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missing a backtick
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cb11a6e898
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@ -48,7 +48,7 @@
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//! Regardless of their bit depth, a tile is always an 8x8 area. This means that
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//! Regardless of their bit depth, a tile is always an 8x8 area. This means that
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//! they're either 32 bytes (4bpp) or 64 bytes (8bpp). Since VRAM starts aligned
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//! they're either 32 bytes (4bpp) or 64 bytes (8bpp). Since VRAM starts aligned
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//! to 4, and since both size tiles are a multiple of 4 bytes large, we model
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//! to 4, and since both size tiles are a multiple of 4 bytes large, we model
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//! tile data as being arrays of `u32 rather than arrays of `u8`. Having the
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//! tile data as being arrays of `u32` rather than arrays of `u8`. Having the
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//! data keep aligned to 4 gives a significant speed gain when moving entire
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//! data keep aligned to 4 gives a significant speed gain when moving entire
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//! tiles around.
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//! tiles around.
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//!
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//!
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@ -109,15 +109,23 @@ impl Color {
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u16_int_field!(10 - 14, blue, with_blue);
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u16_int_field!(10 - 14, blue, with_blue);
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}
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}
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/// The video mode controls how each background layer will operate.
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#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, PartialOrd, Ord, Hash)]
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#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, PartialOrd, Ord, Hash)]
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#[repr(u16)]
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#[repr(u16)]
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pub enum VideoMode {
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pub enum VideoMode {
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/// All four background layers use text mode.
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#[default]
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#[default]
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_0 = 0,
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_0 = 0,
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/// BG0 and BG1 are text mode, while BG2 is affine. BG3 is unavailable.
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_1 = 1,
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_1 = 1,
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/// BG2 and BG3 are affine. BG0 and BG1 are unavailable.
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_2 = 2,
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_2 = 2,
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/// BG2 is a single full color bitmap.
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_3 = 3,
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_3 = 3,
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/// BG2 holds two 8bpp indexmaps, and you can flip between.
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_4 = 4,
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_4 = 4,
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/// BG2 holds two full color bitmaps of reduced size (only 160x128), and you
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/// can flip between.
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_5 = 5,
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_5 = 5,
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}
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}
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