allow(unused_variables)]
|
||||
#fn main() {
|
||||
#[repr(C)]
|
||||
pub struct ObjectAttributes {
|
||||
attr0: u16,
|
||||
attr1: u16,
|
||||
attr2: u16,
|
||||
filler: i16,
|
||||
}
|
||||
#}</code></pre></pre>
|
||||
<p>Except that:</p>
|
||||
<ol>
|
||||
<li>It's wasteful when we store object attributes on their own outside of OAM
|
||||
(which we definitely might want to do).</li>
|
||||
<li>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 <code>|=</code> and <code>&=</code> 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.</li>
|
||||
<li>We want to newtype this whole thing to prevent accidental invalid states from
|
||||
being written into memory.</li>
|
||||
</ol>
|
||||
<p>So we will not be using that representation. At the same time we want to have no
|
||||
overhead, so we will stick to three <code>u16</code> values. We could newtype each
|
||||
individual field to be its own type (<code>ObjectAttributesAttr0</code> 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 (<code>attr0</code>) it can change
|
||||
the meaning of <code>attr1</code>. The changed meaning isn't actually in invalid state
|
||||
though, so we <em>could</em> make each field its own type if we wanted.</p>
|
||||
<p>However, when you think about it, I can't imagine a common situation where we do
|
||||
something like make an <code>attr0</code> value that we then want to save on its own and
|
||||
apply to several different <code>ObjectAttributes</code> that we make during a game. That
|
||||
just doesn't sound likely to me. So, we'll go the route where <code>ObjectAttributes</code>
|
||||
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.</p>
|
||||
<p>First we make it so that we can get and set object attributes from memory:</p>
|
||||
<pre><pre class="playpen"><code class="language-rust">
|
||||
# #![allow(unused_variables)]
|
||||
#fn main() {
|
||||
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,
|
||||
}
|
||||
#}</code></pre></pre>
|
||||
<p>Then we add a billion methods to the <code>ObjectAttributes</code> type so that we can
|
||||
actually set all the different values that we want to set.</p>
|
||||
<p>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.</p>
|
||||
<pre><pre class="playpen"><code class="language-rust">
|
||||
# #![allow(unused_variables)]
|
||||
#fn main() {
|
||||
#[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,
|
||||
_ => unimplemented!(),
|
||||
}
|
||||
}
|
||||
}
|
||||
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;
|
||||
}
|
||||
}
|
||||
#}</code></pre></pre>
|
||||
|
||||
</main>
|
||||
|
||||
|
|
392
docs/print.html
392
docs/print.html
|
@ -1301,6 +1301,23 @@ without trading away too much in terms of quality.</p>
|
|||
<p>To top it all off, we'll make a simple "memory game" sort of thing. There's some
|
||||
face down cards in a grid, you pick one to check, then you pick the other to
|
||||
check, and then if they match the pair disappears.</p>
|
||||
<a class="header" href="#drawing-priority" id="drawing-priority"><h2>Drawing Priority</h2></a>
|
||||
<p>Both backgrounds and objects can have "priority" values associated with them.
|
||||
TONC and GBATEK have <em>opposite</em> ideas of what it means to have the "highest"
|
||||
priority. TONC goes by highest numerical value, and GBATEK goes by what's on the
|
||||
z-layer closest to the user. Let's list out the rules as clearly as we can:</p>
|
||||
<ul>
|
||||
<li>Priority is always two bits, so 0 through 3.</li>
|
||||
<li>Priority conceptually proceeds in drawing passes that count <em>down</em>, so any
|
||||
priority 3 things can get covered up by priority 2 things. In truth there's
|
||||
probably depth testing and buffering stuff going on so it's all one single
|
||||
pass, but conceptually we will imagine it happening as all of the 3 elements,
|
||||
then all of 2, and so on.</li>
|
||||
<li>Objects always draw over top of backgrounds of equal priority.</li>
|
||||
<li>Within things of the same type and priority, the lower numbered element "wins"
|
||||
and gets its pixel drawn (bg0 is favored over bg1, obj0 is favored over obj1,
|
||||
etc).</li>
|
||||
</ul>
|
||||
<a class="header" href="#gba-memory-mapping" id="gba-memory-mapping"><h1>GBA Memory Mapping</h1></a>
|
||||
<p>The <a href="http://problemkaputt.de/gbatek.htm#gbamemorymap">GBA Memory Map</a> has
|
||||
several memory portions to it, each with their own little differences. Most of
|
||||
|
@ -1755,10 +1772,10 @@ GBA's CPU <em>can't do any of that</em>. On the GBA, there's a genuine speed dif
|
|||
between looping over indexes and then indexing each loop (slow) compared to
|
||||
using an iterator that just stores an internal pointer and does +1 offset per
|
||||
loop until it reaches the end (fast). The repeated indexing itself can by itself
|
||||
be an expensive step. If you've got a slice of data to process, be sure to go
|
||||
over it with <code>.iter()</code> and <code>.iter_mut()</code> if you can, instead of looping by
|
||||
index. This is Rust and all, so probably you were gonna do that anyway, but just
|
||||
a heads up.</p>
|
||||
be an expensive step. If it's like a 3 element array it's no big deal, but if
|
||||
you've got a big slice of data to process, be sure to go over it with <code>.iter()</code>
|
||||
and <code>.iter_mut()</code> if you can, instead of looping by index. This is Rust and all,
|
||||
so probably you were gonna do that anyway, but just a heads up.</p>
|
||||
<a class="header" href="#get-your-tilemap-ready" id="get-your-tilemap-ready"><h2>Get your Tilemap ready</h2></a>
|
||||
<p>I believe that at one point I alluded to a tilemap existing. Well, just as the
|
||||
tiles are arranged into charblocks, the data describing what tile to show in
|
||||
|
@ -1866,9 +1883,7 @@ separate groups of related registers.</p>
|
|||
<p>Each of these are a read/write <code>u16</code> location. This is where we get to all of
|
||||
the important details that we've been putting off.</p>
|
||||
<ul>
|
||||
<li>2 bits for the priority of each background (0 being highest). If two
|
||||
backgrounds are set to the same priority the the lower numbered background
|
||||
layer takes prescience.</li>
|
||||
<li>2 bits for the priority.</li>
|
||||
<li>2 bits for "character base block", the charblock that all of the tile indexes
|
||||
for this background are offset from.</li>
|
||||
<li>1 bit for mosaic effect being enabled (we'll get to that below).</li>
|
||||
|
@ -1934,11 +1949,372 @@ target pixel. You can't change the target pixel on a block by block basis.</p>
|
|||
<p>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.</p>
|
||||
<p>TODO: tio afero ke mi diris</p>
|
||||
<a class="header" href="#objects-vs-sprites" id="objects-vs-sprites"><h2>Objects vs Sprites</h2></a>
|
||||
<p>As <a href="https://www.coranac.com/tonc/text/regobj.htm">TONC</a> helpfully reminds us
|
||||
(and then proceeds to not follow its own advice), we should always try to think
|
||||
in terms of <em>objects</em>, not <em>sprites</em>. A sprite is a logical / software concern,
|
||||
perhaps a player concern, whereas an object is a hardware concern.</p>
|
||||
<p>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).</p>
|
||||
<a class="header" href="#general-object-info" id="general-object-info"><h2>General Object Info</h2></a>
|
||||
<p>Unlike with backgrounds, you can enable the object layer in any video mode.
|
||||
There's space for 128 object definitions in OAM.</p>
|
||||
<p>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 <a href="http://problemkaputt.de/gbatek.htm#lcdobjoverview">cycle cost per
|
||||
object</a> 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.</p>
|
||||
<a class="header" href="#ready-the-palette" id="ready-the-palette"><h2>Ready the Palette</h2></a>
|
||||
<p>Objects use the palette the same as the background does. The only difference is
|
||||
that the palette data for objects starts at <code>0x500_0200</code>.</p>
|
||||
<pre><pre class="playpen"><code class="language-rust">
|
||||
# #![allow(unused_variables)]
|
||||
#fn main() {
|
||||
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) }
|
||||
}
|
||||
#}</code></pre></pre>
|
||||
<a class="header" href="#ready-the-tiles" id="ready-the-tiles"><h2>Ready the Tiles</h2></a>
|
||||
<p>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
|
||||
(<code>0x601_0000</code>) and the higher/upper block (<code>0x601_4000</code>).</p>
|
||||
<p>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.</p>
|
||||
<p>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.</p>
|
||||
<ul>
|
||||
<li>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.</li>
|
||||
<li>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.</li>
|
||||
</ul>
|
||||
<p>I'm not sure I explained that well, here's a picture:</p>
|
||||
<p><img src="obj_memory_2d1d.jpg" alt="2d1d-diagram" /></p>
|
||||
<p>In 2d mode, a new row of tiles starts every 32 tile indexes.</p>
|
||||
<p>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.</p>
|
||||
<a class="header" href="#set-the-object-attributes" id="set-the-object-attributes"><h2>Set the Object Attributes</h2></a>
|
||||
<p>The final step is to assign the correct attributes to an object. Each object has
|
||||
three <code>u16</code> values that make up its overall attributes.</p>
|
||||
<p>Before we go into the details, I want to remind you that the hardware will
|
||||
attempt to process every single object every single frame, and also that all of
|
||||
the GBA's 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
|
||||
<em>not</em> 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.</p>
|
||||
<a class="header" href="#objectattributesattr0" id="objectattributesattr0"><h3>ObjectAttributes.attr0</h3></a>
|
||||
<ul>
|
||||
<li>8 bits for row coordinate (marks the top of the sprite)</li>
|
||||
<li>2 bits for object rendering: 0 = Normal, 1 = Affine, 2 = Disabled, 3 = Affine with double rendering area</li>
|
||||
<li>2 bits for object mode: 0 = Normal, 1 = Alpha Blending, 2 = Object Window, 3 = Forbidden</li>
|
||||
<li>1 bit for mosaic enabled</li>
|
||||
<li>1 bit 8bpp color enabled</li>
|
||||
<li>2 bits for shape: 0 = Square, 1 = Horizontal, 2 = Vertical, 3 = Forbidden</li>
|
||||
</ul>
|
||||
<p>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.</p>
|
||||
<a class="header" href="#objectattributesattr1" id="objectattributesattr1"><h3>ObjectAttributes.attr1</h3></a>
|
||||
<ul>
|
||||
<li>9 bit for column coordinate (marks the left of the sprite)</li>
|
||||
<li>Either:
|
||||
<ul>
|
||||
<li>3 empty bits, 1 bit for horizontal flip, 1 bit for vertical flip (non-affine)</li>
|
||||
<li>5 bits for affine index (affine)</li>
|
||||
</ul>
|
||||
</li>
|
||||
<li>2 bits for size.</li>
|
||||
</ul>
|
||||
<table><thead><tr><th align="center"> Size </th><th align="center"> Square </th><th align="center"> Horizontal </th><th align="center"> Vertical</th></tr></thead><tbody>
|
||||
<tr><td align="center"> 0 </td><td align="center"> 8x8 </td><td align="center"> 16x8 </td><td align="center"> 8x16 </td></tr>
|
||||
<tr><td align="center"> 1 </td><td align="center"> 16x16 </td><td align="center"> 32x8 </td><td align="center"> 8x32 </td></tr>
|
||||
<tr><td align="center"> 2 </td><td align="center"> 32x32 </td><td align="center"> 32x16 </td><td align="center"> 16x32 </td></tr>
|
||||
<tr><td align="center"> 3 </td><td align="center"> 64x64 </td><td align="center"> 64x32 </td><td align="center"> 32x64 </td></tr>
|
||||
</tbody></table>
|
||||
<a class="header" href="#objectattributesattr2" id="objectattributesattr2"><h3>ObjectAttributes.attr2</h3></a>
|
||||
<ul>
|
||||
<li>10 bits for the base tile index</li>
|
||||
<li>2 bits for priority</li>
|
||||
<li>4 bits for the palbank index (4bpp mode only, ignored in 8bpp)</li>
|
||||
</ul>
|
||||
<a class="header" href="#objectattributes-summary" id="objectattributes-summary"><h3>ObjectAttributes summary</h3></a>
|
||||
<p>So I said in the GBA memory mapping section that C people would tell you that
|
||||
the object attributes should look like this:</p>
|
||||
<pre><pre class="playpen"><code class="language-rust">
|
||||
# #![allow(unused_variables)]
|
||||
#fn main() {
|
||||
#[repr(C)]
|
||||
pub struct ObjectAttributes {
|
||||
attr0: u16,
|
||||
attr1: u16,
|
||||
attr2: u16,
|
||||
filler: i16,
|
||||
}
|
||||
#}</code></pre></pre>
|
||||
<p>Except that:</p>
|
||||
<ol>
|
||||
<li>It's wasteful when we store object attributes on their own outside of OAM
|
||||
(which we definitely might want to do).</li>
|
||||
<li>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 <code>|=</code> and <code>&=</code> 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.</li>
|
||||
<li>We want to newtype this whole thing to prevent accidental invalid states from
|
||||
being written into memory.</li>
|
||||
</ol>
|
||||
<p>So we will not be using that representation. At the same time we want to have no
|
||||
overhead, so we will stick to three <code>u16</code> values. We could newtype each
|
||||
individual field to be its own type (<code>ObjectAttributesAttr0</code> 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 (<code>attr0</code>) it can change
|
||||
the meaning of <code>attr1</code>. The changed meaning isn't actually in invalid state
|
||||
though, so we <em>could</em> make each field its own type if we wanted.</p>
|
||||
<p>However, when you think about it, I can't imagine a common situation where we do
|
||||
something like make an <code>attr0</code> value that we then want to save on its own and
|
||||
apply to several different <code>ObjectAttributes</code> that we make during a game. That
|
||||
just doesn't sound likely to me. So, we'll go the route where <code>ObjectAttributes</code>
|
||||
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.</p>
|
||||
<p>First we make it so that we can get and set object attributes from memory:</p>
|
||||
<pre><pre class="playpen"><code class="language-rust">
|
||||
# #![allow(unused_variables)]
|
||||
#fn main() {
|
||||
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,
|
||||
}
|
||||
#}</code></pre></pre>
|
||||
<p>Then we add a billion methods to the <code>ObjectAttributes</code> type so that we can
|
||||
actually set all the different values that we want to set.</p>
|
||||
<p>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.</p>
|
||||
<pre><pre class="playpen"><code class="language-rust">
|
||||
# #![allow(unused_variables)]
|
||||
#fn main() {
|
||||
#[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,
|
||||
_ => unimplemented!(),
|
||||
}
|
||||
}
|
||||
}
|
||||
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;
|
||||
}
|
||||
}
|
||||
#}</code></pre></pre>
|
||||
<a class="header" href="#gba-rng" id="gba-rng"><h1>GBA RNG</h1></a>
|
||||
<p>TODO</p>
|
||||
<a class="header" href="#memory_game" id="memory_game"><h1>memory_game</h1></a>
|
||||
|
|
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
|
@ -286,3 +286,209 @@ impl RegularScreenblockEntry {
|
|||
self.0 |= palbank_index;
|
||||
}
|
||||
}
|
||||
|
||||
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) }
|
||||
}
|
||||
|
||||
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,
|
||||
}
|
||||
|
||||
#[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,
|
||||
_ => unimplemented!(),
|
||||
}
|
||||
}
|
||||
}
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue