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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html" class="active"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/object_basics.html"><strong aria-hidden="true">5.4.</strong> Object Basics</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html" class="active"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/regular_objects.html"><strong aria-hidden="true">5.4.</strong> Regular Objects</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html" class="active"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/object_basics.html"><strong aria-hidden="true">5.4.</strong> Object Basics</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html" class="active"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/regular_objects.html"><strong aria-hidden="true">5.4.</strong> Regular Objects</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html" class="active"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/object_basics.html"><strong aria-hidden="true">5.4.</strong> Object Basics</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html" class="active"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/regular_objects.html"><strong aria-hidden="true">5.4.</strong> Regular Objects</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html" class="active"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/object_basics.html"><strong aria-hidden="true">5.4.</strong> Object Basics</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html" class="active"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/regular_objects.html"><strong aria-hidden="true">5.4.</strong> Regular Objects</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html" class="active"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/object_basics.html"><strong aria-hidden="true">5.4.</strong> Object Basics</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html" class="active"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/regular_objects.html"><strong aria-hidden="true">5.4.</strong> Regular Objects</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html" class="active"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/object_basics.html"><strong aria-hidden="true">5.4.</strong> Object Basics</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html" class="active"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/regular_objects.html"><strong aria-hidden="true">5.4.</strong> Regular Objects</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html" class="active"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/object_basics.html"><strong aria-hidden="true">5.4.</strong> Object Basics</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html" class="active"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/regular_objects.html"><strong aria-hidden="true">5.4.</strong> Regular Objects</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html" class="active"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/object_basics.html"><strong aria-hidden="true">5.4.</strong> Object Basics</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html" class="active"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/regular_objects.html"><strong aria-hidden="true">5.4.</strong> Regular Objects</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html" class="active"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/object_basics.html"><strong aria-hidden="true">5.4.</strong> Object Basics</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html" class="active"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/regular_objects.html"><strong aria-hidden="true">5.4.</strong> Regular Objects</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html" class="active"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/object_basics.html"><strong aria-hidden="true">5.4.</strong> Object Basics</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html" class="active"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/regular_objects.html"><strong aria-hidden="true">5.4.</strong> Regular Objects</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html" class="active"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/object_basics.html"><strong aria-hidden="true">5.4.</strong> Object Basics</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html" class="active"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/regular_objects.html"><strong aria-hidden="true">5.4.</strong> Regular Objects</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html" class="active"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/object_basics.html"><strong aria-hidden="true">5.4.</strong> Object Basics</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html" class="active"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/regular_objects.html"><strong aria-hidden="true">5.4.</strong> Regular Objects</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html" class="active"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/object_basics.html"><strong aria-hidden="true">5.4.</strong> Object Basics</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html" class="active"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/regular_objects.html"><strong aria-hidden="true">5.4.</strong> Regular Objects</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
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@ -225,6 +225,20 @@ and then a <em>separate</em> setting outside of the graphical data determines wh
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palbank is to be used for that background or object (the screen entry data for
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palbank is to be used for that background or object (the screen entry data for
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backgrounds, and the object attributes for objects).</li>
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backgrounds, and the object attributes for objects).</li>
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<a class="header" href="#transparency" id="transparency"><h3>Transparency</h3></a>
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<p>When a pixel within a background or object specifies index 0 as its palette
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entry it is treated as a transparent pixel. This means that in 8bpp mode there's
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only 255 actual color options (0 being transparent), and in 4bpp mode there's
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only 15 actual color options available within each palbank (the 0th entry of
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<em>each</em> palbank is transparent).</p>
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<p>Individual backgrounds, and individual objects, each determine if they're 4bpp
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or 8bpp separately, so a given overall palette slot might map to a used color in
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8bpp and an unused/transparent color in 4bpp. If you're a palette wizard.</p>
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||||||
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<p>Palette slot 0 of the overall background palette is used to determine the
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"backdrop" color. That's the color you see if no background or object ends up
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being rendered within a given pixel.</p>
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<p>Since display mode 3 and display mode 5 don't use the palette, they cannot
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benefit from transparency.</p>
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<a class="header" href="#video-ram--vram" id="video-ram--vram"><h2>Video RAM / VRAM</h2></a>
|
<a class="header" href="#video-ram--vram" id="video-ram--vram"><h2>Video RAM / VRAM</h2></a>
|
||||||
<ul>
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<ul>
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||||||
<li><code>0x6000000</code> to <code>0x6017FFF</code> (96k)</li>
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<li><code>0x6000000</code> to <code>0x6017FFF</code> (96k)</li>
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<nav id="sidebar" class="sidebar" aria-label="Table of contents">
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/object_basics.html"><strong aria-hidden="true">5.4.</strong> Object Basics</a></li><li><a href="../ch03/gba_rng.html" class="active"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/regular_objects.html"><strong aria-hidden="true">5.4.</strong> Regular Objects</a></li><li><a href="../ch03/gba_rng.html" class="active"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
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||||||
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@ -144,7 +144,7 @@
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||||||
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|
||||||
<!-- Mobile navigation buttons -->
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<a rel="prev" href="../ch03/object_basics.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left">
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<a rel="prev" href="../ch03/regular_objects.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left">
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@ -162,7 +162,7 @@
|
||||||
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|
||||||
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<a href="../ch03/object_basics.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left">
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|
||||||
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@ -72,7 +72,7 @@
|
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</script>
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<nav id="sidebar" class="sidebar" aria-label="Table of contents">
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|
||||||
<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html" class="active"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/object_basics.html"><strong aria-hidden="true">5.4.</strong> Object Basics</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
|
<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html" class="active"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/regular_objects.html"><strong aria-hidden="true">5.4.</strong> Regular Objects</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/object_basics.html"><strong aria-hidden="true">5.4.</strong> Object Basics</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html" class="active"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
|
<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/regular_objects.html"><strong aria-hidden="true">5.4.</strong> Regular Objects</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html" class="active"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
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|
||||||
<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html" class="active"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/object_basics.html"><strong aria-hidden="true">5.4.</strong> Object Basics</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
|
<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html" class="active"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/regular_objects.html"><strong aria-hidden="true">5.4.</strong> Regular Objects</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
|
||||||
</nav>
|
</nav>
|
||||||
|
|
||||||
<div id="page-wrapper" class="page-wrapper">
|
<div id="page-wrapper" class="page-wrapper">
|
||||||
|
@ -136,8 +136,293 @@
|
||||||
|
|
||||||
<div id="content" class="content">
|
<div id="content" class="content">
|
||||||
<main>
|
<main>
|
||||||
<a class="header" href="#tiled-backgrounds" id="tiled-backgrounds"><h1>Tiled Backgrounds</h1></a>
|
<a class="header" href="#regular-backgrounds" id="regular-backgrounds"><h1>Regular Backgrounds</h1></a>
|
||||||
<p>TODO</p>
|
<p>So, backgrounds, they're cool. Why do we call the ones here "regular"
|
||||||
|
backgrounds? Because there's also "affine" backgrounds. However, affine math
|
||||||
|
stuff adds a complication, so for now we'll just work with regular backgrounds.
|
||||||
|
The non-affine backgrounds are sometimes called "text mode" backgrounds by other
|
||||||
|
guides.</p>
|
||||||
|
<p>To get your background image working you generally need to perform all of the
|
||||||
|
following steps, though I suppose the exact ordering is up to you.</p>
|
||||||
|
<a class="header" href="#tiled-video-modes" id="tiled-video-modes"><h2>Tiled Video Modes</h2></a>
|
||||||
|
<p>When you want regular tiled display, you must use video mode 0 or 1.</p>
|
||||||
|
<ul>
|
||||||
|
<li>Mode 0 allows for using all four BG layers (0 through 3) as regular
|
||||||
|
backgrounds.</li>
|
||||||
|
<li>Mode 1 allows for using BG0 and BG1 as regular backgrounds, BG2 as an affine
|
||||||
|
background, and BG3 not at all.</li>
|
||||||
|
<li>Mode 2 allows for BG2 and BG3 to be used as affine backgrounds, while BG0 and
|
||||||
|
BG1 cannot be used at all.</li>
|
||||||
|
</ul>
|
||||||
|
<p>We will not cover affine backgrounds in this chapter, so we will naturally be
|
||||||
|
using video mode 0.</p>
|
||||||
|
<p>Also, note that you have to enable each background layer that you want to use
|
||||||
|
within the display control register.</p>
|
||||||
|
<a class="header" href="#get-your-palette-ready" id="get-your-palette-ready"><h2>Get Your Palette Ready</h2></a>
|
||||||
|
<p>Background palette starts at <code>0x5000000</code> and is 256 <code>u16</code> values long. It'd
|
||||||
|
potentially be possible declare a static array starting at a fixed address and
|
||||||
|
use a linker script to make sure that it ends up at the right spot in the final
|
||||||
|
program, but since we have to use volatile reads and writes with PALRAM anyway,
|
||||||
|
we'll just reuse our <code>VolatilePtr</code> type. Something like this:</p>
|
||||||
|
<pre><pre class="playpen"><code class="language-rust">
|
||||||
|
# #![allow(unused_variables)]
|
||||||
|
#fn main() {
|
||||||
|
pub const PALRAM_BG_BASE: VolatilePtr<u16> = VolatilePtr(0x500_0000 as *mut u16);
|
||||||
|
|
||||||
|
pub fn bg_palette(slot: usize) -> u16 {
|
||||||
|
assert!(slot < 256);
|
||||||
|
unsafe { PALRAM_BG_BASE.offset(slot as isize).read() }
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn set_bg_palette(slot: usize, color: u16) {
|
||||||
|
assert!(slot < 256);
|
||||||
|
unsafe { PALRAM_BG_BASE.offset(slot as isize).write(color) }
|
||||||
|
}
|
||||||
|
#}</code></pre></pre>
|
||||||
|
<p>As we discussed with the tile color depths, the palette can be utilized as a
|
||||||
|
single block of palette values (<code>[u16; 256]</code>) or as 16 palbanks of 16 palette
|
||||||
|
values each (<code>[[u16;16]; 16]</code>). This setting is assigned per background layer
|
||||||
|
via IO register.</p>
|
||||||
|
<a class="header" href="#get-your-tiles-ready" id="get-your-tiles-ready"><h2>Get Your Tiles Ready</h2></a>
|
||||||
|
<p>Tile data is placed into charblocks. A charblock is always 16kb, so depending on
|
||||||
|
color depth it will have either 256 or 512 tiles within that charblock.
|
||||||
|
Charblocks 0, 1, 2, and 3 are all for background tiles. That's a maximum of 2048
|
||||||
|
tiles for backgrounds, but as you'll see in a moment a particular tilemap entry
|
||||||
|
can't even index that high. Instead, each background layer is assigned a
|
||||||
|
"character base block", and then tilemap entries index relative to the character
|
||||||
|
base block of that background layer.</p>
|
||||||
|
<p>Now, if you want to move in a lot of tile data you'll probably want to use a DMA
|
||||||
|
routine, or at least write a function like memcopy32 for fast <code>u32</code> copying from
|
||||||
|
ROM into VRAM. However, for now, and because we're being very explicit since
|
||||||
|
this is our first time doing it, we'll write it as functions for individual tile
|
||||||
|
reads and writes.</p>
|
||||||
|
<p>The math works like indexing a pointer, except that we have two sizes we need to
|
||||||
|
go by. First you take the base address for VRAM (<code>0x600_0000</code>), then add the
|
||||||
|
size of a charblock (16kb) times the charblock you want to place the tile
|
||||||
|
within, and then you add the index of the tile slot you're placing it into times
|
||||||
|
the size of that type of tile. Like this:</p>
|
||||||
|
<pre><pre class="playpen"><code class="language-rust">
|
||||||
|
# #![allow(unused_variables)]
|
||||||
|
#fn main() {
|
||||||
|
pub fn bg_tile_4pp(base_block: usize, tile_index: usize) -> Tile4bpp {
|
||||||
|
assert!(base_block < 4);
|
||||||
|
assert!(tile_index < 512);
|
||||||
|
let address = VRAM + size_of::<Charblock4bpp>() * base_block + size_of::<Tile4bpp>() * tile_index;
|
||||||
|
unsafe { VolatilePtr(address as *mut Tile4bpp).read() }
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn set_bg_tile_4pp(base_block: usize, tile_index: usize, tile: Tile4bpp) {
|
||||||
|
assert!(base_block < 4);
|
||||||
|
assert!(tile_index < 512);
|
||||||
|
let address = VRAM + size_of::<Charblock4bpp>() * base_block + size_of::<Tile4bpp>() * tile_index;
|
||||||
|
unsafe { VolatilePtr(address as *mut Tile4bpp).write(tile) }
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn bg_tile_8pp(base_block: usize, tile_index: usize) -> Tile8bpp {
|
||||||
|
assert!(base_block < 4);
|
||||||
|
assert!(tile_index < 256);
|
||||||
|
let address = VRAM + size_of::<Charblock8bpp>() * base_block + size_of::<Tile8bpp>() * tile_index;
|
||||||
|
unsafe { VolatilePtr(address as *mut Tile8bpp).read() }
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn set_bg_tile_8pp(base_block: usize, tile_index: usize, tile: Tile8bpp) {
|
||||||
|
assert!(base_block < 4);
|
||||||
|
assert!(tile_index < 256);
|
||||||
|
let address = VRAM + size_of::<Charblock8bpp>() * base_block + size_of::<Tile8bpp>() * tile_index;
|
||||||
|
unsafe { VolatilePtr(address as *mut Tile8bpp).write(tile) }
|
||||||
|
}
|
||||||
|
#}</code></pre></pre>
|
||||||
|
<p>For bulk operations, you'd do the exact same math to get your base destination
|
||||||
|
pointer, and then you'd get the base source pointer for the tile you're copying
|
||||||
|
out of ROM, and then you'd do the bulk copy for the correct number of <code>u32</code>
|
||||||
|
values that you're trying to move (8 per tile moved for 4bpp, or 16 per tile
|
||||||
|
moved for 8bpp).</p>
|
||||||
|
<p><strong>GBA Limitation Note:</strong> on a modern PC (eg: <code>x86</code> or <code>x86_64</code>) you're probably
|
||||||
|
used to index based loops and iterator based loops being the same speed. The CPU
|
||||||
|
has the ability to do a "fused multiply add", so the base address of the array
|
||||||
|
plus desired index * size per element is a single CPU operation to compute. It's
|
||||||
|
slightly more complicated if there's arrays within arrays like there are here,
|
||||||
|
but with normal arrays it's basically the same speed to index per loop cycle as
|
||||||
|
it is to take a base address and then add +1 offset per loop cycle. However, the
|
||||||
|
GBA's CPU <em>can't do any of that</em>. On the GBA, there's a genuine speed difference
|
||||||
|
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>
|
||||||
|
<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
|
||||||
|
what location is arranged into a thing called a <strong>screenblock</strong>.</p>
|
||||||
|
<p>A screenblock is placed into VRAM the same as the tile data charblocks. Starting
|
||||||
|
at the base of VRAM (<code>0x600_0000</code>) there are 32 slots for the screenblock array.
|
||||||
|
Each screenblock is 2048 bytes (<code>0x800</code>). Naturally, if our tiles are using up
|
||||||
|
charblock space within VRAM and our tilemaps are using up screenblock space
|
||||||
|
within the same VRAM... well it would just be a <em>disaster</em> if they ran in to
|
||||||
|
each other. Once again, it's up to you as the programmer to determine how much
|
||||||
|
space you want to devote to each thing. Each complete charblock uses up 8
|
||||||
|
screenblocks worth of space, but you don't have to fill a complete charblock
|
||||||
|
with tiles, so you can be very fiddly with how you split the memory.</p>
|
||||||
|
<p>Each screenblock is composed of a series of <em>screenblock entry</em> values, which
|
||||||
|
describe what tile index to use and if the tile should be flipped and what
|
||||||
|
palbank it should use (if any). Because both regular backgrounds and affine
|
||||||
|
backgrounds are composed of screenblocks with entries, and because the affine
|
||||||
|
background has a smaller format for screenblock entries, we'll name
|
||||||
|
appropriately.</p>
|
||||||
|
<pre><pre class="playpen"><code class="language-rust">
|
||||||
|
# #![allow(unused_variables)]
|
||||||
|
#fn main() {
|
||||||
|
#[derive(Clone, Copy)]
|
||||||
|
#[repr(transparent)]
|
||||||
|
pub struct RegularScreenblock {
|
||||||
|
data: [RegularScreenblockEntry; 32 * 32],
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Debug, Clone, Copy, Default)]
|
||||||
|
#[repr(transparent)]
|
||||||
|
pub struct RegularScreenblockEntry(u16);
|
||||||
|
#}</code></pre></pre>
|
||||||
|
<p>So, with one entry per tile, a single screenblock allows for 32x32 tiles worth of
|
||||||
|
background.</p>
|
||||||
|
<p>The format of a regular screenblock entry is quite simple compared to some of
|
||||||
|
the IO register stuff:</p>
|
||||||
|
<ul>
|
||||||
|
<li>10 bits for tile index (base off of the character base block of the background)</li>
|
||||||
|
<li>1 bit for horizontal flip</li>
|
||||||
|
<li>1 bit for vertical flip</li>
|
||||||
|
<li>4 bits for picking which palbank to use (if 4bpp, otherwise it's ignored)</li>
|
||||||
|
</ul>
|
||||||
|
<pre><pre class="playpen"><code class="language-rust">
|
||||||
|
# #![allow(unused_variables)]
|
||||||
|
#fn main() {
|
||||||
|
impl RegularScreenblockEntry {
|
||||||
|
pub fn tile_id(self) -> u16 {
|
||||||
|
self.0 & 0b11_1111_1111
|
||||||
|
}
|
||||||
|
pub fn set_tile_id(&mut self, id: u16) {
|
||||||
|
self.0 &= !0b11_1111_1111;
|
||||||
|
self.0 |= id;
|
||||||
|
}
|
||||||
|
pub fn horizontal_flip(self) -> bool {
|
||||||
|
(self.0 & (1 << 0xA)) > 0
|
||||||
|
}
|
||||||
|
pub fn set_horizontal_flip(&mut self, bit: bool) {
|
||||||
|
if bit {
|
||||||
|
self.0 |= 1 << 0xA;
|
||||||
|
} else {
|
||||||
|
self.0 &= !(1 << 0xA);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
pub fn vertical_flip(self) -> bool {
|
||||||
|
(self.0 & (1 << 0xB)) > 0
|
||||||
|
}
|
||||||
|
pub fn set_vertical_flip(&mut self, bit: bool) {
|
||||||
|
if bit {
|
||||||
|
self.0 |= 1 << 0xB;
|
||||||
|
} else {
|
||||||
|
self.0 &= !(1 << 0xB);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
pub fn palbank_index(self) -> u16 {
|
||||||
|
self.0 >> 12
|
||||||
|
}
|
||||||
|
pub fn set_palbank_index(&mut self, palbank_index: u16) {
|
||||||
|
self.0 &= 0b1111_1111_1111;
|
||||||
|
self.0 |= palbank_index;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#}</code></pre></pre>
|
||||||
|
<p>Now, at either 256 or 512 tiles per charblock, you might be thinking that with a
|
||||||
|
10 bit index you can index past the end of one charblock and into the next.
|
||||||
|
You'd be right, mostly.</p>
|
||||||
|
<p>As long as you stay within the background memory region for charblocks (that is,
|
||||||
|
0 through 3), then it all works out. However, if you try to get the background
|
||||||
|
rendering to reach outside of the background charblocks you'll get an
|
||||||
|
implementation defined result. It's not the dreaded "undefined behavior" we're
|
||||||
|
often worried about in programming, but the results <em>are</em> determined by what
|
||||||
|
you're running the game on. With GBA hardware you get a bizarre result
|
||||||
|
(basically another way to put garbage on the screen). With a DS it acts as if
|
||||||
|
the tiles were all 0s. If you use an emulator it might or might not allow for
|
||||||
|
you to do this, it's up to the emulator writers.</p>
|
||||||
|
<a class="header" href="#set-your-io-registers" id="set-your-io-registers"><h2>Set Your IO Registers</h2></a>
|
||||||
|
<p>Instead of being just a single IO register to learn about this time, there's two
|
||||||
|
separate groups of related registers.</p>
|
||||||
|
<a class="header" href="#background-control" id="background-control"><h3>Background Control</h3></a>
|
||||||
|
<ul>
|
||||||
|
<li>BG0CNT (<code>0x400_0008</code>): BG0 Control</li>
|
||||||
|
<li>BG1CNT (<code>0x400_000A</code>): BG1 Control</li>
|
||||||
|
<li>BG2CNT (<code>0x400_000C</code>): BG2 Control</li>
|
||||||
|
<li>BG3CNT (<code>0x400_000E</code>): BG3 Control</li>
|
||||||
|
</ul>
|
||||||
|
<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 "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>
|
||||||
|
<li>1 bit to enable 8bpp, otherwise 4bpp is used.</li>
|
||||||
|
<li>5 bits to pick the "screen base block", the screen block that serves as the
|
||||||
|
<em>base</em> value for this background.</li>
|
||||||
|
<li>1 bit that is <em>not</em> used in regular mode, but in affine mode it can be enabled
|
||||||
|
to cause the affine background to wrap around at the edges.</li>
|
||||||
|
<li>2 bits for the background size.</li>
|
||||||
|
</ul>
|
||||||
|
<p>The size works a little funny. When size is 0 only the base screen block is
|
||||||
|
used. If size is 1 or 2 then the base screenblock and the following screenblock
|
||||||
|
are placed next to each other (horizontally for 1, vertically for 2). If the
|
||||||
|
size is 3 then the base screenblock and the following three screenblocks are
|
||||||
|
arranged into a 2x2 grid of screenblocks.</p>
|
||||||
|
<a class="header" href="#background-offset" id="background-offset"><h3>Background Offset</h3></a>
|
||||||
|
<ul>
|
||||||
|
<li>BG0HOFS (<code>0x400_0010</code>): BG0 X-Offset</li>
|
||||||
|
<li>BG0VOFS (<code>0x400_0012</code>): BG0 Y-Offset</li>
|
||||||
|
<li>BG1HOFS (<code>0x400_0014</code>): BG1 X-Offset</li>
|
||||||
|
<li>BG1VOFS (<code>0x400_0016</code>): BG1 Y-Offset</li>
|
||||||
|
<li>BG2HOFS (<code>0x400_0018</code>): BG2 X-Offset</li>
|
||||||
|
<li>BG2VOFS (<code>0x400_001A</code>): BG2 Y-Offset</li>
|
||||||
|
<li>BG3HOFS (<code>0x400_001C</code>): BG3 X-Offset</li>
|
||||||
|
<li>BG3VOFS (<code>0x400_001E</code>): BG3 Y-Offset</li>
|
||||||
|
</ul>
|
||||||
|
<p>Each of these are a <em>write only</em> <code>u16</code> location. Bits 0 through 8 are used, so
|
||||||
|
the offsets can be 0 through 511. They also only apply in regular backgrounds.
|
||||||
|
If a background is in an affine state then you'll use different IO registers to
|
||||||
|
control it (discussed in a later chapter).</p>
|
||||||
|
<p>The offset that you assign determines the pixel offset of the display area
|
||||||
|
relative to the start of the background scene, as if the screen was a camera
|
||||||
|
looking at the scene. In other words, as a BG X offset value increases, you can
|
||||||
|
think of it as the camera moving to the right, or as that background moving to
|
||||||
|
the left. Like when mario walks toward the goal. Similarly, when a BG Y offset
|
||||||
|
increases the camera is moving down, or the background is moving up, like when
|
||||||
|
mario falls down from a high platform.</p>
|
||||||
|
<p>Depending on how much the background is scrolled and the size of the background,
|
||||||
|
it will loop.</p>
|
||||||
|
<a class="header" href="#mosaic" id="mosaic"><h2>Mosaic</h2></a>
|
||||||
|
<p>As a special effect, you can apply mosaic to backgrounds and objects. It's just
|
||||||
|
a single flag for each background, so all backgrounds will use the same mosaic
|
||||||
|
settings when they have it enabled. What it actually does is split the normal
|
||||||
|
image into "blocks" and then each block gets the color of the top left pixel of
|
||||||
|
that block. This is the effect you see when link hits an electric foe with his
|
||||||
|
sword and the whole screen "buzzes" at you.</p>
|
||||||
|
<p>The mosaic control is a <em>write only</em> <code>u16</code> IO register at <code>0x400_004C</code>.</p>
|
||||||
|
<p>There's 4 bits each for:</p>
|
||||||
|
<ul>
|
||||||
|
<li>Horizontal BG stretch</li>
|
||||||
|
<li>Vertical BG stretch</li>
|
||||||
|
<li>Horizontal object stretch</li>
|
||||||
|
<li>Vertical object stretch</li>
|
||||||
|
</ul>
|
||||||
|
<p>The inputs should be 1 <em>less</em> than the desired block size. So if you set a
|
||||||
|
stretch value of 5 then pixels 0-5 would be part of the first block (6 pixels),
|
||||||
|
then 6-11 is the next block (another 6 pixels) and so on.</p>
|
||||||
|
<p>If you need to make a pixel other than the top left part of each block the one
|
||||||
|
that determines the mosaic color you can carefully offset the background or
|
||||||
|
image by a tiny bit, but of course that makes every mosaic block change its
|
||||||
|
target pixel. You can't change the target pixel on a block by block basis.</p>
|
||||||
|
|
||||||
</main>
|
</main>
|
||||||
|
|
||||||
|
@ -150,7 +435,7 @@
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
<a rel="next" href="../ch03/object_basics.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right">
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<i class="fa fa-angle-right"></i>
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||||||
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|
</a>
|
||||||
|
|
||||||
|
@ -168,7 +453,7 @@
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
<a href="../ch03/object_basics.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right">
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<a href="../ch03/regular_objects.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right">
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<i class="fa fa-angle-right"></i>
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</a>
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</a>
|
||||||
|
|
||||||
|
|
|
@ -3,7 +3,7 @@
|
||||||
<head>
|
<head>
|
||||||
<!-- Book generated using mdBook -->
|
<!-- Book generated using mdBook -->
|
||||||
<meta charset="UTF-8">
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<meta charset="UTF-8">
|
||||||
<title>Object Basics - Rust GBA Guide</title>
|
<title>Regular Objects - Rust GBA Guide</title>
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||||||
<meta content="text/html; charset=utf-8" http-equiv="Content-Type">
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<meta content="text/html; charset=utf-8" http-equiv="Content-Type">
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<meta name="description" content="">
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<meta name="description" content="">
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<meta name="viewport" content="width=device-width, initial-scale=1">
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<meta name="viewport" content="width=device-width, initial-scale=1">
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@ -72,7 +72,7 @@
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</script>
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</script>
|
||||||
|
|
||||||
<nav id="sidebar" class="sidebar" aria-label="Table of contents">
|
<nav id="sidebar" class="sidebar" aria-label="Table of contents">
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/object_basics.html" class="active"><strong aria-hidden="true">5.4.</strong> Object Basics</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
|
<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/regular_objects.html" class="active"><strong aria-hidden="true">5.4.</strong> Regular Objects</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
|
||||||
</nav>
|
</nav>
|
||||||
|
|
||||||
<div id="page-wrapper" class="page-wrapper">
|
<div id="page-wrapper" class="page-wrapper">
|
||||||
|
@ -136,8 +136,15 @@
|
||||||
|
|
||||||
<div id="content" class="content">
|
<div id="content" class="content">
|
||||||
<main>
|
<main>
|
||||||
<a class="header" href="#object-basics" id="object-basics"><h1>Object Basics</h1></a>
|
<a class="header" href="#regular-objects" id="regular-objects"><h1>Regular Objects</h1></a>
|
||||||
<p>TODO</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>
|
||||||
|
<a class="header" href="#ready-the-palette" id="ready-the-palette"><h2>Ready the Palette</h2></a>
|
||||||
|
<a class="header" href="#ready-the-tiles" id="ready-the-tiles"><h2>Ready the Tiles</h2></a>
|
||||||
|
<a class="header" href="#set-the-object-attributes" id="set-the-object-attributes"><h2>Set the Object Attributes</h2></a>
|
||||||
|
|
||||||
</main>
|
</main>
|
||||||
|
|
|
@ -72,7 +72,7 @@
|
||||||
</script>
|
</script>
|
||||||
|
|
||||||
<nav id="sidebar" class="sidebar" aria-label="Table of contents">
|
<nav id="sidebar" class="sidebar" aria-label="Table of contents">
|
||||||
<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html" class="active"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/object_basics.html"><strong aria-hidden="true">5.4.</strong> Object Basics</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
|
<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html" class="active"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/regular_objects.html"><strong aria-hidden="true">5.4.</strong> Regular Objects</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
|
||||||
</nav>
|
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|
||||||
|
|
||||||
<div id="page-wrapper" class="page-wrapper">
|
<div id="page-wrapper" class="page-wrapper">
|
||||||
|
|
|
@ -72,7 +72,7 @@
|
||||||
</script>
|
</script>
|
||||||
|
|
||||||
<nav id="sidebar" class="sidebar" aria-label="Table of contents">
|
<nav id="sidebar" class="sidebar" aria-label="Table of contents">
|
||||||
<ol class="chapter"><li><a href="introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="ch03/object_basics.html"><strong aria-hidden="true">5.4.</strong> Object Basics</a></li><li><a href="ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
|
<ol class="chapter"><li><a href="introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="ch03/regular_objects.html"><strong aria-hidden="true">5.4.</strong> Regular Objects</a></li><li><a href="ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
|
||||||
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|
||||||
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@ -157,7 +157,9 @@ directory</a> of the repo
|
||||||
if you want to get them that way.</p>
|
if you want to get them that way.</p>
|
||||||
<a class="header" href="#expected-knowledge" id="expected-knowledge"><h2>Expected Knowledge</h2></a>
|
<a class="header" href="#expected-knowledge" id="expected-knowledge"><h2>Expected Knowledge</h2></a>
|
||||||
<p>I will try not to ask too much of the reader ahead of time, but you are expected
|
<p>I will try not to ask too much of the reader ahead of time, but you are expected
|
||||||
to have already read <a href="https://doc.rust-lang.org/book/">The Rust Book</a>.</p>
|
to have already read <a href="https://doc.rust-lang.org/book/">The Rust Book</a>. Having
|
||||||
|
also read through the <a href="https://doc.rust-lang.org/nomicon/">Rustonomicon</a> is
|
||||||
|
appreciated but not required.</p>
|
||||||
<p>It's very difficult to know when you've said something that someone else won't
|
<p>It's very difficult to know when you've said something that someone else won't
|
||||||
already know about, or if you're presenting ideas out of order. If things aren't
|
already know about, or if you're presenting ideas out of order. If things aren't
|
||||||
clear please <a href="https://github.com/rust-console/gba/issues">file an issue</a> and
|
clear please <a href="https://github.com/rust-console/gba/issues">file an issue</a> and
|
||||||
|
@ -176,14 +178,11 @@ folks in the server as well (there's a few hundred folks).</p>
|
||||||
<p>If you want to read more about developing on the GBA there are some other good
|
<p>If you want to read more about developing on the GBA there are some other good
|
||||||
resources as well:</p>
|
resources as well:</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="https://www.coranac.com/tonc/text/toc.htm">Tonc</a>, a tutorial series written
|
<li><a href="https://www.coranac.com/tonc/text/toc.htm">TONC</a>, a tutorial series written
|
||||||
for C, but it's what I based the ordering of this book's sections on.</li>
|
for C, but it's what I based the ordering of this book's sections on.</li>
|
||||||
<li><a href="http://problemkaputt.de/gbatek.htm">GBATEK</a>, a homebrew tech manual for
|
<li><a href="http://problemkaputt.de/gbatek.htm">GBATEK</a>, a homebrew tech manual for
|
||||||
GBA/NDS/DSi. We will regularly link to parts of it when talking about various
|
GBA/NDS/DSi. We will regularly link to parts of it when talking about various
|
||||||
bits of the GBA.</li>
|
bits of the GBA.</li>
|
||||||
<li><a href="https://www.cs.rit.edu/%7Etjh8300/CowBite/CowBiteSpec.htm">CowBite</a> is another
|
|
||||||
tech specification that's more GBA specific. It's sometimes got more ASCII
|
|
||||||
art diagrams and example C struct layouts than GBATEK does.</li>
|
|
||||||
</ul>
|
</ul>
|
||||||
|
|
||||||
</main>
|
</main>
|
||||||
|
|
|
@ -72,7 +72,7 @@
|
||||||
</script>
|
</script>
|
||||||
|
|
||||||
<nav id="sidebar" class="sidebar" aria-label="Table of contents">
|
<nav id="sidebar" class="sidebar" aria-label="Table of contents">
|
||||||
<ol class="chapter"><li><a href="introduction.html" class="active"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="ch03/object_basics.html"><strong aria-hidden="true">5.4.</strong> Object Basics</a></li><li><a href="ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
|
<ol class="chapter"><li><a href="introduction.html" class="active"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="ch03/regular_objects.html"><strong aria-hidden="true">5.4.</strong> Regular Objects</a></li><li><a href="ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
|
||||||
</nav>
|
</nav>
|
||||||
|
|
||||||
<div id="page-wrapper" class="page-wrapper">
|
<div id="page-wrapper" class="page-wrapper">
|
||||||
|
@ -157,7 +157,9 @@ directory</a> of the repo
|
||||||
if you want to get them that way.</p>
|
if you want to get them that way.</p>
|
||||||
<a class="header" href="#expected-knowledge" id="expected-knowledge"><h2>Expected Knowledge</h2></a>
|
<a class="header" href="#expected-knowledge" id="expected-knowledge"><h2>Expected Knowledge</h2></a>
|
||||||
<p>I will try not to ask too much of the reader ahead of time, but you are expected
|
<p>I will try not to ask too much of the reader ahead of time, but you are expected
|
||||||
to have already read <a href="https://doc.rust-lang.org/book/">The Rust Book</a>.</p>
|
to have already read <a href="https://doc.rust-lang.org/book/">The Rust Book</a>. Having
|
||||||
|
also read through the <a href="https://doc.rust-lang.org/nomicon/">Rustonomicon</a> is
|
||||||
|
appreciated but not required.</p>
|
||||||
<p>It's very difficult to know when you've said something that someone else won't
|
<p>It's very difficult to know when you've said something that someone else won't
|
||||||
already know about, or if you're presenting ideas out of order. If things aren't
|
already know about, or if you're presenting ideas out of order. If things aren't
|
||||||
clear please <a href="https://github.com/rust-console/gba/issues">file an issue</a> and
|
clear please <a href="https://github.com/rust-console/gba/issues">file an issue</a> and
|
||||||
|
@ -176,14 +178,11 @@ folks in the server as well (there's a few hundred folks).</p>
|
||||||
<p>If you want to read more about developing on the GBA there are some other good
|
<p>If you want to read more about developing on the GBA there are some other good
|
||||||
resources as well:</p>
|
resources as well:</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="https://www.coranac.com/tonc/text/toc.htm">Tonc</a>, a tutorial series written
|
<li><a href="https://www.coranac.com/tonc/text/toc.htm">TONC</a>, a tutorial series written
|
||||||
for C, but it's what I based the ordering of this book's sections on.</li>
|
for C, but it's what I based the ordering of this book's sections on.</li>
|
||||||
<li><a href="http://problemkaputt.de/gbatek.htm">GBATEK</a>, a homebrew tech manual for
|
<li><a href="http://problemkaputt.de/gbatek.htm">GBATEK</a>, a homebrew tech manual for
|
||||||
GBA/NDS/DSi. We will regularly link to parts of it when talking about various
|
GBA/NDS/DSi. We will regularly link to parts of it when talking about various
|
||||||
bits of the GBA.</li>
|
bits of the GBA.</li>
|
||||||
<li><a href="https://www.cs.rit.edu/%7Etjh8300/CowBite/CowBiteSpec.htm">CowBite</a> is another
|
|
||||||
tech specification that's more GBA specific. It's sometimes got more ASCII
|
|
||||||
art diagrams and example C struct layouts than GBATEK does.</li>
|
|
||||||
</ul>
|
</ul>
|
||||||
|
|
||||||
</main>
|
</main>
|
||||||
|
|
325
docs/print.html
325
docs/print.html
|
@ -72,7 +72,7 @@
|
||||||
</script>
|
</script>
|
||||||
|
|
||||||
<nav id="sidebar" class="sidebar" aria-label="Table of contents">
|
<nav id="sidebar" class="sidebar" aria-label="Table of contents">
|
||||||
<ol class="chapter"><li><a href="introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="ch03/object_basics.html"><strong aria-hidden="true">5.4.</strong> Object Basics</a></li><li><a href="ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
|
<ol class="chapter"><li><a href="introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="ch03/regular_objects.html"><strong aria-hidden="true">5.4.</strong> Regular Objects</a></li><li><a href="ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
|
||||||
</nav>
|
</nav>
|
||||||
|
|
||||||
<div id="page-wrapper" class="page-wrapper">
|
<div id="page-wrapper" class="page-wrapper">
|
||||||
|
@ -157,7 +157,9 @@ directory</a> of the repo
|
||||||
if you want to get them that way.</p>
|
if you want to get them that way.</p>
|
||||||
<a class="header" href="#expected-knowledge" id="expected-knowledge"><h2>Expected Knowledge</h2></a>
|
<a class="header" href="#expected-knowledge" id="expected-knowledge"><h2>Expected Knowledge</h2></a>
|
||||||
<p>I will try not to ask too much of the reader ahead of time, but you are expected
|
<p>I will try not to ask too much of the reader ahead of time, but you are expected
|
||||||
to have already read <a href="https://doc.rust-lang.org/book/">The Rust Book</a>.</p>
|
to have already read <a href="https://doc.rust-lang.org/book/">The Rust Book</a>. Having
|
||||||
|
also read through the <a href="https://doc.rust-lang.org/nomicon/">Rustonomicon</a> is
|
||||||
|
appreciated but not required.</p>
|
||||||
<p>It's very difficult to know when you've said something that someone else won't
|
<p>It's very difficult to know when you've said something that someone else won't
|
||||||
already know about, or if you're presenting ideas out of order. If things aren't
|
already know about, or if you're presenting ideas out of order. If things aren't
|
||||||
clear please <a href="https://github.com/rust-console/gba/issues">file an issue</a> and
|
clear please <a href="https://github.com/rust-console/gba/issues">file an issue</a> and
|
||||||
|
@ -176,14 +178,11 @@ folks in the server as well (there's a few hundred folks).</p>
|
||||||
<p>If you want to read more about developing on the GBA there are some other good
|
<p>If you want to read more about developing on the GBA there are some other good
|
||||||
resources as well:</p>
|
resources as well:</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="https://www.coranac.com/tonc/text/toc.htm">Tonc</a>, a tutorial series written
|
<li><a href="https://www.coranac.com/tonc/text/toc.htm">TONC</a>, a tutorial series written
|
||||||
for C, but it's what I based the ordering of this book's sections on.</li>
|
for C, but it's what I based the ordering of this book's sections on.</li>
|
||||||
<li><a href="http://problemkaputt.de/gbatek.htm">GBATEK</a>, a homebrew tech manual for
|
<li><a href="http://problemkaputt.de/gbatek.htm">GBATEK</a>, a homebrew tech manual for
|
||||||
GBA/NDS/DSi. We will regularly link to parts of it when talking about various
|
GBA/NDS/DSi. We will regularly link to parts of it when talking about various
|
||||||
bits of the GBA.</li>
|
bits of the GBA.</li>
|
||||||
<li><a href="https://www.cs.rit.edu/%7Etjh8300/CowBite/CowBiteSpec.htm">CowBite</a> is another
|
|
||||||
tech specification that's more GBA specific. It's sometimes got more ASCII
|
|
||||||
art diagrams and example C struct layouts than GBATEK does.</li>
|
|
||||||
</ul>
|
</ul>
|
||||||
<a class="header" href="#chapter-0-development-setup" id="chapter-0-development-setup"><h1>Chapter 0: Development Setup</h1></a>
|
<a class="header" href="#chapter-0-development-setup" id="chapter-0-development-setup"><h1>Chapter 0: Development Setup</h1></a>
|
||||||
<p>Before you can build a GBA game you'll have to follow some special steps to
|
<p>Before you can build a GBA game you'll have to follow some special steps to
|
||||||
|
@ -1391,6 +1390,20 @@ and then a <em>separate</em> setting outside of the graphical data determines wh
|
||||||
palbank is to be used for that background or object (the screen entry data for
|
palbank is to be used for that background or object (the screen entry data for
|
||||||
backgrounds, and the object attributes for objects).</li>
|
backgrounds, and the object attributes for objects).</li>
|
||||||
</ul>
|
</ul>
|
||||||
|
<a class="header" href="#transparency" id="transparency"><h3>Transparency</h3></a>
|
||||||
|
<p>When a pixel within a background or object specifies index 0 as its palette
|
||||||
|
entry it is treated as a transparent pixel. This means that in 8bpp mode there's
|
||||||
|
only 255 actual color options (0 being transparent), and in 4bpp mode there's
|
||||||
|
only 15 actual color options available within each palbank (the 0th entry of
|
||||||
|
<em>each</em> palbank is transparent).</p>
|
||||||
|
<p>Individual backgrounds, and individual objects, each determine if they're 4bpp
|
||||||
|
or 8bpp separately, so a given overall palette slot might map to a used color in
|
||||||
|
8bpp and an unused/transparent color in 4bpp. If you're a palette wizard.</p>
|
||||||
|
<p>Palette slot 0 of the overall background palette is used to determine the
|
||||||
|
"backdrop" color. That's the color you see if no background or object ends up
|
||||||
|
being rendered within a given pixel.</p>
|
||||||
|
<p>Since display mode 3 and display mode 5 don't use the palette, they cannot
|
||||||
|
benefit from transparency.</p>
|
||||||
<a class="header" href="#video-ram--vram" id="video-ram--vram"><h2>Video RAM / VRAM</h2></a>
|
<a class="header" href="#video-ram--vram" id="video-ram--vram"><h2>Video RAM / VRAM</h2></a>
|
||||||
<ul>
|
<ul>
|
||||||
<li><code>0x6000000</code> to <code>0x6017FFF</code> (96k)</li>
|
<li><code>0x6000000</code> to <code>0x6017FFF</code> (96k)</li>
|
||||||
|
@ -1630,10 +1643,302 @@ example</a></li>
|
||||||
macro to have the formatted resource be available as a const value you can
|
macro to have the formatted resource be available as a const value you can
|
||||||
load at runtime.</li>
|
load at runtime.</li>
|
||||||
</ol>
|
</ol>
|
||||||
<a class="header" href="#tiled-backgrounds" id="tiled-backgrounds"><h1>Tiled Backgrounds</h1></a>
|
<a class="header" href="#regular-backgrounds" id="regular-backgrounds"><h1>Regular Backgrounds</h1></a>
|
||||||
<p>TODO</p>
|
<p>So, backgrounds, they're cool. Why do we call the ones here "regular"
|
||||||
<a class="header" href="#object-basics" id="object-basics"><h1>Object Basics</h1></a>
|
backgrounds? Because there's also "affine" backgrounds. However, affine math
|
||||||
<p>TODO</p>
|
stuff adds a complication, so for now we'll just work with regular backgrounds.
|
||||||
|
The non-affine backgrounds are sometimes called "text mode" backgrounds by other
|
||||||
|
guides.</p>
|
||||||
|
<p>To get your background image working you generally need to perform all of the
|
||||||
|
following steps, though I suppose the exact ordering is up to you.</p>
|
||||||
|
<a class="header" href="#tiled-video-modes" id="tiled-video-modes"><h2>Tiled Video Modes</h2></a>
|
||||||
|
<p>When you want regular tiled display, you must use video mode 0 or 1.</p>
|
||||||
|
<ul>
|
||||||
|
<li>Mode 0 allows for using all four BG layers (0 through 3) as regular
|
||||||
|
backgrounds.</li>
|
||||||
|
<li>Mode 1 allows for using BG0 and BG1 as regular backgrounds, BG2 as an affine
|
||||||
|
background, and BG3 not at all.</li>
|
||||||
|
<li>Mode 2 allows for BG2 and BG3 to be used as affine backgrounds, while BG0 and
|
||||||
|
BG1 cannot be used at all.</li>
|
||||||
|
</ul>
|
||||||
|
<p>We will not cover affine backgrounds in this chapter, so we will naturally be
|
||||||
|
using video mode 0.</p>
|
||||||
|
<p>Also, note that you have to enable each background layer that you want to use
|
||||||
|
within the display control register.</p>
|
||||||
|
<a class="header" href="#get-your-palette-ready" id="get-your-palette-ready"><h2>Get Your Palette Ready</h2></a>
|
||||||
|
<p>Background palette starts at <code>0x5000000</code> and is 256 <code>u16</code> values long. It'd
|
||||||
|
potentially be possible declare a static array starting at a fixed address and
|
||||||
|
use a linker script to make sure that it ends up at the right spot in the final
|
||||||
|
program, but since we have to use volatile reads and writes with PALRAM anyway,
|
||||||
|
we'll just reuse our <code>VolatilePtr</code> type. Something like this:</p>
|
||||||
|
<pre><pre class="playpen"><code class="language-rust">
|
||||||
|
# #![allow(unused_variables)]
|
||||||
|
#fn main() {
|
||||||
|
pub const PALRAM_BG_BASE: VolatilePtr<u16> = VolatilePtr(0x500_0000 as *mut u16);
|
||||||
|
|
||||||
|
pub fn bg_palette(slot: usize) -> u16 {
|
||||||
|
assert!(slot < 256);
|
||||||
|
unsafe { PALRAM_BG_BASE.offset(slot as isize).read() }
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn set_bg_palette(slot: usize, color: u16) {
|
||||||
|
assert!(slot < 256);
|
||||||
|
unsafe { PALRAM_BG_BASE.offset(slot as isize).write(color) }
|
||||||
|
}
|
||||||
|
#}</code></pre></pre>
|
||||||
|
<p>As we discussed with the tile color depths, the palette can be utilized as a
|
||||||
|
single block of palette values (<code>[u16; 256]</code>) or as 16 palbanks of 16 palette
|
||||||
|
values each (<code>[[u16;16]; 16]</code>). This setting is assigned per background layer
|
||||||
|
via IO register.</p>
|
||||||
|
<a class="header" href="#get-your-tiles-ready" id="get-your-tiles-ready"><h2>Get Your Tiles Ready</h2></a>
|
||||||
|
<p>Tile data is placed into charblocks. A charblock is always 16kb, so depending on
|
||||||
|
color depth it will have either 256 or 512 tiles within that charblock.
|
||||||
|
Charblocks 0, 1, 2, and 3 are all for background tiles. That's a maximum of 2048
|
||||||
|
tiles for backgrounds, but as you'll see in a moment a particular tilemap entry
|
||||||
|
can't even index that high. Instead, each background layer is assigned a
|
||||||
|
"character base block", and then tilemap entries index relative to the character
|
||||||
|
base block of that background layer.</p>
|
||||||
|
<p>Now, if you want to move in a lot of tile data you'll probably want to use a DMA
|
||||||
|
routine, or at least write a function like memcopy32 for fast <code>u32</code> copying from
|
||||||
|
ROM into VRAM. However, for now, and because we're being very explicit since
|
||||||
|
this is our first time doing it, we'll write it as functions for individual tile
|
||||||
|
reads and writes.</p>
|
||||||
|
<p>The math works like indexing a pointer, except that we have two sizes we need to
|
||||||
|
go by. First you take the base address for VRAM (<code>0x600_0000</code>), then add the
|
||||||
|
size of a charblock (16kb) times the charblock you want to place the tile
|
||||||
|
within, and then you add the index of the tile slot you're placing it into times
|
||||||
|
the size of that type of tile. Like this:</p>
|
||||||
|
<pre><pre class="playpen"><code class="language-rust">
|
||||||
|
# #![allow(unused_variables)]
|
||||||
|
#fn main() {
|
||||||
|
pub fn bg_tile_4pp(base_block: usize, tile_index: usize) -> Tile4bpp {
|
||||||
|
assert!(base_block < 4);
|
||||||
|
assert!(tile_index < 512);
|
||||||
|
let address = VRAM + size_of::<Charblock4bpp>() * base_block + size_of::<Tile4bpp>() * tile_index;
|
||||||
|
unsafe { VolatilePtr(address as *mut Tile4bpp).read() }
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn set_bg_tile_4pp(base_block: usize, tile_index: usize, tile: Tile4bpp) {
|
||||||
|
assert!(base_block < 4);
|
||||||
|
assert!(tile_index < 512);
|
||||||
|
let address = VRAM + size_of::<Charblock4bpp>() * base_block + size_of::<Tile4bpp>() * tile_index;
|
||||||
|
unsafe { VolatilePtr(address as *mut Tile4bpp).write(tile) }
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn bg_tile_8pp(base_block: usize, tile_index: usize) -> Tile8bpp {
|
||||||
|
assert!(base_block < 4);
|
||||||
|
assert!(tile_index < 256);
|
||||||
|
let address = VRAM + size_of::<Charblock8bpp>() * base_block + size_of::<Tile8bpp>() * tile_index;
|
||||||
|
unsafe { VolatilePtr(address as *mut Tile8bpp).read() }
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn set_bg_tile_8pp(base_block: usize, tile_index: usize, tile: Tile8bpp) {
|
||||||
|
assert!(base_block < 4);
|
||||||
|
assert!(tile_index < 256);
|
||||||
|
let address = VRAM + size_of::<Charblock8bpp>() * base_block + size_of::<Tile8bpp>() * tile_index;
|
||||||
|
unsafe { VolatilePtr(address as *mut Tile8bpp).write(tile) }
|
||||||
|
}
|
||||||
|
#}</code></pre></pre>
|
||||||
|
<p>For bulk operations, you'd do the exact same math to get your base destination
|
||||||
|
pointer, and then you'd get the base source pointer for the tile you're copying
|
||||||
|
out of ROM, and then you'd do the bulk copy for the correct number of <code>u32</code>
|
||||||
|
values that you're trying to move (8 per tile moved for 4bpp, or 16 per tile
|
||||||
|
moved for 8bpp).</p>
|
||||||
|
<p><strong>GBA Limitation Note:</strong> on a modern PC (eg: <code>x86</code> or <code>x86_64</code>) you're probably
|
||||||
|
used to index based loops and iterator based loops being the same speed. The CPU
|
||||||
|
has the ability to do a "fused multiply add", so the base address of the array
|
||||||
|
plus desired index * size per element is a single CPU operation to compute. It's
|
||||||
|
slightly more complicated if there's arrays within arrays like there are here,
|
||||||
|
but with normal arrays it's basically the same speed to index per loop cycle as
|
||||||
|
it is to take a base address and then add +1 offset per loop cycle. However, the
|
||||||
|
GBA's CPU <em>can't do any of that</em>. On the GBA, there's a genuine speed difference
|
||||||
|
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>
|
||||||
|
<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
|
||||||
|
what location is arranged into a thing called a <strong>screenblock</strong>.</p>
|
||||||
|
<p>A screenblock is placed into VRAM the same as the tile data charblocks. Starting
|
||||||
|
at the base of VRAM (<code>0x600_0000</code>) there are 32 slots for the screenblock array.
|
||||||
|
Each screenblock is 2048 bytes (<code>0x800</code>). Naturally, if our tiles are using up
|
||||||
|
charblock space within VRAM and our tilemaps are using up screenblock space
|
||||||
|
within the same VRAM... well it would just be a <em>disaster</em> if they ran in to
|
||||||
|
each other. Once again, it's up to you as the programmer to determine how much
|
||||||
|
space you want to devote to each thing. Each complete charblock uses up 8
|
||||||
|
screenblocks worth of space, but you don't have to fill a complete charblock
|
||||||
|
with tiles, so you can be very fiddly with how you split the memory.</p>
|
||||||
|
<p>Each screenblock is composed of a series of <em>screenblock entry</em> values, which
|
||||||
|
describe what tile index to use and if the tile should be flipped and what
|
||||||
|
palbank it should use (if any). Because both regular backgrounds and affine
|
||||||
|
backgrounds are composed of screenblocks with entries, and because the affine
|
||||||
|
background has a smaller format for screenblock entries, we'll name
|
||||||
|
appropriately.</p>
|
||||||
|
<pre><pre class="playpen"><code class="language-rust">
|
||||||
|
# #![allow(unused_variables)]
|
||||||
|
#fn main() {
|
||||||
|
#[derive(Clone, Copy)]
|
||||||
|
#[repr(transparent)]
|
||||||
|
pub struct RegularScreenblock {
|
||||||
|
data: [RegularScreenblockEntry; 32 * 32],
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Debug, Clone, Copy, Default)]
|
||||||
|
#[repr(transparent)]
|
||||||
|
pub struct RegularScreenblockEntry(u16);
|
||||||
|
#}</code></pre></pre>
|
||||||
|
<p>So, with one entry per tile, a single screenblock allows for 32x32 tiles worth of
|
||||||
|
background.</p>
|
||||||
|
<p>The format of a regular screenblock entry is quite simple compared to some of
|
||||||
|
the IO register stuff:</p>
|
||||||
|
<ul>
|
||||||
|
<li>10 bits for tile index (base off of the character base block of the background)</li>
|
||||||
|
<li>1 bit for horizontal flip</li>
|
||||||
|
<li>1 bit for vertical flip</li>
|
||||||
|
<li>4 bits for picking which palbank to use (if 4bpp, otherwise it's ignored)</li>
|
||||||
|
</ul>
|
||||||
|
<pre><pre class="playpen"><code class="language-rust">
|
||||||
|
# #![allow(unused_variables)]
|
||||||
|
#fn main() {
|
||||||
|
impl RegularScreenblockEntry {
|
||||||
|
pub fn tile_id(self) -> u16 {
|
||||||
|
self.0 & 0b11_1111_1111
|
||||||
|
}
|
||||||
|
pub fn set_tile_id(&mut self, id: u16) {
|
||||||
|
self.0 &= !0b11_1111_1111;
|
||||||
|
self.0 |= id;
|
||||||
|
}
|
||||||
|
pub fn horizontal_flip(self) -> bool {
|
||||||
|
(self.0 & (1 << 0xA)) > 0
|
||||||
|
}
|
||||||
|
pub fn set_horizontal_flip(&mut self, bit: bool) {
|
||||||
|
if bit {
|
||||||
|
self.0 |= 1 << 0xA;
|
||||||
|
} else {
|
||||||
|
self.0 &= !(1 << 0xA);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
pub fn vertical_flip(self) -> bool {
|
||||||
|
(self.0 & (1 << 0xB)) > 0
|
||||||
|
}
|
||||||
|
pub fn set_vertical_flip(&mut self, bit: bool) {
|
||||||
|
if bit {
|
||||||
|
self.0 |= 1 << 0xB;
|
||||||
|
} else {
|
||||||
|
self.0 &= !(1 << 0xB);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
pub fn palbank_index(self) -> u16 {
|
||||||
|
self.0 >> 12
|
||||||
|
}
|
||||||
|
pub fn set_palbank_index(&mut self, palbank_index: u16) {
|
||||||
|
self.0 &= 0b1111_1111_1111;
|
||||||
|
self.0 |= palbank_index;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#}</code></pre></pre>
|
||||||
|
<p>Now, at either 256 or 512 tiles per charblock, you might be thinking that with a
|
||||||
|
10 bit index you can index past the end of one charblock and into the next.
|
||||||
|
You'd be right, mostly.</p>
|
||||||
|
<p>As long as you stay within the background memory region for charblocks (that is,
|
||||||
|
0 through 3), then it all works out. However, if you try to get the background
|
||||||
|
rendering to reach outside of the background charblocks you'll get an
|
||||||
|
implementation defined result. It's not the dreaded "undefined behavior" we're
|
||||||
|
often worried about in programming, but the results <em>are</em> determined by what
|
||||||
|
you're running the game on. With GBA hardware you get a bizarre result
|
||||||
|
(basically another way to put garbage on the screen). With a DS it acts as if
|
||||||
|
the tiles were all 0s. If you use an emulator it might or might not allow for
|
||||||
|
you to do this, it's up to the emulator writers.</p>
|
||||||
|
<a class="header" href="#set-your-io-registers" id="set-your-io-registers"><h2>Set Your IO Registers</h2></a>
|
||||||
|
<p>Instead of being just a single IO register to learn about this time, there's two
|
||||||
|
separate groups of related registers.</p>
|
||||||
|
<a class="header" href="#background-control" id="background-control"><h3>Background Control</h3></a>
|
||||||
|
<ul>
|
||||||
|
<li>BG0CNT (<code>0x400_0008</code>): BG0 Control</li>
|
||||||
|
<li>BG1CNT (<code>0x400_000A</code>): BG1 Control</li>
|
||||||
|
<li>BG2CNT (<code>0x400_000C</code>): BG2 Control</li>
|
||||||
|
<li>BG3CNT (<code>0x400_000E</code>): BG3 Control</li>
|
||||||
|
</ul>
|
||||||
|
<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 "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>
|
||||||
|
<li>1 bit to enable 8bpp, otherwise 4bpp is used.</li>
|
||||||
|
<li>5 bits to pick the "screen base block", the screen block that serves as the
|
||||||
|
<em>base</em> value for this background.</li>
|
||||||
|
<li>1 bit that is <em>not</em> used in regular mode, but in affine mode it can be enabled
|
||||||
|
to cause the affine background to wrap around at the edges.</li>
|
||||||
|
<li>2 bits for the background size.</li>
|
||||||
|
</ul>
|
||||||
|
<p>The size works a little funny. When size is 0 only the base screen block is
|
||||||
|
used. If size is 1 or 2 then the base screenblock and the following screenblock
|
||||||
|
are placed next to each other (horizontally for 1, vertically for 2). If the
|
||||||
|
size is 3 then the base screenblock and the following three screenblocks are
|
||||||
|
arranged into a 2x2 grid of screenblocks.</p>
|
||||||
|
<a class="header" href="#background-offset" id="background-offset"><h3>Background Offset</h3></a>
|
||||||
|
<ul>
|
||||||
|
<li>BG0HOFS (<code>0x400_0010</code>): BG0 X-Offset</li>
|
||||||
|
<li>BG0VOFS (<code>0x400_0012</code>): BG0 Y-Offset</li>
|
||||||
|
<li>BG1HOFS (<code>0x400_0014</code>): BG1 X-Offset</li>
|
||||||
|
<li>BG1VOFS (<code>0x400_0016</code>): BG1 Y-Offset</li>
|
||||||
|
<li>BG2HOFS (<code>0x400_0018</code>): BG2 X-Offset</li>
|
||||||
|
<li>BG2VOFS (<code>0x400_001A</code>): BG2 Y-Offset</li>
|
||||||
|
<li>BG3HOFS (<code>0x400_001C</code>): BG3 X-Offset</li>
|
||||||
|
<li>BG3VOFS (<code>0x400_001E</code>): BG3 Y-Offset</li>
|
||||||
|
</ul>
|
||||||
|
<p>Each of these are a <em>write only</em> <code>u16</code> location. Bits 0 through 8 are used, so
|
||||||
|
the offsets can be 0 through 511. They also only apply in regular backgrounds.
|
||||||
|
If a background is in an affine state then you'll use different IO registers to
|
||||||
|
control it (discussed in a later chapter).</p>
|
||||||
|
<p>The offset that you assign determines the pixel offset of the display area
|
||||||
|
relative to the start of the background scene, as if the screen was a camera
|
||||||
|
looking at the scene. In other words, as a BG X offset value increases, you can
|
||||||
|
think of it as the camera moving to the right, or as that background moving to
|
||||||
|
the left. Like when mario walks toward the goal. Similarly, when a BG Y offset
|
||||||
|
increases the camera is moving down, or the background is moving up, like when
|
||||||
|
mario falls down from a high platform.</p>
|
||||||
|
<p>Depending on how much the background is scrolled and the size of the background,
|
||||||
|
it will loop.</p>
|
||||||
|
<a class="header" href="#mosaic" id="mosaic"><h2>Mosaic</h2></a>
|
||||||
|
<p>As a special effect, you can apply mosaic to backgrounds and objects. It's just
|
||||||
|
a single flag for each background, so all backgrounds will use the same mosaic
|
||||||
|
settings when they have it enabled. What it actually does is split the normal
|
||||||
|
image into "blocks" and then each block gets the color of the top left pixel of
|
||||||
|
that block. This is the effect you see when link hits an electric foe with his
|
||||||
|
sword and the whole screen "buzzes" at you.</p>
|
||||||
|
<p>The mosaic control is a <em>write only</em> <code>u16</code> IO register at <code>0x400_004C</code>.</p>
|
||||||
|
<p>There's 4 bits each for:</p>
|
||||||
|
<ul>
|
||||||
|
<li>Horizontal BG stretch</li>
|
||||||
|
<li>Vertical BG stretch</li>
|
||||||
|
<li>Horizontal object stretch</li>
|
||||||
|
<li>Vertical object stretch</li>
|
||||||
|
</ul>
|
||||||
|
<p>The inputs should be 1 <em>less</em> than the desired block size. So if you set a
|
||||||
|
stretch value of 5 then pixels 0-5 would be part of the first block (6 pixels),
|
||||||
|
then 6-11 is the next block (another 6 pixels) and so on.</p>
|
||||||
|
<p>If you need to make a pixel other than the top left part of each block the one
|
||||||
|
that determines the mosaic color you can carefully offset the background or
|
||||||
|
image by a tiny bit, but of course that makes every mosaic block change its
|
||||||
|
target pixel. You can't change the target pixel on a block by block basis.</p>
|
||||||
|
<a class="header" href="#regular-objects" id="regular-objects"><h1>Regular Objects</h1></a>
|
||||||
|
<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>
|
||||||
|
<a class="header" href="#ready-the-palette" id="ready-the-palette"><h2>Ready the Palette</h2></a>
|
||||||
|
<a class="header" href="#ready-the-tiles" id="ready-the-tiles"><h2>Ready the Tiles</h2></a>
|
||||||
|
<a class="header" href="#set-the-object-attributes" id="set-the-object-attributes"><h2>Set the Object Attributes</h2></a>
|
||||||
<a class="header" href="#gba-rng" id="gba-rng"><h1>GBA RNG</h1></a>
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<a class="header" href="#gba-rng" id="gba-rng"><h1>GBA RNG</h1></a>
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<p>TODO</p>
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<p>TODO</p>
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<a class="header" href="#memory_game" id="memory_game"><h1>memory_game</h1></a>
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<a class="header" href="#memory_game" id="memory_game"><h1>memory_game</h1></a>
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Reference in a new issue