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Merge pull request #28 from rust-console/lokathor
Book Reorganization Sanity Check
This commit is contained in:
commit
b12c2a2127
125 changed files with 8140 additions and 6905 deletions
|
@ -16,7 +16,7 @@ before_script:
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|||
- cargo install-update -a
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script:
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# Obtain the devkitPro tools, using target as a temp directory
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# Obtain the devkitPro tools, using `target/` as a temp directory
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- mkdir -p target
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- cd target
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- wget https://github.com/devkitPro/pacman/releases/download/devkitpro-pacman-1.0.1/devkitpro-pacman.deb
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|
|
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@ -1,8 +1,8 @@
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[package]
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name = "gba"
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description = "A crate (and book) for making GBA games with Rust."
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version = "0.3.0"
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authors = ["Lokathor <zefria@gmail.com>", "Ketsuban"]
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version = "0.3.0-pre"
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authors = ["Lokathor <zefria@gmail.com>", "Thomas Winwood <twwinwood@gmail.com>"]
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repository = "https://github.com/rust-console/gba"
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readme = "README.md"
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keywords = ["gba"]
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|
|
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@ -1,37 +1,4 @@
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# hello1
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Our first example will be a totally minimal, full magic number crazy town.
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Ready? Here goes:
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`hello1.rs`
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```rust
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#![feature(start)]
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#![no_std]
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#[panic_handler]
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fn panic(_info: &core::panic::PanicInfo) -> ! {
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loop {}
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}
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#[start]
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fn main(_argc: isize, _argv: *const *const u8) -> isize {
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unsafe {
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(0x04000000 as *mut u16).write_volatile(0x0403);
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(0x06000000 as *mut u16).offset(120 + 80 * 240).write_volatile(0x001F);
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(0x06000000 as *mut u16).offset(136 + 80 * 240).write_volatile(0x03E0);
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(0x06000000 as *mut u16).offset(120 + 96 * 240).write_volatile(0x7C00);
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loop {}
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}
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}
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```
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Throw that into your project skeleton, build the program (as described back in
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Chapter 0), and give it a run in your emulator. You should see a red, green, and
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blue dot close-ish to the middle of the screen. If you don't, something already
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went wrong. Double check things, phone a friend, write your senators, try asking
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Ketsuban on the [Rust Community Discord](https://discordapp.com/invite/aVESxV8),
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until you're able to get your three dots going.
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## A basic hello1 explanation
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|
1116
book/src-bak/ch03/gba_prng.md
Normal file
1116
book/src-bak/ch03/gba_prng.md
Normal file
File diff suppressed because it is too large
Load diff
316
book/src-bak/ch03/memory_game.md
Normal file
316
book/src-bak/ch03/memory_game.md
Normal file
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@ -0,0 +1,316 @@
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# Making A Memory Game
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For this example to show off our new skills we'll make a "memory" game. The idea
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is that there's some face down cards and you pick one, it flips, you pick a
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second, if they match they both go away, if they don't match they both turn back
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face down. The player keeps going until all the cards are gone, then we'll deal
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the cards again.
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There are many steps to do to get such a simple seeming game going. In fact I
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stumbled a bit myself when trying to get things set up and going despite having
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written and explained all the parts so far. Accordingly, we'll take each part
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very slowly, and review things as we build up our game.
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We'll start back with a nearly blank file, calling it `memory_game.rs`:
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```rust
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#![feature(start)]
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#![no_std]
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#[panic_handler]
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fn panic(_info: &core::panic::PanicInfo) -> ! {
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loop {}
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}
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#[start]
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fn main(_argc: isize, _argv: *const *const u8) -> isize {
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loop {
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// TODO the whole thing
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}
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}
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```
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## Displaying A Background
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First let's try to get a background going. We'll display a simple checker
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pattern just so that we know that we did something.
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Remember, backgrounds have the following essential components:
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* Background Palette
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* Background Tiles
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* Screenblock
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* IO Registers
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### Background Palette
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To write to the background palette memory we'll want to name a `VolatilePtr` for
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it. We'll probably also want to be able to cast between different types either
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right away or later in this program, so we'll add a method for that.
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```rust
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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#[repr(transparent)]
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pub struct VolatilePtr<T>(pub *mut T);
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impl<T> VolatilePtr<T> {
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pub unsafe fn read(&self) -> T {
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core::ptr::read_volatile(self.0)
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}
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pub unsafe fn write(&self, data: T) {
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core::ptr::write_volatile(self.0, data);
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}
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pub fn offset(self, count: isize) -> Self {
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VolatilePtr(self.0.wrapping_offset(count))
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}
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pub fn cast<Z>(self) -> VolatilePtr<Z> {
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VolatilePtr(self.0 as *mut Z)
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}
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}
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```
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Now we give ourselves an easy way to write a color into a palbank slot.
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```rust
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pub const BACKGROUND_PALETTE: VolatilePtr<u16> = VolatilePtr(0x500_0000 as *mut u16);
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pub fn set_bg_palette_4bpp(palbank: usize, slot: usize, color: u16) {
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assert!(palbank < 16);
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assert!(slot > 0 && slot < 16);
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unsafe {
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BACKGROUND_PALETTE
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.cast::<[u16; 16]>()
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.offset(palbank as isize)
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.cast::<u16>()
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.offset(slot as isize)
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.write(color);
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}
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}
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```
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And of course we need to bring back in our ability to build color values, as
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well as a few named colors to start us off:
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```rust
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pub const fn rgb16(red: u16, green: u16, blue: u16) -> u16 {
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blue << 10 | green << 5 | red
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}
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pub const WHITE: u16 = rgb16(31, 31, 31);
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pub const LIGHT_GRAY: u16 = rgb16(25, 25, 25);
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pub const DARK_GRAY: u16 = rgb16(15, 15, 15);
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```
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Which _finally_ allows us to set our palette colors in `main`:
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```rust
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fn main(_argc: isize, _argv: *const *const u8) -> isize {
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set_bg_palette_4bpp(0, 1, WHITE);
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set_bg_palette_4bpp(0, 2, LIGHT_GRAY);
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set_bg_palette_4bpp(0, 3, DARK_GRAY);
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```
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### Background Tiles
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So we'll want some light gray tiles and some dark gray tiles. We could use a
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single tile and then swap it between palbanks to do the color selection, but for
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now we'll just use two different tiles, since we've got tons of tile space to
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spare.
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```rust
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#[derive(Debug, Clone, Copy, Default)]
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#[repr(transparent)]
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pub struct Tile4bpp {
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pub data: [u32; 8],
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}
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pub const ALL_TWOS: Tile4bpp = Tile4bpp {
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data: [
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0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222,
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],
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};
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pub const ALL_THREES: Tile4bpp = Tile4bpp {
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data: [
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0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333,
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],
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};
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```
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And then we have to have a way to put the tiles into video memory:
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```rust
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#[derive(Clone, Copy)]
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#[repr(transparent)]
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pub struct Charblock4bpp {
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pub data: [Tile4bpp; 512],
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}
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pub const VRAM: VolatilePtr<Charblock4bpp> = VolatilePtr(0x0600_0000 as *mut Charblock4bpp);
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pub fn set_bg_tile_4bpp(charblock: usize, index: usize, tile: Tile4bpp) {
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assert!(charblock < 4);
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assert!(index < 512);
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unsafe { VRAM.offset(charblock as isize).cast::<Tile4bpp>().offset(index as isize).write(tile) }
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}
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```
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And finally, we can call that within `main`:
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```rust
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fn main(_argc: isize, _argv: *const *const u8) -> isize {
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// bg palette
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set_bg_palette_4bpp(0, 1, WHITE);
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set_bg_palette_4bpp(0, 2, LIGHT_GRAY);
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set_bg_palette_4bpp(0, 3, DARK_GRAY);
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// bg tiles
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set_bg_tile_4bpp(0, 0, ALL_TWOS);
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set_bg_tile_4bpp(0, 1, ALL_THREES);
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```
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### Setup A Screenblock
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Screenblocks are a little weird because they take the same space as the
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charblocks (8 screenblocks per charblock). The GBA will let you mix and match
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and it's up to you to keep it all straight. We're using tiles at the base of
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charblock 0, so we'll place our screenblock at the base of charblock 1.
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First, we have to be able to make one single screenblock entry at a time:
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```rust
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#[derive(Debug, Clone, Copy, Default)]
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#[repr(transparent)]
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pub struct RegularScreenblockEntry(u16);
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impl RegularScreenblockEntry {
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pub const SCREENBLOCK_ENTRY_TILE_ID_MASK: u16 = 0b11_1111_1111;
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pub const fn from_tile_id(id: u16) -> Self {
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RegularScreenblockEntry(id & Self::SCREENBLOCK_ENTRY_TILE_ID_MASK)
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}
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}
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```
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And then with 32x32 of these things we'll have a whole screenblock. Now, we
|
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probably won't actually make values of the screenblock type itself, but we at
|
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least need it to have the type declared with the correct size so that we can
|
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move our pointers around by the right amount.
|
||||
|
||||
```rust
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#[derive(Clone, Copy)]
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#[repr(transparent)]
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pub struct RegularScreenblock {
|
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pub data: [RegularScreenblockEntry; 32 * 32],
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}
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```
|
||||
|
||||
Alright, so, as I said those things are kinda big, we don't really want to be
|
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building them up on the stack if we can avoid it, so we'll write one straight
|
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into memory at the correct location.
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|
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```rust
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pub fn checker_screenblock(slot: usize, a_entry: RegularScreenblockEntry, b_entry: RegularScreenblockEntry) {
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let mut p = VRAM.cast::<RegularScreenblock>().offset(slot as isize).cast::<RegularScreenblockEntry>();
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let mut checker = true;
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for _row in 0..32 {
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for _col in 0..32 {
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unsafe { p.write(if checker { a_entry } else { b_entry }) };
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p = p.offset(1);
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checker = !checker;
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}
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checker = !checker;
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}
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}
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```
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|
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And then we add this into `main`
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|
||||
```rust
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// screenblock
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let light_entry = RegularScreenblockEntry::from_tile_id(0);
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let dark_entry = RegularScreenblockEntry::from_tile_id(1);
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checker_screenblock(8, light_entry, dark_entry);
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```
|
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|
||||
### Background IO Registers
|
||||
|
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Our most important step is of course the IO register step. There's four
|
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different background layers, but each of them has the same format for their
|
||||
control register. For the moment, all that we care about is being able to set
|
||||
the "screen base block" value.
|
||||
|
||||
```rust
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#[derive(Clone, Copy, Default, PartialEq, Eq)]
|
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#[repr(transparent)]
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pub struct BackgroundControlSetting(u16);
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|
||||
impl BackgroundControlSetting {
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pub const SCREEN_BASE_BLOCK_MASK: u16 = 0b1_1111;
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pub const fn from_base_block(sbb: u16) -> Self {
|
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BackgroundControlSetting((sbb & Self::SCREEN_BASE_BLOCK_MASK) << 8)
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}
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}
|
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|
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pub const BG0CNT: VolatilePtr<BackgroundControlSetting> = VolatilePtr(0x400_0008 as *mut BackgroundControlSetting);
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```
|
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|
||||
And... that's all it takes for us to be able to add a line into `main`
|
||||
|
||||
```rust
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// bg0 control
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unsafe { BG0CNT.write(BackgroundControlSetting::from_base_block(8)) };
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||||
```
|
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|
||||
### Set The Display Control Register
|
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|
||||
We're finally ready to set the display control register and get things going.
|
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|
||||
We've slightly glossed over it so far, but when the GBA is first booted most
|
||||
everything within the address space will be all zeroed. However, the display
|
||||
control register has the "Force VBlank" bit enabled by the BIOS, giving you a
|
||||
moment to put the memory in place that you'll need for the first frame.
|
||||
|
||||
So, now that have got all of our memory set, we'll overwrite the initial
|
||||
display control register value with what we'll call "just enable bg0".
|
||||
|
||||
```rust
|
||||
#[derive(Clone, Copy, Default, PartialEq, Eq)]
|
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#[repr(transparent)]
|
||||
pub struct DisplayControlSetting(u16);
|
||||
|
||||
impl DisplayControlSetting {
|
||||
pub const JUST_ENABLE_BG0: DisplayControlSetting = DisplayControlSetting(1 << 8);
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||||
}
|
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|
||||
pub const DISPCNT: VolatilePtr<DisplayControlSetting> = VolatilePtr(0x0400_0000 as *mut DisplayControlSetting);
|
||||
```
|
||||
|
||||
And so finally we have a complete `main`
|
||||
|
||||
```rust
|
||||
#[start]
|
||||
fn main(_argc: isize, _argv: *const *const u8) -> isize {
|
||||
// bg palette
|
||||
set_bg_palette_4bpp(0, 1, WHITE);
|
||||
set_bg_palette_4bpp(0, 2, LIGHT_GRAY);
|
||||
set_bg_palette_4bpp(0, 3, DARK_GRAY);
|
||||
// bg tiles
|
||||
set_bg_tile_4bpp(0, 0, ALL_TWOS);
|
||||
set_bg_tile_4bpp(0, 1, ALL_THREES);
|
||||
// screenblock
|
||||
let light_entry = RegularScreenblockEntry::from_tile_id(0);
|
||||
let dark_entry = RegularScreenblockEntry::from_tile_id(1);
|
||||
checker_screenblock(8, light_entry, dark_entry);
|
||||
// bg0 control
|
||||
unsafe { BG0CNT.write(BackgroundControlSetting::from_base_block(8)) };
|
||||
// Display Control
|
||||
unsafe { DISPCNT.write(DisplayControlSetting::JUST_ENABLE_BG0) };
|
||||
loop {
|
||||
// TODO the whole thing
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
And _It works, Marty! It works!_
|
||||
|
||||
![screenshot_checkers](screenshot_checkers.png)
|
||||
|
||||
We've got more to go, but we're well on our way.
|
Before Width: | Height: | Size: 147 KiB After Width: | Height: | Size: 147 KiB |
|
@ -76,28 +76,28 @@ 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:
|
||||
|
||||
```rust
|
||||
pub fn bg_tile_4pp(base_block: usize, tile_index: usize) -> Tile4bpp {
|
||||
pub fn bg_tile_4bpp(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) {
|
||||
pub fn set_bg_tile_4bpp(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 {
|
||||
pub fn bg_tile_8bpp(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) {
|
||||
pub fn set_bg_tile_8bpp(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;
|
||||
|
@ -154,7 +154,7 @@ appropriately.
|
|||
#[derive(Clone, Copy)]
|
||||
#[repr(transparent)]
|
||||
pub struct RegularScreenblock {
|
||||
data: [RegularScreenblockEntry; 32 * 32],
|
||||
pub data: [RegularScreenblockEntry; 32 * 32],
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, Copy, Default)]
|
||||
|
@ -207,7 +207,7 @@ impl RegularScreenblockEntry {
|
|||
}
|
||||
pub fn set_palbank_index(&mut self, palbank_index: u16) {
|
||||
self.0 &= 0b1111_1111_1111;
|
||||
self.0 |= palbank_index;
|
||||
self.0 |= palbank_index << 12;
|
||||
}
|
||||
}
|
||||
```
|
|
@ -67,6 +67,32 @@ two object charblocks. However, in video modes 3, 4, and 5 the space for the
|
|||
background cuts into the lower charblock, so you can only safely use the upper
|
||||
charblock.
|
||||
|
||||
```rust
|
||||
pub fn obj_tile_4bpp(tile_index: usize) -> Tile4bpp {
|
||||
assert!(tile_index < 512);
|
||||
let address = VRAM + size_of::<Charblock4bpp>() * 4 + 32 * tile_index;
|
||||
unsafe { VolatilePtr(address as *mut Tile4bpp).read() }
|
||||
}
|
||||
|
||||
pub fn set_obj_tile_4bpp(tile_index: usize, tile: Tile4bpp) {
|
||||
assert!(tile_index < 512);
|
||||
let address = VRAM + size_of::<Charblock4bpp>() * 4 + 32 * tile_index;
|
||||
unsafe { VolatilePtr(address as *mut Tile4bpp).write(tile) }
|
||||
}
|
||||
|
||||
pub fn obj_tile_8bpp(tile_index: usize) -> Tile8bpp {
|
||||
assert!(tile_index < 512);
|
||||
let address = VRAM + size_of::<Charblock8bpp>() * 4 + 32 * tile_index;
|
||||
unsafe { VolatilePtr(address as *mut Tile8bpp).read() }
|
||||
}
|
||||
|
||||
pub fn set_obj_tile_8bpp(tile_index: usize, tile: Tile8bpp) {
|
||||
assert!(tile_index < 512);
|
||||
let address = VRAM + size_of::<Charblock8bpp>() * 4 + 32 * tile_index;
|
||||
unsafe { VolatilePtr(address as *mut Tile8bpp).write(tile) }
|
||||
}
|
||||
```
|
||||
|
||||
With backgrounds you picked every single tile individually with a bunch of
|
||||
screen entry values. Objects don't do that at all. Instead you pick a base tile,
|
||||
size, and shape, then it figures out the rest from there. However, you may
|
||||
|
@ -97,14 +123,14 @@ everything all lined up and into place anyway.
|
|||
The final step is to assign the correct attributes to an object. Each object has
|
||||
three `u16` values that make up its overall attributes.
|
||||
|
||||
Before we go into the details, I want to remind you that the hardware will
|
||||
attempt to process every single object every single frame, and also that all of
|
||||
the GBA's memory is cleared to 0 at startup. Why do these two things matter
|
||||
right now? As you'll see in a second an "all zero" set of object attributes
|
||||
causes an 8x8 object to appear at 0,0 using object tile index 0. This is usually
|
||||
_not_ what you want your unused objects to do. When your game first starts you
|
||||
should take a moment to mark any objects you won't be using as objects to not
|
||||
render.
|
||||
Before we go into the details, I want to bring up that the hardware will attempt
|
||||
to process every single object every single frame if the object layer is
|
||||
enabled, and also that all of the GBA's object memory is cleared to 0 at
|
||||
startup. Why do these two things matter right now? As you'll see in a second an
|
||||
"all zero" set of object attributes causes an 8x8 object to appear at 0,0 using
|
||||
object tile index 0. This is usually _not_ what you want your unused objects to
|
||||
do. When your game first starts you should take a moment to mark any objects you
|
||||
won't be using as objects to not render.
|
||||
|
||||
### ObjectAttributes.attr0
|
||||
|
BIN
book/src-bak/ch03/screenshot_checkers.png
Normal file
BIN
book/src-bak/ch03/screenshot_checkers.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 5.4 KiB |
|
@ -26,13 +26,13 @@ Knowing this, we can write the following definitions:
|
|||
#[derive(Debug, Clone, Copy, Default)]
|
||||
#[repr(transparent)]
|
||||
pub struct Tile4bpp {
|
||||
data: [u32; 8]
|
||||
pub data: [u32; 8]
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, Copy, Default)]
|
||||
#[repr(transparent)]
|
||||
pub struct Tile8bpp {
|
||||
data: [u32; 16]
|
||||
pub data: [u32; 16]
|
||||
}
|
||||
```
|
||||
|
||||
|
@ -65,13 +65,13 @@ tiles, and with 8bpp there's 256 tiles. So they'd be something like this:
|
|||
#[derive(Clone, Copy)]
|
||||
#[repr(transparent)]
|
||||
pub struct Charblock4bpp {
|
||||
data: [Tile4bpp; 512],
|
||||
pub data: [Tile4bpp; 512],
|
||||
}
|
||||
|
||||
#[derive(Clone, Copy)]
|
||||
#[repr(transparent)]
|
||||
pub struct Charblock8bpp {
|
||||
data: [Tile8bpp; 256],
|
||||
pub data: [Tile8bpp; 256],
|
||||
}
|
||||
```
|
||||
|
16
book/src/00-introduction/00-index.md
Normal file
16
book/src/00-introduction/00-index.md
Normal file
|
@ -0,0 +1,16 @@
|
|||
# Introduction
|
||||
|
||||
This is the book for learning how to write GBA games in Rust.
|
||||
|
||||
I'm **Lokathor**, the main author of the book. There's also **Ketsuban** who
|
||||
provides the technical advisement, reviews the PRs, and keeps my crazy in check.
|
||||
|
||||
The book is a work in progress, as you can see if you actually try to open many
|
||||
of the pages listed in the Table Of Contents.
|
||||
|
||||
## Feedback
|
||||
|
||||
It's also often hard to tell when you've explained something properly to someone
|
||||
who doesn't understand the concept yet. Please, if things don't make sense then
|
||||
[file an issue](https://github.com/rust-console/gba/issues) about it so I know
|
||||
where things need to improve.
|
29
book/src/00-introduction/01-requirements.md
Normal file
29
book/src/00-introduction/01-requirements.md
Normal file
|
@ -0,0 +1,29 @@
|
|||
# Reader Requirements
|
||||
|
||||
This book naturally assumes that you've already read Rust's core book:
|
||||
|
||||
* [The Rust Programming Language](https://doc.rust-lang.org/book/)
|
||||
|
||||
Now, I _know_ it sounds silly to say "if you wanna program Rust on this old
|
||||
video game system you should already know how to program Rust", but the more
|
||||
people I meet and chat with the more they tell me that they jumped into Rust
|
||||
without reading any or all of the book. You know who you are.
|
||||
|
||||
Please, read the whole book!
|
||||
|
||||
In addition to the core book, there's also an expansion book that I will declare
|
||||
to be required reading for this:
|
||||
|
||||
* [The Rustonomicon](https://doc.rust-lang.org/nomicon/)
|
||||
|
||||
The Rustonomicon is all about trying to demystify `unsafe`. We'll end up using a
|
||||
fair bit of unsafe code as a natural consequence of doing direct hardware
|
||||
manipulations. Using unsafe is like [swinging a
|
||||
sword](https://www.zeldadungeon.net/wp-content/uploads/2013/04/tumblr_mlkpzij6T81qizbpto1_1280.gif),
|
||||
you should start slowly, practice carefully, and always pay attention no matter
|
||||
how experienced you think you've become.
|
||||
|
||||
That said, it's sometimes a [necessary
|
||||
tool](https://www.youtube.com/watch?v=rTo2u13lVcQ) to get the job done, so you
|
||||
have to break out of the borderline pathological fear of using it that most rust
|
||||
programmers tend to have.
|
32
book/src/00-introduction/02-goals_and_style.md
Normal file
32
book/src/00-introduction/02-goals_and_style.md
Normal file
|
@ -0,0 +1,32 @@
|
|||
# Book Goals and Style
|
||||
|
||||
So, what's this book actually gonna teach you?
|
||||
|
||||
I'm _not_ gonna tell you how to use a crate that already exists.
|
||||
|
||||
Don't get me wrong, there _is_ a [gba](https://crates.io/crates/gba) crate, and
|
||||
it's on crates.io and all that jazz.
|
||||
|
||||
However, unlike most crates that come with a tutorial book, I don't want to just
|
||||
teach you how to use the crate. What I want is to teach you what you need to
|
||||
know so that you could build the crate yourself, from scratch, if it didn't
|
||||
already exist for you. Let's call it the [Handmade
|
||||
Hero](https://handmadehero.org/) school of design. Much more than you might find
|
||||
in other Rust crate books, I'll be attempting to show a lot of the _why_ in
|
||||
addition to just the _how_. Once you know how to do it all on your own, you can
|
||||
decide for yourself if the `gba` crate does it well, or if you think you can
|
||||
come up with something that suits your needs better.
|
||||
|
||||
Overall the book is sorted for easy review once you're trying to program
|
||||
something, and the GBA has a few interconnected concepts, so some parts of the
|
||||
book end up having to refer you to portions that you haven't read yet. The
|
||||
chapters and sections are sorted so that _minimal_ future references are
|
||||
required, but it's unavoidable.
|
||||
|
||||
The actual "tutorial order" of the book is the
|
||||
[Examples](../05-examples/00-index.md) chapter. Each section of that chapter
|
||||
breaks down one of the provided examples in the [examples
|
||||
directory](https://github.com/rust-console/gba/tree/master/examples) of the
|
||||
repository. We go over what sections of the book you'll need to have read for
|
||||
the example code to make sense, and also how we apply the general concepts
|
||||
described in the book to the specific example cases.
|
|
@ -1,8 +1,7 @@
|
|||
# Chapter 0: Development Setup
|
||||
# Development Setup
|
||||
|
||||
Before you can build a GBA game you'll have to follow some special steps to
|
||||
setup the development environment. Perhaps unfortunately, there's enough detail
|
||||
here to warrant a mini-chapter all on its own.
|
||||
setup the development environment.
|
||||
|
||||
Once again, extra special thanks to **Ketsuban**, who first dove into how to
|
||||
make this all work with rust and then shared it with the world.
|
||||
|
@ -60,17 +59,23 @@ time you want to start a new project. You can find them in the root of the
|
|||
|
||||
## Compiling
|
||||
|
||||
The next steps only work once you've got some source code to build. If you need
|
||||
a quick test, copy the `hello1.rs` file from our examples directory in the
|
||||
repository.
|
||||
Once all the tools are in place, there's particular steps that you need to
|
||||
compile the project. For these to work you'll need some source code to compile.
|
||||
Unlike with other things, an empty main file and/or an empty lib file will cause
|
||||
a total build failure, because we'll need a
|
||||
[no_std](https://rust-embedded.github.io/book/intro/no-std.html) build, and rust
|
||||
defaults to builds that use the standard library. The next section has a minimal
|
||||
example file you can use (along with explanation), but we'll describe the build
|
||||
steps here.
|
||||
|
||||
Once you've got something to build, you perform the following steps:
|
||||
|
||||
* `arm-none-eabi-as crt0.s -o crt0.o`
|
||||
* This builds your text format `crt0.s` file into object format `crt0.o`. You
|
||||
don't need to perform it every time, only when `crt0.s` changes, but you
|
||||
might as well do it every time so that you never forget to because it's a
|
||||
practically instant operation.
|
||||
* `arm-none-eabi-as crt0.s -o target/crt0.o`
|
||||
* This builds your text format `crt0.s` file into object format `crt0.o`
|
||||
that's placed in the `target/` directory. Note that if the `target/`
|
||||
directory doesn't exist yet it will fail, so you have to make the directory
|
||||
if it's not there. You don't need to rebuild `crt0.s` every single time,
|
||||
only when it changes, but you might as well throw a line to do it every time
|
||||
into your build script so that you never forget because it's a practically
|
||||
instant operation anyway.
|
||||
|
||||
* `cargo xbuild --target thumbv4-none-agb.json`
|
||||
* This builds your Rust source. It accepts _most of_ the normal options, such
|
||||
|
@ -84,19 +89,16 @@ Once you've got something to build, you perform the following steps:
|
|||
some piece code running on the GBA you'll unfortunately have to make a demo
|
||||
for it in your `examples/` directory and then run the demo in an emulator
|
||||
and see if it does what you expect.
|
||||
* The file extension is important. `cargo xbuild` takes it as a flag to
|
||||
compile dependencies with the same sysroot, so you can include crates
|
||||
normally. Well, creates that work in the GBA's limited environment, but you
|
||||
get the idea.
|
||||
* The file extension is important! It will work if you forget it, but `cargo
|
||||
xbuild` takes the inclusion of the extension as a flag to also compile
|
||||
dependencies with the same sysroot, so you can include other crates in your
|
||||
build. Well, crates that work in the GBA's limited environment, but you get
|
||||
the idea.
|
||||
|
||||
At this point you have an ELF binary that some emulators can execute directly.
|
||||
This is helpful because it'll have debug symbols and all that, assuming a debug
|
||||
build. Specifically, [mgba 0.7 beta
|
||||
1](https://mgba.io/2018/09/24/mgba-0.7-beta1/) can do it, and perhaps other
|
||||
emulators can also do it.
|
||||
|
||||
However, if you want a "real" ROM that works in all emulators and that you could
|
||||
transfer to a flash cart there's a little more to do.
|
||||
At this point you have an ELF binary that some emulators can execute directly
|
||||
(more on that later). However, if you want a "real" ROM that works in all
|
||||
emulators and that you could transfer to a flash cart to play on real hardware
|
||||
there's a little more to do.
|
||||
|
||||
* `arm-none-eabi-objcopy -O binary target/thumbv4-none-agb/MODE/BIN_NAME target/ROM_NAME.gba`
|
||||
* This will perform an [objcopy](https://linux.die.net/man/1/objcopy) on our
|
||||
|
@ -134,9 +136,8 @@ transfer to a flash cart there's a little more to do.
|
|||
so it works just perfectly without any arguments beyond the file name. The
|
||||
ROM is patched in place, so we don't even need to specify a new destination.
|
||||
|
||||
And you're finally done!
|
||||
And you're _finally_ done!
|
||||
|
||||
Of course, you probably want to make a script for all that, but it's up to you.
|
||||
On our own project we have it mostly set up within a `Makefile.toml` which runs
|
||||
using the [cargo-make](https://github.com/sagiegurari/cargo-make) plugin. It's
|
||||
not really the best plugin, but it's what's available.
|
||||
using the [cargo-make](https://github.com/sagiegurari/cargo-make) plugin.
|
52
book/src/00-introduction/04-hello-magic.md
Normal file
52
book/src/00-introduction/04-hello-magic.md
Normal file
|
@ -0,0 +1,52 @@
|
|||
# Hello, Magic
|
||||
|
||||
So we know all the steps to build our source, we just need some source.
|
||||
|
||||
We're beginners, so we'll start small. With normal programming there's usually a
|
||||
console available, so the minimal program prints "Hello, world" to the terminal.
|
||||
On a GBA we don't have a terminal and standard out and all that, so the minimal
|
||||
program draws a red, blue, and green dot to the screen.
|
||||
|
||||
At the lowest level of device programming, it's all [Magic
|
||||
Numbers](https://en.wikipedia.org/wiki/Magic_number_(programming)). You write
|
||||
special values to special places and then the hardware does something. A clear
|
||||
API makes every magic number and magic location easy to understand. A clear _and
|
||||
good_ API also prevents you from using the wrong magic number in the wrong place
|
||||
and causing problems for yourself.
|
||||
|
||||
This is the minimal example to just test that our build system is all set, so
|
||||
just this once we'll go _full_ magic number crazy town, for fun. Ready? Here
|
||||
goes:
|
||||
|
||||
`hello_magic.rs`:
|
||||
|
||||
```rust
|
||||
#![feature(start)]
|
||||
#![no_std]
|
||||
|
||||
#[panic_handler]
|
||||
fn panic(_info: &core::panic::PanicInfo) -> ! {
|
||||
loop {}
|
||||
}
|
||||
|
||||
#[start]
|
||||
fn main(_argc: isize, _argv: *const *const u8) -> isize {
|
||||
unsafe {
|
||||
(0x400_0000 as *mut u16).write_volatile(0x0403);
|
||||
(0x600_0000 as *mut u16).offset(120 + 80 * 240).write_volatile(0x001F);
|
||||
(0x600_0000 as *mut u16).offset(136 + 80 * 240).write_volatile(0x03E0);
|
||||
(0x600_0000 as *mut u16).offset(120 + 96 * 240).write_volatile(0x7C00);
|
||||
loop {}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Throw that into your project skeleton, build the program, and give it a run. You
|
||||
should see a red, green, and blue dot close-ish to the middle of the screen. If
|
||||
you don't, something _already_ went wrong. Double check things, phone a friend,
|
||||
write your senators, try asking `Lokathor` or `Ketsuban` on the [Rust Community
|
||||
Discord](https://discordapp.com/invite/aVESxV8), until you're eventually able to
|
||||
get your three dots going.
|
||||
|
||||
Of course, I'm sure you want to know why those numbers are the numbers to use.
|
||||
Well that's what the whole rest of the book is about!
|
123
book/src/00-introduction/05-newtype.md
Normal file
123
book/src/00-introduction/05-newtype.md
Normal file
|
@ -0,0 +1,123 @@
|
|||
# Newtype
|
||||
|
||||
There's one thing I want to get out of the way near the start of the book and it
|
||||
didn't really have a good fit anywhere else in the book so it goes right here.
|
||||
|
||||
We're talking about the "Newtype Pattern"!
|
||||
|
||||
Now, I told you to read the Rust Book before you read this book, and I'm sure
|
||||
you're all good students who wouldn't sneak into this book without doing the
|
||||
required reading, so I'm sure you all remember exactly what I'm talking about,
|
||||
because they touch on the newtype concept in the book twice, in two _very_ long
|
||||
named sections:
|
||||
|
||||
* [Using the Newtype Pattern to Implement External Traits on External
|
||||
Types](https://doc.rust-lang.org/book/ch19-03-advanced-traits.html#using-the-newtype-pattern-to-implement-external-traits-on-external-types)
|
||||
* [Using the Newtype Pattern for Type Safety and
|
||||
Abstraction](https://doc.rust-lang.org/book/ch19-04-advanced-types.html#using-the-newtype-pattern-for-type-safety-and-abstraction)
|
||||
|
||||
...Yeah... The Rust Book doesn't know how to make a short sub-section name to
|
||||
save its life. Shame.
|
||||
|
||||
## Newtype Basics
|
||||
|
||||
So, we have all these pieces of data, and we want to keep them separated, and we
|
||||
don't wanna pay the cost for it at runtime. Well, we're in luck, we can pay the
|
||||
cost at compile time.
|
||||
|
||||
```rust
|
||||
pub struct PixelColor(u16);
|
||||
```
|
||||
|
||||
Ah, except that, as I'm sure you remember from [The
|
||||
Rustonomicon](https://doc.rust-lang.org/nomicon/other-reprs.html#reprtransparent)
|
||||
(and from [the
|
||||
RFC](https://github.com/rust-lang/rfcs/blob/master/text/1758-repr-transparent.md)
|
||||
too, of course), if we have a single field struct that's sometimes different
|
||||
from having just the bare value, so we should be using `#[repr(transparent)]`
|
||||
with our newtypes.
|
||||
|
||||
```rust
|
||||
#[repr(transparent)]
|
||||
pub struct PixelColor(u16);
|
||||
```
|
||||
|
||||
Ah, and of course we'll need to make it so you can unwrap the value:
|
||||
|
||||
```rust
|
||||
#[repr(transparent)]
|
||||
pub struct PixelColor(u16);
|
||||
|
||||
impl From<PixelColor> for u16 {
|
||||
fn from(color: PixelColor) -> u16 {
|
||||
color.0
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
And then we'll need to do that same thing for _every other newtype we want_.
|
||||
|
||||
Except there's only two tiny parts that actually differ between newtype
|
||||
declarations: the new name and the base type. All the rest is just the same rote
|
||||
code over and over. Generating piles and piles of boilerplate code? Sounds like
|
||||
a job for a macro to me!
|
||||
|
||||
## Making It A Macro
|
||||
|
||||
The most basic version of the macro we want goes like this:
|
||||
|
||||
```rust
|
||||
#[macro_export]
|
||||
macro_rules! newtype {
|
||||
($new_name:ident, $old_name:ident) => {
|
||||
#[repr(transparent)]
|
||||
pub struct $new_name($old_name);
|
||||
};
|
||||
}
|
||||
```
|
||||
|
||||
Except we also want to be able to add attributes (which includes doc comments),
|
||||
so we upgrade our macro a bit:
|
||||
|
||||
```rust
|
||||
#[macro_export]
|
||||
macro_rules! newtype {
|
||||
($(#[$attr:meta])* $new_name:ident, $old_name:ident) => {
|
||||
$(#[$attr])*
|
||||
#[repr(transparent)]
|
||||
pub struct $new_name($old_name);
|
||||
};
|
||||
}
|
||||
```
|
||||
|
||||
And we want to automatically add the ability to turn the wrapper type back into
|
||||
the wrapped type.
|
||||
|
||||
```rust
|
||||
#[macro_export]
|
||||
macro_rules! newtype {
|
||||
($(#[$attr:meta])* $new_name:ident, $old_name:ident) => {
|
||||
$(#[$attr])*
|
||||
#[repr(transparent)]
|
||||
pub struct $new_name($old_name);
|
||||
|
||||
impl From<$new_name> for $old_name {
|
||||
fn from(x: $new_name) -> $old_name {
|
||||
x.0
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
```
|
||||
|
||||
That seems like enough for all of our examples, so we'll stop there. We could
|
||||
add more things, such as making the `From` impl optional (because what if you
|
||||
shouldn't unwrap it for some weird reason?), allowing for more precise
|
||||
visibility controls (on both the newtype overall and the inner field), and maybe
|
||||
even other things I can't think of right now. We won't really need those in our
|
||||
example code for this book, so it's probably nicer to just keep the macro
|
||||
simpler and quit while we're ahead.
|
||||
|
||||
**As a reminder:** remember that macros have to appear _before_ they're invoked in
|
||||
your source, so the `newtype` macro will always have to be at the very top of
|
||||
your file, or in a module that's declared before other modules and code.
|
68
book/src/00-introduction/06-help_and_resources.md
Normal file
68
book/src/00-introduction/06-help_and_resources.md
Normal file
|
@ -0,0 +1,68 @@
|
|||
# Help and Resources
|
||||
|
||||
## Help
|
||||
|
||||
So you're stuck on a problem and the book doesn't say what to do. Where can you
|
||||
find out more?
|
||||
|
||||
The first place I would suggest is the [Rust Community
|
||||
Discord](https://discordapp.com/invite/aVESxV8). If it's a general Rust question
|
||||
then you can ask anyone in any channel you feel is appropriate. If it's GBA
|
||||
specific then you can try asking me (`Lokathor`) or `Ketsuban` in the `#gamedev`
|
||||
channel.
|
||||
|
||||
## Emulators
|
||||
|
||||
You certainly might want to eventually write a game that you can put on a flash
|
||||
cart and play on real hardware, but for most of your development you'll probably
|
||||
want to be using an emulator for testing, because you don't have to fiddle with
|
||||
cables and all that.
|
||||
|
||||
In terms of emulators, you want to be using
|
||||
[mGBA](https://github.com/mgba-emu/mgba), and you want to be using the [0.7 Beta
|
||||
1](https://github.com/mgba-emu/mgba/releases/tag/0.7-b1) or later. This update
|
||||
lets you run raw ELF files, which means that you can have full debug symbols
|
||||
available while you're debugging problems.
|
||||
|
||||
## Information Resources
|
||||
|
||||
Ketsuban and I didn't magically learn this all from nowhere, we read various
|
||||
technical manuals and guides ourselves and then distilled the knowledge (usually
|
||||
oriented towards C and C++) into this book for Rust.
|
||||
|
||||
We have personally used some or all of the following:
|
||||
|
||||
* [GBATEK](http://problemkaputt.de/gbatek.htm): This is _the_ resource. It
|
||||
covers not only the GBA, but also the DS and DSi, and also a run down of ARM
|
||||
assembly (32-bit and 16-bit opcodes). The link there is to the 2.9b version on
|
||||
`problemkaputt.de` (the official home of the document), but if you just google
|
||||
for gbatek the top result is for the 2.5 version on `akkit.org`, so make sure
|
||||
you're looking at the newest version. Sometimes `problemkaputt.de` is a little
|
||||
sluggish so I've also [mirrored](https://lokathor.com/gbatek.html) the 2.9b
|
||||
version on my own site as well. GBATEK is rather large, over 2mb of text, so
|
||||
if you're on a phone or similar you might want to save an offline copy to go
|
||||
easy on your data usage.
|
||||
* [TONC](https://www.coranac.com/tonc/text/): While GBATEK is basically just a
|
||||
huge tech specification, TONC is an actual _guide_ on how to make sense of the
|
||||
GBA's abilities and organize it into a game. It's written for C of course, but
|
||||
as a Rust programmer you should always be practicing your ability to read C
|
||||
code anyway. It's the programming equivalent of learning Latin because all the
|
||||
old academic books are written in Latin.
|
||||
* [CowBite](https://www.cs.rit.edu/~tjh8300/CowBite/CowBiteSpec.htm): This is
|
||||
more like GBATEK, and it's less complete, but it mixes in a little more
|
||||
friendly explanation of things in between the hardware spec parts.
|
||||
|
||||
And I haven't had time to look at it myself, [The Audio
|
||||
Advance](http://belogic.com/gba/) seems to be very good. It explains in depth
|
||||
how you can get audio working on the GBA. Note that the table of contents for
|
||||
each page goes along the top instead of down the side.
|
||||
|
||||
## Non-Rust GBA Community
|
||||
|
||||
There's also the [GBADev.org](http://www.gbadev.org/) site, which has a forum
|
||||
and everything. They're coding in C and C++, but you can probably overcome that
|
||||
difference with a little work on your part.
|
||||
|
||||
I also found a place called
|
||||
[GBATemp](https://gbatemp.net/categories/nintendo-gba-discussions.32/), which
|
||||
seems to have a more active forum but less of a focus on actual coding.
|
1
book/src/01-limitations/00-index.md
Normal file
1
book/src/01-limitations/00-index.md
Normal file
|
@ -0,0 +1 @@
|
|||
# GBA Limitations
|
1
book/src/01-limitations/01-no_floats.md
Normal file
1
book/src/01-limitations/01-no_floats.md
Normal file
|
@ -0,0 +1 @@
|
|||
# No Floats
|
1
book/src/01-limitations/02-core_only.md
Normal file
1
book/src/01-limitations/02-core_only.md
Normal file
|
@ -0,0 +1 @@
|
|||
# Core Only
|
1
book/src/01-limitations/03-volatile_destination.md
Normal file
1
book/src/01-limitations/03-volatile_destination.md
Normal file
|
@ -0,0 +1 @@
|
|||
# Volatile Destination
|
1
book/src/02-concepts/00-index.md
Normal file
1
book/src/02-concepts/00-index.md
Normal file
|
@ -0,0 +1 @@
|
|||
# Broad Concepts
|
1
book/src/02-concepts/01-cpu.md
Normal file
1
book/src/02-concepts/01-cpu.md
Normal file
|
@ -0,0 +1 @@
|
|||
# CPU
|
1
book/src/02-concepts/02-bios.md
Normal file
1
book/src/02-concepts/02-bios.md
Normal file
|
@ -0,0 +1 @@
|
|||
# BIOS
|
1
book/src/02-concepts/03-wram.md
Normal file
1
book/src/02-concepts/03-wram.md
Normal file
|
@ -0,0 +1 @@
|
|||
# Work RAM
|
1
book/src/02-concepts/04-io-registers.md
Normal file
1
book/src/02-concepts/04-io-registers.md
Normal file
|
@ -0,0 +1 @@
|
|||
# IO Registers
|
1
book/src/02-concepts/05-palram.md
Normal file
1
book/src/02-concepts/05-palram.md
Normal file
|
@ -0,0 +1 @@
|
|||
# Palette RAM
|
1
book/src/02-concepts/06-vram.md
Normal file
1
book/src/02-concepts/06-vram.md
Normal file
|
@ -0,0 +1 @@
|
|||
# Video RAM
|
1
book/src/02-concepts/07-oam.md
Normal file
1
book/src/02-concepts/07-oam.md
Normal file
|
@ -0,0 +1 @@
|
|||
# Object Attribute Memory
|
1
book/src/02-concepts/08-rom.md
Normal file
1
book/src/02-concepts/08-rom.md
Normal file
|
@ -0,0 +1 @@
|
|||
# Game Pak ROM / Flash ROM
|
1
book/src/02-concepts/09-sram.md
Normal file
1
book/src/02-concepts/09-sram.md
Normal file
|
@ -0,0 +1 @@
|
|||
# Save RAM
|
1
book/src/03-video/00-index.md
Normal file
1
book/src/03-video/00-index.md
Normal file
|
@ -0,0 +1 @@
|
|||
# Video
|
1
book/src/03-video/01-rgb15.md
Normal file
1
book/src/03-video/01-rgb15.md
Normal file
|
@ -0,0 +1 @@
|
|||
# RBG15 Color
|
1
book/src/03-video/TODO.md
Normal file
1
book/src/03-video/TODO.md
Normal file
|
@ -0,0 +1 @@
|
|||
# TODO
|
1
book/src/04-non-video/00-index.md
Normal file
1
book/src/04-non-video/00-index.md
Normal file
|
@ -0,0 +1 @@
|
|||
# Non-Video
|
1
book/src/04-non-video/01-buttons.md
Normal file
1
book/src/04-non-video/01-buttons.md
Normal file
|
@ -0,0 +1 @@
|
|||
# Buttons
|
1
book/src/04-non-video/02-timers.md
Normal file
1
book/src/04-non-video/02-timers.md
Normal file
|
@ -0,0 +1 @@
|
|||
# Timers
|
1
book/src/04-non-video/03-dma.md
Normal file
1
book/src/04-non-video/03-dma.md
Normal file
|
@ -0,0 +1 @@
|
|||
# Direct Memory Access
|
1
book/src/04-non-video/04-sound.md
Normal file
1
book/src/04-non-video/04-sound.md
Normal file
|
@ -0,0 +1 @@
|
|||
# Sound
|
1
book/src/04-non-video/05-interrupts.md
Normal file
1
book/src/04-non-video/05-interrupts.md
Normal file
|
@ -0,0 +1 @@
|
|||
# Interrupts
|
1
book/src/04-non-video/06-network.md
Normal file
1
book/src/04-non-video/06-network.md
Normal file
|
@ -0,0 +1 @@
|
|||
# Network
|
1
book/src/04-non-video/07-game_pak.md
Normal file
1
book/src/04-non-video/07-game_pak.md
Normal file
|
@ -0,0 +1 @@
|
|||
# Game Pak
|
1
book/src/05-examples/00-index.md
Normal file
1
book/src/05-examples/00-index.md
Normal file
|
@ -0,0 +1 @@
|
|||
# Examples
|
1
book/src/05-examples/01-hello_magic.md
Normal file
1
book/src/05-examples/01-hello_magic.md
Normal file
|
@ -0,0 +1 @@
|
|||
# hello_magic
|
1
book/src/05-examples/02-hello_world.md
Normal file
1
book/src/05-examples/02-hello_world.md
Normal file
|
@ -0,0 +1 @@
|
|||
# hello_world
|
1
book/src/05-examples/03-light_cycle.md
Normal file
1
book/src/05-examples/03-light_cycle.md
Normal file
|
@ -0,0 +1 @@
|
|||
# light_cycle
|
1
book/src/05-examples/04-bg_demo.md
Normal file
1
book/src/05-examples/04-bg_demo.md
Normal file
|
@ -0,0 +1 @@
|
|||
# bg_demo
|
|
@ -1,23 +1,40 @@
|
|||
|
||||
# Rust GBA Tutorials
|
||||
# Rust GBA Guide
|
||||
|
||||
* [Introduction](introduction.md)
|
||||
* [Ch 0: Development Setup](ch00/index.md)
|
||||
* [Ch 1: Hello GBA](ch01/index.md)
|
||||
* [hello1](ch01/hello1.md)
|
||||
* [Volatile](ch01/volatile.md)
|
||||
* [IO Registers](ch01/io_registers.md)
|
||||
* [The Display Control Register](ch01/the_display_control_register.md)
|
||||
* [Video Memory Intro](ch01/video_memory_intro.md)
|
||||
* [hello2](ch01/hello2.md)
|
||||
* [Ch 2: User Input](ch02/index.md)
|
||||
* [The Key Input Register](ch02/the_key_input_register.md)
|
||||
* [The VCount Register](ch02/the_vcount_register.md)
|
||||
* [light_cycle](ch02/light_cycle.md)
|
||||
* [Ch 3: Memory and Objects](ch03/index.md)
|
||||
* [GBA Memory Mapping](ch03/gba_memory_mapping.md)
|
||||
* [Tile Data](ch03/tile_data.md)
|
||||
* [Regular Backgrounds](ch03/regular_backgrounds.md)
|
||||
* [Regular Objects](ch03/regular_objects.md)
|
||||
* [GBA RNG](ch03/gba_rng.md)
|
||||
* [memory_game](ch03/memory_game.md)
|
||||
* [Introduction](00-introduction/00-index.md)
|
||||
* [Reader Requirements](00-introduction/01-requirements.md)
|
||||
* [Book Goals and Style](00-introduction/02-goals_and_style.md)
|
||||
* [Development Setup](00-introduction/03-development-setup.md)
|
||||
* [Hello, Magic](00-introduction/04-hello-magic.md)
|
||||
* [Newtype](00-introduction/05-newtype.md)
|
||||
* [Help and Resources](00-introduction/06-help_and_resources.md)
|
||||
* [Limitations](01-limitations/00-index.md)
|
||||
* [No Floats](01-limitations/01-no_floats.md)
|
||||
* [Core Only](01-limitations/02-core_only.md)
|
||||
* [Volatile Destination](01-limitations/03-volatile_destination.md)
|
||||
* [Concepts](02-concepts/00-index.md)
|
||||
* [CPU](02-concepts/01-cpu.md)
|
||||
* [BIOS](02-concepts/02-bios.md)
|
||||
* [Work RAM](02-concepts/03-wram.md)
|
||||
* [IO Registers](02-concepts/04-io-registers.md)
|
||||
* [Palette RAM](02-concepts/05-palram.md)
|
||||
* [Video RAM](02-concepts/06-vram.md)
|
||||
* [Object Attribute Memory](02-concepts/07-oam.md)
|
||||
* [Game Pak ROM / Flash ROM](02-concepts/08-rom.md)
|
||||
* [Save RAM](02-concepts/09-sram.md)
|
||||
* [Video](03-video/00-index.md)
|
||||
* [RBG15 Color](03-video/01-rgb15.md)
|
||||
* [TODO](03-video/TODO.md)
|
||||
* [Non-Video](04-non-video/00-index.md)
|
||||
* [Buttons](04-non-video/01-buttons.md)
|
||||
* [Timers](04-non-video/02-timers.md)
|
||||
* [Direct Memory Access](04-non-video/03-dma.md)
|
||||
* [Sound](04-non-video/04-sound.md)
|
||||
* [Interrupts](04-non-video/05-interrupts.md)
|
||||
* [Network](04-non-video/06-network.md)
|
||||
* [Game Pak](04-non-video/07-game_pak.md)
|
||||
* [Examples](05-examples/00-index.md)
|
||||
* [hello_magic](05-examples/01-hello_magic.md)
|
||||
* [hello_world](05-examples/02-hello_world.md)
|
||||
* [light_cycle](05-examples/03-light_cycle.md)
|
||||
* [bg_demo](05-examples/04-bg_demo.md)
|
||||
|
|
|
@ -1,2 +0,0 @@
|
|||
# GBA RNG
|
||||
TODO
|
|
@ -1,2 +0,0 @@
|
|||
# memory_game
|
||||
TODO
|
|
@ -1,60 +0,0 @@
|
|||
# Introduction
|
||||
|
||||
Here's a book that'll help you program in Rust on the Game Boy Advance (GBA).
|
||||
|
||||
It's a work in progress of course, but so is most of everything in Rust.
|
||||
|
||||
## Style and Purpose
|
||||
|
||||
I'm out to teach you how to program in Rust on the GBA, obviously. However,
|
||||
while there _is_ a [gba](https://github.com/rust-console/gba) crate, and while I
|
||||
genuinely believe it to be a good and useful crate for GBA programming, we _will
|
||||
not_ be using the `gba` crate within this book. In fact we won't be using any
|
||||
crates at all. We can call it the [Handmade Hero](https://handmadehero.org/)
|
||||
approach, if you like.
|
||||
|
||||
I don't want to just teach you how to use the `gba` crate, I want to teach you
|
||||
what you'd need to know to write the crate from scratch if it wasn't there.
|
||||
|
||||
Each chapter of the book will focus on a few things you'll need to know about
|
||||
GBA programming and then present a fully self-contained example that puts those
|
||||
ideas into action. Just one file per example, no dependencies, no external
|
||||
assets, no fuss. The examples will be in the text of the book within code
|
||||
blocks, but also you can find them in the [examples
|
||||
directory](https://github.com/rust-console/gba/tree/master/examples) of the repo
|
||||
if you want to get them that way.
|
||||
|
||||
## Expected Knowledge
|
||||
|
||||
I will try not to ask too much of the reader ahead of time, but you are expected
|
||||
to have already read [The Rust Book](https://doc.rust-lang.org/book/). Having
|
||||
also read through the [Rustonomicon](https://doc.rust-lang.org/nomicon/) is
|
||||
appreciated but not required.
|
||||
|
||||
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
|
||||
clear please [file an issue](https://github.com/rust-console/gba/issues) and
|
||||
we'll try to address it.
|
||||
|
||||
## Getting Help
|
||||
|
||||
If you want to contact us you should join the [Rust Community
|
||||
Discord](https://discordapp.com/invite/aVESxV8) and ask in the `#gamedev`
|
||||
channel.
|
||||
|
||||
* `Ketsuban` is the wizard who knows much more about how it all works
|
||||
* `Lokathor` is the fool who decided to write a crate and book for it.
|
||||
|
||||
If it's _not_ a GBA specific question then you can probably ask any of the other
|
||||
folks in the server as well (there's a few hundred folks).
|
||||
|
||||
## Further Reading
|
||||
|
||||
If you want to read more about developing on the GBA there are some other good
|
||||
resources as well:
|
||||
|
||||
* [TONC](https://www.coranac.com/tonc/text/toc.htm), a tutorial series written
|
||||
for C, but it's what I based the ordering of this book's sections on.
|
||||
* [GBATEK](http://problemkaputt.de/gbatek.htm), a homebrew tech manual for
|
||||
GBA/NDS/DSi. We will regularly link to parts of it when talking about various
|
||||
bits of the GBA.
|
15
build.bat
15
build.bat
|
@ -1,15 +0,0 @@
|
|||
|
||||
@rem Build the crt0 file before we begin
|
||||
@if not exist ".\target" mkdir target
|
||||
arm-none-eabi-as crt0.s -o target/crt0.o
|
||||
|
||||
@rem Build all examples, both debug and release
|
||||
cargo xbuild --examples --target thumbv4-none-agb.json
|
||||
cargo xbuild --examples --target thumbv4-none-agb.json --release
|
||||
|
||||
@echo Packing examples into ROM files...
|
||||
@for %%I in (.\examples\*.*) do @(
|
||||
echo %%~nI
|
||||
arm-none-eabi-objcopy -O binary target/thumbv4-none-agb/release/examples/%%~nI target/example-%%~nI.gba >nul
|
||||
gbafix target/example-%%~nI.gba >nul
|
||||
)
|
202
docs/00-introduction/00-index.html
Normal file
202
docs/00-introduction/00-index.html
Normal file
|
@ -0,0 +1,202 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html lang="en" class="sidebar-visible no-js">
|
||||
<head>
|
||||
<!-- Book generated using mdBook -->
|
||||
<meta charset="UTF-8">
|
||||
<title>Introduction - Rust GBA Guide</title>
|
||||
<meta content="text/html; charset=utf-8" http-equiv="Content-Type">
|
||||
<meta name="description" content="">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1">
|
||||
<meta name="theme-color" content="#ffffff" />
|
||||
|
||||
<link rel="shortcut icon" href="../favicon.png">
|
||||
<link rel="stylesheet" href="../css/variables.css">
|
||||
<link rel="stylesheet" href="../css/general.css">
|
||||
<link rel="stylesheet" href="../css/chrome.css">
|
||||
<link rel="stylesheet" href="../css/print.css" media="print">
|
||||
|
||||
<!-- Fonts -->
|
||||
<link rel="stylesheet" href="../FontAwesome/css/font-awesome.css">
|
||||
<link href="https://fonts.googleapis.com/css?family=Open+Sans:300italic,400italic,600italic,700italic,800italic,400,300,600,700,800" rel="stylesheet" type="text/css">
|
||||
<link href="https://fonts.googleapis.com/css?family=Source+Code+Pro:500" rel="stylesheet" type="text/css">
|
||||
|
||||
<!-- Highlight.js Stylesheets -->
|
||||
<link rel="stylesheet" href="../highlight.css">
|
||||
<link rel="stylesheet" href="../tomorrow-night.css">
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<ol class="chapter"><li><a href="../00-introduction/00-index.html" class="active"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><ol class="section"><li><a href="../00-introduction/01-requirements.html"><strong aria-hidden="true">1.1.</strong> Reader Requirements</a></li><li><a href="../00-introduction/02-goals_and_style.html"><strong aria-hidden="true">1.2.</strong> Book Goals and Style</a></li><li><a href="../00-introduction/03-development-setup.html"><strong aria-hidden="true">1.3.</strong> Development Setup</a></li><li><a href="../00-introduction/04-hello-magic.html"><strong aria-hidden="true">1.4.</strong> Hello, Magic</a></li><li><a href="../00-introduction/05-newtype.html"><strong aria-hidden="true">1.5.</strong> Newtype</a></li><li><a href="../00-introduction/06-help_and_resources.html"><strong aria-hidden="true">1.6.</strong> Help and Resources</a></li></ol></li><li><a href="../01-limitations/00-index.html"><strong aria-hidden="true">2.</strong> Limitations</a></li><li><ol class="section"><li><a href="../01-limitations/01-no_floats.html"><strong aria-hidden="true">2.1.</strong> No Floats</a></li><li><a href="../01-limitations/02-core_only.html"><strong aria-hidden="true">2.2.</strong> Core Only</a></li><li><a href="../01-limitations/03-volatile_destination.html"><strong aria-hidden="true">2.3.</strong> Volatile Destination</a></li></ol></li><li><a href="../02-concepts/00-index.html"><strong aria-hidden="true">3.</strong> Concepts</a></li><li><ol class="section"><li><a href="../02-concepts/01-cpu.html"><strong aria-hidden="true">3.1.</strong> CPU</a></li><li><a href="../02-concepts/02-bios.html"><strong aria-hidden="true">3.2.</strong> BIOS</a></li><li><a href="../02-concepts/03-wram.html"><strong aria-hidden="true">3.3.</strong> Work RAM</a></li><li><a href="../02-concepts/04-io-registers.html"><strong aria-hidden="true">3.4.</strong> IO Registers</a></li><li><a href="../02-concepts/05-palram.html"><strong aria-hidden="true">3.5.</strong> Palette RAM</a></li><li><a href="../02-concepts/06-vram.html"><strong aria-hidden="true">3.6.</strong> Video RAM</a></li><li><a href="../02-concepts/07-oam.html"><strong aria-hidden="true">3.7.</strong> Object Attribute Memory</a></li><li><a href="../02-concepts/08-rom.html"><strong aria-hidden="true">3.8.</strong> Game Pak ROM / Flash ROM</a></li><li><a href="../02-concepts/09-sram.html"><strong aria-hidden="true">3.9.</strong> Save RAM</a></li></ol></li><li><a href="../03-video/00-index.html"><strong aria-hidden="true">4.</strong> Video</a></li><li><ol class="section"><li><a href="../03-video/01-rgb15.html"><strong aria-hidden="true">4.1.</strong> RBG15 Color</a></li><li><a href="../03-video/TODO.html"><strong aria-hidden="true">4.2.</strong> TODO</a></li></ol></li><li><a href="../04-non-video/00-index.html"><strong aria-hidden="true">5.</strong> Non-Video</a></li><li><ol class="section"><li><a href="../04-non-video/01-buttons.html"><strong aria-hidden="true">5.1.</strong> Buttons</a></li><li><a href="../04-non-video/02-timers.html"><strong aria-hidden="true">5.2.</strong> Timers</a></li><li><a href="../04-non-video/03-dma.html"><strong aria-hidden="true">5.3.</strong> Direct Memory Access</a></li><li><a href="../04-non-video/04-sound.html"><strong aria-hidden="true">5.4.</strong> Sound</a></li><li><a href="../04-non-video/05-interrupts.html"><strong aria-hidden="true">5.5.</strong> Interrupts</a></li><li><a href="../04-non-video/06-network.html"><strong aria-hidden="true">5.6.</strong> Network</a></li><li><a href="../04-non-video/07-game_pak.html"><strong aria-hidden="true">5.7.</strong> Game Pak</a></li></ol></li><li><a href="../05-examples/00-index.html"><strong aria-hidden="true">6.</strong> Examples</a></li><li><ol class="section"><li><a href="../05-examples/01-hello_magic.html"><strong aria-hidden="true">6.1.</strong> hello_magic</a></li><li><a href="../05-examples/02-hello_world.html"><strong aria-hidden="true">6.2.</strong> hello_world</a></li><li><a href="../05-examples/03-light_cycle.html"><strong aria-hidden="true">6.3.</strong> light_cycle</a></li><li><a href="../05-examples/04-bg_demo.html"><strong aria-hidden="true">6.4.</strong> bg_demo</a></li></ol></li></ol>
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<a class="header" href="#introduction" id="introduction"><h1>Introduction</h1></a>
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<p>This is the book for learning how to write GBA games in Rust.</p>
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<p>I'm <strong>Lokathor</strong>, the main author of the book. There's also <strong>Ketsuban</strong> who
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provides the technical advisement, reviews the PRs, and keeps my crazy in check.</p>
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<p>The book is a work in progress, as you can see if you actually try to open many
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of the pages listed in the Table Of Contents.</p>
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who doesn't understand the concept yet. Please, if things don't make sense then
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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="../00-introduction/00-index.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><ol class="section"><li><a href="../00-introduction/01-requirements.html" class="active"><strong aria-hidden="true">1.1.</strong> Reader Requirements</a></li><li><a href="../00-introduction/02-goals_and_style.html"><strong aria-hidden="true">1.2.</strong> Book Goals and Style</a></li><li><a href="../00-introduction/03-development-setup.html"><strong aria-hidden="true">1.3.</strong> Development Setup</a></li><li><a href="../00-introduction/04-hello-magic.html"><strong aria-hidden="true">1.4.</strong> Hello, Magic</a></li><li><a href="../00-introduction/05-newtype.html"><strong aria-hidden="true">1.5.</strong> Newtype</a></li><li><a href="../00-introduction/06-help_and_resources.html"><strong aria-hidden="true">1.6.</strong> Help and Resources</a></li></ol></li><li><a href="../01-limitations/00-index.html"><strong aria-hidden="true">2.</strong> Limitations</a></li><li><ol class="section"><li><a href="../01-limitations/01-no_floats.html"><strong aria-hidden="true">2.1.</strong> No Floats</a></li><li><a href="../01-limitations/02-core_only.html"><strong aria-hidden="true">2.2.</strong> Core Only</a></li><li><a href="../01-limitations/03-volatile_destination.html"><strong aria-hidden="true">2.3.</strong> Volatile Destination</a></li></ol></li><li><a href="../02-concepts/00-index.html"><strong aria-hidden="true">3.</strong> Concepts</a></li><li><ol class="section"><li><a href="../02-concepts/01-cpu.html"><strong aria-hidden="true">3.1.</strong> CPU</a></li><li><a href="../02-concepts/02-bios.html"><strong aria-hidden="true">3.2.</strong> BIOS</a></li><li><a href="../02-concepts/03-wram.html"><strong aria-hidden="true">3.3.</strong> Work RAM</a></li><li><a href="../02-concepts/04-io-registers.html"><strong aria-hidden="true">3.4.</strong> IO Registers</a></li><li><a href="../02-concepts/05-palram.html"><strong aria-hidden="true">3.5.</strong> Palette RAM</a></li><li><a href="../02-concepts/06-vram.html"><strong aria-hidden="true">3.6.</strong> Video RAM</a></li><li><a href="../02-concepts/07-oam.html"><strong aria-hidden="true">3.7.</strong> Object Attribute Memory</a></li><li><a href="../02-concepts/08-rom.html"><strong aria-hidden="true">3.8.</strong> Game Pak ROM / Flash ROM</a></li><li><a href="../02-concepts/09-sram.html"><strong aria-hidden="true">3.9.</strong> Save RAM</a></li></ol></li><li><a href="../03-video/00-index.html"><strong aria-hidden="true">4.</strong> Video</a></li><li><ol class="section"><li><a href="../03-video/01-rgb15.html"><strong aria-hidden="true">4.1.</strong> RBG15 Color</a></li><li><a href="../03-video/TODO.html"><strong aria-hidden="true">4.2.</strong> TODO</a></li></ol></li><li><a href="../04-non-video/00-index.html"><strong aria-hidden="true">5.</strong> Non-Video</a></li><li><ol class="section"><li><a href="../04-non-video/01-buttons.html"><strong aria-hidden="true">5.1.</strong> Buttons</a></li><li><a href="../04-non-video/02-timers.html"><strong aria-hidden="true">5.2.</strong> Timers</a></li><li><a href="../04-non-video/03-dma.html"><strong aria-hidden="true">5.3.</strong> Direct Memory Access</a></li><li><a href="../04-non-video/04-sound.html"><strong aria-hidden="true">5.4.</strong> Sound</a></li><li><a href="../04-non-video/05-interrupts.html"><strong aria-hidden="true">5.5.</strong> Interrupts</a></li><li><a href="../04-non-video/06-network.html"><strong aria-hidden="true">5.6.</strong> Network</a></li><li><a href="../04-non-video/07-game_pak.html"><strong aria-hidden="true">5.7.</strong> Game Pak</a></li></ol></li><li><a href="../05-examples/00-index.html"><strong aria-hidden="true">6.</strong> Examples</a></li><li><ol class="section"><li><a href="../05-examples/01-hello_magic.html"><strong aria-hidden="true">6.1.</strong> hello_magic</a></li><li><a href="../05-examples/02-hello_world.html"><strong aria-hidden="true">6.2.</strong> hello_world</a></li><li><a href="../05-examples/03-light_cycle.html"><strong aria-hidden="true">6.3.</strong> light_cycle</a></li><li><a href="../05-examples/04-bg_demo.html"><strong aria-hidden="true">6.4.</strong> bg_demo</a></li></ol></li></ol>
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<div id="content" class="content">
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<main>
|
||||
<a class="header" href="#volatile" id="volatile"><h1>Volatile</h1></a>
|
||||
<p>Before we focus on what the numbers mean, first let's ask ourselves: Why are we
|
||||
doing <em>volatile</em> writes? You've probably never used that keywords before at all.
|
||||
What <em>is</em> volatile anyway?</p>
|
||||
<p>Well, the optimizer is pretty aggressive, and so it'll skip reads and writes
|
||||
when it thinks can. Like if you write to a pointer once, and then again a moment
|
||||
later, and it didn't see any other reads in between, it'll think that it can
|
||||
just skip doing that first write since it'll get overwritten anyway. Sometimes
|
||||
that's correct, but sometimes it's not.</p>
|
||||
<p>Marking a read or write as <em>volatile</em> tells the compiler that it really must do
|
||||
that action, and in the exact order that we wrote it out. It says that there
|
||||
might even be special hardware side effects going on that the compiler isn't
|
||||
aware of. In this case, the write to the display control register sets a video
|
||||
mode, and the writes to the Video RAM set pixels that will show up on the
|
||||
screen.</p>
|
||||
<p>Similar to "atomic" operations you might have heard about, all volatile
|
||||
operations are enforced to happen in the exact order that you specify them, but
|
||||
only relative to other volatile operations. So something like</p>
|
||||
<pre><pre class="playpen"><code class="language-rust">
|
||||
# #![allow(unused_variables)]
|
||||
#fn main() {
|
||||
c.write_volatile(5);
|
||||
a += b;
|
||||
d.write_volatile(7);
|
||||
#}</code></pre></pre>
|
||||
<p>might end up changing <code>a</code> either before or after the change to <code>c</code> (since the
|
||||
value of <code>a</code> doesn't affect the write to <code>c</code>), but the write to <code>d</code> will
|
||||
<em>always</em> happen after the write to <code>c</code>, even though the compiler doesn't see any
|
||||
direct data dependency there.</p>
|
||||
<p>If you ever go on to use volatile stuff on other platforms it's important to
|
||||
note that volatile doesn't make things thread-safe, you still need atomic for
|
||||
that. However, the GBA doesn't have threads, so we don't have to worry about
|
||||
those sorts of thread safety concerns (there's interrupts, but that's another
|
||||
matter).</p>
|
||||
<a class="header" href="#volatile-by-default" id="volatile-by-default"><h2>Volatile by default</h2></a>
|
||||
<p>Of course, writing out <code>volatile_write</code> every time is more than we wanna do.
|
||||
There's clarity and then there's excessive. This is a chance to write our first
|
||||
<a href="https://doc.rust-lang.org/1.0.0/style/features/types/newtype.html">newtype</a>.
|
||||
Basically a type that's got the exact same binary representation as some other
|
||||
type, but new methods and trait implementations.</p>
|
||||
<p>We want a <code>*mut T</code> that's volatile by default, and also when we offset it...
|
||||
well the verdict is slightly unclear on how <code>offset</code> vs <code>wrapping_offset</code> work
|
||||
when you're using pointers that you made up out of nowhere. I've asked the
|
||||
experts and they genuinely weren't sure, so we'll make an <code>offset</code> method that
|
||||
does a <code>wrapping_offset</code> just to be careful.</p>
|
||||
<pre><pre class="playpen"><code class="language-rust">
|
||||
# #![allow(unused_variables)]
|
||||
#fn main() {
|
||||
#[derive(Debug, Clone, Copy, Hash, PartialEq, Eq, PartialOrd, Ord)]
|
||||
#[repr(transparent)]
|
||||
pub struct VolatilePtr<T>(pub *mut T);
|
||||
impl<T> VolatilePtr<T> {
|
||||
pub unsafe fn read(&self) -> T {
|
||||
core::ptr::read_volatile(self.0)
|
||||
}
|
||||
pub unsafe fn write(&self, data: T) {
|
||||
core::ptr::write_volatile(self.0, data);
|
||||
}
|
||||
pub unsafe fn offset(self, count: isize) -> Self {
|
||||
VolatilePtr(self.0.wrapping_offset(count))
|
||||
}
|
||||
}
|
||||
#}</code></pre></pre>
|
||||
<a class="header" href="#reader-requirements" id="reader-requirements"><h1>Reader Requirements</h1></a>
|
||||
<p>This book naturally assumes that you've already read Rust's core book:</p>
|
||||
<ul>
|
||||
<li><a href="https://doc.rust-lang.org/book/">The Rust Programming Language</a></li>
|
||||
</ul>
|
||||
<p>Now, I <em>know</em> it sounds silly to say "if you wanna program Rust on this old
|
||||
video game system you should already know how to program Rust", but the more
|
||||
people I meet and chat with the more they tell me that they jumped into Rust
|
||||
without reading any or all of the book. You know who you are.</p>
|
||||
<p>Please, read the whole book!</p>
|
||||
<p>In addition to the core book, there's also an expansion book that I will declare
|
||||
to be required reading for this:</p>
|
||||
<ul>
|
||||
<li><a href="https://doc.rust-lang.org/nomicon/">The Rustonomicon</a></li>
|
||||
</ul>
|
||||
<p>The Rustonomicon is all about trying to demystify <code>unsafe</code>. We'll end up using a
|
||||
fair bit of unsafe code as a natural consequence of doing direct hardware
|
||||
manipulations. Using unsafe is like <a href="https://www.zeldadungeon.net/wp-content/uploads/2013/04/tumblr_mlkpzij6T81qizbpto1_1280.gif">swinging a
|
||||
sword</a>,
|
||||
you should start slowly, practice carefully, and always pay attention no matter
|
||||
how experienced you think you've become.</p>
|
||||
<p>That said, it's sometimes a <a href="https://www.youtube.com/watch?v=rTo2u13lVcQ">necessary
|
||||
tool</a> to get the job done, so you
|
||||
have to break out of the borderline pathological fear of using it that most rust
|
||||
programmers tend to have.</p>
|
||||
|
||||
</main>
|
||||
|
||||
<nav class="nav-wrapper" aria-label="Page navigation">
|
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<!-- Mobile navigation buttons -->
|
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|
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<a rel="prev" href="../ch01/hello1.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left">
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<a rel="prev" href="../00-introduction/00-index.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left">
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<i class="fa fa-angle-left"></i>
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</a>
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|
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<a rel="next" href="../ch01/io_registers.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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</a>
|
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|
||||
|
@ -223,13 +185,13 @@ impl<T> VolatilePtr<T> {
|
|||
|
||||
<nav class="nav-wide-wrapper" aria-label="Page navigation">
|
||||
|
||||
<a href="../ch01/hello1.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left">
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<a href="../00-introduction/00-index.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left">
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<i class="fa fa-angle-left"></i>
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</a>
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|
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|
||||
<a href="../ch01/io_registers.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right">
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<a href="../00-introduction/02-goals_and_style.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>
|
||||
|
|
@ -3,7 +3,7 @@
|
|||
<head>
|
||||
<!-- Book generated using mdBook -->
|
||||
<meta charset="UTF-8">
|
||||
<title>The VCount Register - Rust GBA Guide</title>
|
||||
<title>Book Goals and Style - Rust GBA Guide</title>
|
||||
<meta content="text/html; charset=utf-8" http-equiv="Content-Type">
|
||||
<meta name="description" content="">
|
||||
<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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|
||||
<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" 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>
|
||||
<ol class="chapter"><li><a href="../00-introduction/00-index.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><ol class="section"><li><a href="../00-introduction/01-requirements.html"><strong aria-hidden="true">1.1.</strong> Reader Requirements</a></li><li><a href="../00-introduction/02-goals_and_style.html" class="active"><strong aria-hidden="true">1.2.</strong> Book Goals and Style</a></li><li><a href="../00-introduction/03-development-setup.html"><strong aria-hidden="true">1.3.</strong> Development Setup</a></li><li><a href="../00-introduction/04-hello-magic.html"><strong aria-hidden="true">1.4.</strong> Hello, Magic</a></li><li><a href="../00-introduction/05-newtype.html"><strong aria-hidden="true">1.5.</strong> Newtype</a></li><li><a href="../00-introduction/06-help_and_resources.html"><strong aria-hidden="true">1.6.</strong> Help and Resources</a></li></ol></li><li><a href="../01-limitations/00-index.html"><strong aria-hidden="true">2.</strong> Limitations</a></li><li><ol class="section"><li><a href="../01-limitations/01-no_floats.html"><strong aria-hidden="true">2.1.</strong> No Floats</a></li><li><a href="../01-limitations/02-core_only.html"><strong aria-hidden="true">2.2.</strong> Core Only</a></li><li><a href="../01-limitations/03-volatile_destination.html"><strong aria-hidden="true">2.3.</strong> Volatile Destination</a></li></ol></li><li><a href="../02-concepts/00-index.html"><strong aria-hidden="true">3.</strong> Concepts</a></li><li><ol class="section"><li><a href="../02-concepts/01-cpu.html"><strong aria-hidden="true">3.1.</strong> CPU</a></li><li><a href="../02-concepts/02-bios.html"><strong aria-hidden="true">3.2.</strong> BIOS</a></li><li><a href="../02-concepts/03-wram.html"><strong aria-hidden="true">3.3.</strong> Work RAM</a></li><li><a href="../02-concepts/04-io-registers.html"><strong aria-hidden="true">3.4.</strong> IO Registers</a></li><li><a href="../02-concepts/05-palram.html"><strong aria-hidden="true">3.5.</strong> Palette RAM</a></li><li><a href="../02-concepts/06-vram.html"><strong aria-hidden="true">3.6.</strong> Video RAM</a></li><li><a href="../02-concepts/07-oam.html"><strong aria-hidden="true">3.7.</strong> Object Attribute Memory</a></li><li><a href="../02-concepts/08-rom.html"><strong aria-hidden="true">3.8.</strong> Game Pak ROM / Flash ROM</a></li><li><a href="../02-concepts/09-sram.html"><strong aria-hidden="true">3.9.</strong> Save RAM</a></li></ol></li><li><a href="../03-video/00-index.html"><strong aria-hidden="true">4.</strong> Video</a></li><li><ol class="section"><li><a href="../03-video/01-rgb15.html"><strong aria-hidden="true">4.1.</strong> RBG15 Color</a></li><li><a href="../03-video/TODO.html"><strong aria-hidden="true">4.2.</strong> TODO</a></li></ol></li><li><a href="../04-non-video/00-index.html"><strong aria-hidden="true">5.</strong> Non-Video</a></li><li><ol class="section"><li><a href="../04-non-video/01-buttons.html"><strong aria-hidden="true">5.1.</strong> Buttons</a></li><li><a href="../04-non-video/02-timers.html"><strong aria-hidden="true">5.2.</strong> Timers</a></li><li><a href="../04-non-video/03-dma.html"><strong aria-hidden="true">5.3.</strong> Direct Memory Access</a></li><li><a href="../04-non-video/04-sound.html"><strong aria-hidden="true">5.4.</strong> Sound</a></li><li><a href="../04-non-video/05-interrupts.html"><strong aria-hidden="true">5.5.</strong> Interrupts</a></li><li><a href="../04-non-video/06-network.html"><strong aria-hidden="true">5.6.</strong> Network</a></li><li><a href="../04-non-video/07-game_pak.html"><strong aria-hidden="true">5.7.</strong> Game Pak</a></li></ol></li><li><a href="../05-examples/00-index.html"><strong aria-hidden="true">6.</strong> Examples</a></li><li><ol class="section"><li><a href="../05-examples/01-hello_magic.html"><strong aria-hidden="true">6.1.</strong> hello_magic</a></li><li><a href="../05-examples/02-hello_world.html"><strong aria-hidden="true">6.2.</strong> hello_world</a></li><li><a href="../05-examples/03-light_cycle.html"><strong aria-hidden="true">6.3.</strong> light_cycle</a></li><li><a href="../05-examples/04-bg_demo.html"><strong aria-hidden="true">6.4.</strong> bg_demo</a></li></ol></li></ol>
|
||||
</nav>
|
||||
|
||||
<div id="page-wrapper" class="page-wrapper">
|
||||
|
@ -136,88 +136,45 @@
|
|||
|
||||
<div id="content" class="content">
|
||||
<main>
|
||||
<a class="header" href="#the-vcount-register" id="the-vcount-register"><h1>The VCount Register</h1></a>
|
||||
<p>There's an IO register called
|
||||
<a href="http://problemkaputt.de/gbatek.htm#lcdiointerruptsandstatus">VCOUNT</a> that shows
|
||||
you, what else, the Vertical (row) COUNT(er). It's a <code>u16</code> at address
|
||||
<code>0x0400_0006</code>, and it's how we'll be doing our very poor quality vertical sync
|
||||
code to start.</p>
|
||||
<ul>
|
||||
<li><strong>What makes it poor?</strong> Well, we're just going to read from the vcount value as
|
||||
often as possible every time we need to wait for a specific value to come up,
|
||||
and then proceed once it hits the point we're looking for.</li>
|
||||
<li><strong>Why is this bad?</strong> Because we're making the CPU do a lot of useless work,
|
||||
which uses a lot more power that necessary. Even if you're not on an actual
|
||||
GBA you might be running inside an emulator on a phone or other handheld. You
|
||||
wanna try to save battery if all you're doing with that power use is waiting
|
||||
instead of making a game actually do something.</li>
|
||||
<li><strong>Can we do better?</strong> We can, but not yet. The better way to do things is to
|
||||
use a BIOS call to put the CPU into low power mode until a VBlank interrupt
|
||||
happens. However, we don't know about interrupts yet, and we don't know about
|
||||
BIOS calls yet, so we'll do the basic thing for now and then upgrade later.</li>
|
||||
</ul>
|
||||
<p>So the way that display hardware actually displays each frame is that it moves a
|
||||
tiny pointer left to right across each pixel row one pixel at a time. When it's
|
||||
within the actual screen width (240px) it's drawing out those pixels. Then it
|
||||
goes <em>past</em> the edge of the screen for 68px during a period known as the
|
||||
"horizontal blank" (HBlank). Then it starts on the next row and does that loop
|
||||
over again. This happens for the whole screen height (160px) and then once again
|
||||
it goes past the last row for another 68px into a "vertical blank" (VBlank)
|
||||
period.</p>
|
||||
<ul>
|
||||
<li>One pixel is 4 CPU cycles</li>
|
||||
<li>HDraw is 240 pixels, HBlank is 68 pixels (1,232 cycles per full scanline)</li>
|
||||
<li>VDraw is 150 scanlines, VBlank is 68 scanlines (280,896 cycles per full refresh)</li>
|
||||
</ul>
|
||||
<p>Now you may remember some stuff from the display control register section where
|
||||
it was mentioned that some parts of memory are best accessed during VBlank, and
|
||||
also during hblank with a setting applied. These blanking periods are what was
|
||||
being talked about. At other times if you attempt to access video or object
|
||||
memory you (the CPU) might try touching the same memory that the display device
|
||||
is trying to use, in which case you get bumped back a cycle so that the display
|
||||
can finish what it's doing. Also, if you really insist on doing video memory
|
||||
changes while the screen is being drawn then you might get some visual glitches.
|
||||
If you can, just prepare all your changes ahead of time and then assign then all
|
||||
quickly during the blank period.</p>
|
||||
<p>So first we want a way to check the vcount value at all:</p>
|
||||
<pre><pre class="playpen"><code class="language-rust">
|
||||
# #![allow(unused_variables)]
|
||||
#fn main() {
|
||||
pub const VCOUNT: VolatilePtr<u16> = VolatilePtr(0x0400_0006 as *mut u16);
|
||||
|
||||
pub fn vcount() -> u16 {
|
||||
unsafe { VCOUNT.read() }
|
||||
}
|
||||
#}</code></pre></pre>
|
||||
<p>Then we want two little helper functions to wait until VBlank and vdraw.</p>
|
||||
<pre><pre class="playpen"><code class="language-rust">
|
||||
# #![allow(unused_variables)]
|
||||
#fn main() {
|
||||
pub const SCREEN_HEIGHT: isize = 160;
|
||||
|
||||
pub fn wait_until_vblank() {
|
||||
while vcount() < SCREEN_HEIGHT as u16 {}
|
||||
}
|
||||
|
||||
pub fn wait_until_vdraw() {
|
||||
while vcount() >= SCREEN_HEIGHT as u16 {}
|
||||
}
|
||||
#}</code></pre></pre>
|
||||
<p>And... that's it. No special types to be made this time around, it's just a
|
||||
number we read out of memory.</p>
|
||||
<a class="header" href="#book-goals-and-style" id="book-goals-and-style"><h1>Book Goals and Style</h1></a>
|
||||
<p>So, what's this book actually gonna teach you?</p>
|
||||
<p>I'm <em>not</em> gonna tell you how to use a crate that already exists.</p>
|
||||
<p>Don't get me wrong, there <em>is</em> a <a href="https://crates.io/crates/gba">gba</a> crate, and
|
||||
it's on crates.io and all that jazz.</p>
|
||||
<p>However, unlike most crates that come with a tutorial book, I don't want to just
|
||||
teach you how to use the crate. What I want is to teach you what you need to
|
||||
know so that you could build the crate yourself, from scratch, if it didn't
|
||||
already exist for you. Let's call it the <a href="https://handmadehero.org/">Handmade
|
||||
Hero</a> school of design. Much more than you might find
|
||||
in other Rust crate books, I'll be attempting to show a lot of the <em>why</em> in
|
||||
addition to just the <em>how</em>. Once you know how to do it all on your own, you can
|
||||
decide for yourself if the <code>gba</code> crate does it well, or if you think you can
|
||||
come up with something that suits your needs better.</p>
|
||||
<p>Overall the book is sorted for easy review once you're trying to program
|
||||
something, and the GBA has a few interconnected concepts, so some parts of the
|
||||
book end up having to refer you to portions that you haven't read yet. The
|
||||
chapters and sections are sorted so that <em>minimal</em> future references are
|
||||
required, but it's unavoidable.</p>
|
||||
<p>The actual "tutorial order" of the book is the
|
||||
<a href="../05-examples/00-index.html">Examples</a> chapter. Each section of that chapter
|
||||
breaks down one of the provided examples in the <a href="https://github.com/rust-console/gba/tree/master/examples">examples
|
||||
directory</a> of the
|
||||
repository. We go over what sections of the book you'll need to have read for
|
||||
the example code to make sense, and also how we apply the general concepts
|
||||
described in the book to the specific example cases.</p>
|
||||
|
||||
</main>
|
||||
|
||||
<nav class="nav-wrapper" aria-label="Page navigation">
|
||||
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|
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<a rel="prev" href="../ch02/the_key_input_register.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left">
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|
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|
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|
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<nav class="nav-wide-wrapper" aria-label="Page navigation">
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|
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<head>
|
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<!-- Book generated using mdBook -->
|
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<meta charset="UTF-8">
|
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<title>Ch 0: Development Setup - Rust GBA Guide</title>
|
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<title>Development Setup - Rust GBA Guide</title>
|
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|
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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>
|
||||
<ol class="chapter"><li><a href="../00-introduction/00-index.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><ol class="section"><li><a href="../00-introduction/01-requirements.html"><strong aria-hidden="true">1.1.</strong> Reader Requirements</a></li><li><a href="../00-introduction/02-goals_and_style.html"><strong aria-hidden="true">1.2.</strong> Book Goals and Style</a></li><li><a href="../00-introduction/03-development-setup.html" class="active"><strong aria-hidden="true">1.3.</strong> Development Setup</a></li><li><a href="../00-introduction/04-hello-magic.html"><strong aria-hidden="true">1.4.</strong> Hello, Magic</a></li><li><a href="../00-introduction/05-newtype.html"><strong aria-hidden="true">1.5.</strong> Newtype</a></li><li><a href="../00-introduction/06-help_and_resources.html"><strong aria-hidden="true">1.6.</strong> Help and Resources</a></li></ol></li><li><a href="../01-limitations/00-index.html"><strong aria-hidden="true">2.</strong> Limitations</a></li><li><ol class="section"><li><a href="../01-limitations/01-no_floats.html"><strong aria-hidden="true">2.1.</strong> No Floats</a></li><li><a href="../01-limitations/02-core_only.html"><strong aria-hidden="true">2.2.</strong> Core Only</a></li><li><a href="../01-limitations/03-volatile_destination.html"><strong aria-hidden="true">2.3.</strong> Volatile Destination</a></li></ol></li><li><a href="../02-concepts/00-index.html"><strong aria-hidden="true">3.</strong> Concepts</a></li><li><ol class="section"><li><a href="../02-concepts/01-cpu.html"><strong aria-hidden="true">3.1.</strong> CPU</a></li><li><a href="../02-concepts/02-bios.html"><strong aria-hidden="true">3.2.</strong> BIOS</a></li><li><a href="../02-concepts/03-wram.html"><strong aria-hidden="true">3.3.</strong> Work RAM</a></li><li><a href="../02-concepts/04-io-registers.html"><strong aria-hidden="true">3.4.</strong> IO Registers</a></li><li><a href="../02-concepts/05-palram.html"><strong aria-hidden="true">3.5.</strong> Palette RAM</a></li><li><a href="../02-concepts/06-vram.html"><strong aria-hidden="true">3.6.</strong> Video RAM</a></li><li><a href="../02-concepts/07-oam.html"><strong aria-hidden="true">3.7.</strong> Object Attribute Memory</a></li><li><a href="../02-concepts/08-rom.html"><strong aria-hidden="true">3.8.</strong> Game Pak ROM / Flash ROM</a></li><li><a href="../02-concepts/09-sram.html"><strong aria-hidden="true">3.9.</strong> Save RAM</a></li></ol></li><li><a href="../03-video/00-index.html"><strong aria-hidden="true">4.</strong> Video</a></li><li><ol class="section"><li><a href="../03-video/01-rgb15.html"><strong aria-hidden="true">4.1.</strong> RBG15 Color</a></li><li><a href="../03-video/TODO.html"><strong aria-hidden="true">4.2.</strong> TODO</a></li></ol></li><li><a href="../04-non-video/00-index.html"><strong aria-hidden="true">5.</strong> Non-Video</a></li><li><ol class="section"><li><a href="../04-non-video/01-buttons.html"><strong aria-hidden="true">5.1.</strong> Buttons</a></li><li><a href="../04-non-video/02-timers.html"><strong aria-hidden="true">5.2.</strong> Timers</a></li><li><a href="../04-non-video/03-dma.html"><strong aria-hidden="true">5.3.</strong> Direct Memory Access</a></li><li><a href="../04-non-video/04-sound.html"><strong aria-hidden="true">5.4.</strong> Sound</a></li><li><a href="../04-non-video/05-interrupts.html"><strong aria-hidden="true">5.5.</strong> Interrupts</a></li><li><a href="../04-non-video/06-network.html"><strong aria-hidden="true">5.6.</strong> Network</a></li><li><a href="../04-non-video/07-game_pak.html"><strong aria-hidden="true">5.7.</strong> Game Pak</a></li></ol></li><li><a href="../05-examples/00-index.html"><strong aria-hidden="true">6.</strong> Examples</a></li><li><ol class="section"><li><a href="../05-examples/01-hello_magic.html"><strong aria-hidden="true">6.1.</strong> hello_magic</a></li><li><a href="../05-examples/02-hello_world.html"><strong aria-hidden="true">6.2.</strong> hello_world</a></li><li><a href="../05-examples/03-light_cycle.html"><strong aria-hidden="true">6.3.</strong> light_cycle</a></li><li><a href="../05-examples/04-bg_demo.html"><strong aria-hidden="true">6.4.</strong> bg_demo</a></li></ol></li></ol>
|
||||
</nav>
|
||||
|
||||
<div id="page-wrapper" class="page-wrapper">
|
||||
|
@ -136,10 +136,9 @@
|
|||
|
||||
<div id="content" class="content">
|
||||
<main>
|
||||
<a class="header" href="#chapter-0-development-setup" id="chapter-0-development-setup"><h1>Chapter 0: Development Setup</h1></a>
|
||||
<a class="header" href="#development-setup" id="development-setup"><h1>Development Setup</h1></a>
|
||||
<p>Before you can build a GBA game you'll have to follow some special steps to
|
||||
setup the development environment. Perhaps unfortunately, there's enough detail
|
||||
here to warrant a mini-chapter all on its own.</p>
|
||||
setup the development environment.</p>
|
||||
<p>Once again, extra special thanks to <strong>Ketsuban</strong>, who first dove into how to
|
||||
make this all work with rust and then shared it with the world.</p>
|
||||
<a class="header" href="#per-system-setup" id="per-system-setup"><h2>Per System Setup</h2></a>
|
||||
|
@ -190,18 +189,25 @@ expectations that the GBA has about our program, and that it should also
|
|||
include the <code>crt0.o</code> file with our compiled rust code.</li>
|
||||
</ul>
|
||||
<a class="header" href="#compiling" id="compiling"><h2>Compiling</h2></a>
|
||||
<p>The next steps only work once you've got some source code to build. If you need
|
||||
a quick test, copy the <code>hello1.rs</code> file from our examples directory in the
|
||||
repository.</p>
|
||||
<p>Once you've got something to build, you perform the following steps:</p>
|
||||
<p>Once all the tools are in place, there's particular steps that you need to
|
||||
compile the project. For these to work you'll need some source code to compile.
|
||||
Unlike with other things, an empty main file and/or an empty lib file will cause
|
||||
a total build failure, because we'll need a
|
||||
<a href="https://rust-embedded.github.io/book/intro/no-std.html">no_std</a> build, and rust
|
||||
defaults to builds that use the standard library. The next section has a minimal
|
||||
example file you can use (along with explanation), but we'll describe the build
|
||||
steps here.</p>
|
||||
<ul>
|
||||
<li>
|
||||
<p><code>arm-none-eabi-as crt0.s -o crt0.o</code></p>
|
||||
<p><code>arm-none-eabi-as crt0.s -o target/crt0.o</code></p>
|
||||
<ul>
|
||||
<li>This builds your text format <code>crt0.s</code> file into object format <code>crt0.o</code>. You
|
||||
don't need to perform it every time, only when <code>crt0.s</code> changes, but you
|
||||
might as well do it every time so that you never forget to because it's a
|
||||
practically instant operation.</li>
|
||||
<li>This builds your text format <code>crt0.s</code> file into object format <code>crt0.o</code>
|
||||
that's placed in the <code>target/</code> directory. Note that if the <code>target/</code>
|
||||
directory doesn't exist yet it will fail, so you have to make the directory
|
||||
if it's not there. You don't need to rebuild <code>crt0.s</code> every single time,
|
||||
only when it changes, but you might as well throw a line to do it every time
|
||||
into your build script so that you never forget because it's a practically
|
||||
instant operation anyway.</li>
|
||||
</ul>
|
||||
</li>
|
||||
<li>
|
||||
|
@ -218,20 +224,17 @@ registers) won't be testable that way. If you want to isolate and try out
|
|||
some piece code running on the GBA you'll unfortunately have to make a demo
|
||||
for it in your <code>examples/</code> directory and then run the demo in an emulator
|
||||
and see if it does what you expect.</li>
|
||||
<li>The file extension is important. <code>cargo xbuild</code> takes it as a flag to
|
||||
compile dependencies with the same sysroot, so you can include crates
|
||||
normally. Well, creates that work in the GBA's limited environment, but you
|
||||
get the idea.</li>
|
||||
<li>The file extension is important! It will work if you forget it, but <code>cargo xbuild</code> takes the inclusion of the extension as a flag to also compile
|
||||
dependencies with the same sysroot, so you can include other crates in your
|
||||
build. Well, creates that work in the GBA's limited environment, but you get
|
||||
the idea.</li>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
<p>At this point you have an ELF binary that some emulators can execute directly.
|
||||
This is helpful because it'll have debug symbols and all that, assuming a debug
|
||||
build. Specifically, <a href="https://mgba.io/2018/09/24/mgba-0.7-beta1/">mgba 0.7 beta
|
||||
1</a> can do it, and perhaps other
|
||||
emulators can also do it.</p>
|
||||
<p>However, if you want a "real" ROM that works in all emulators and that you could
|
||||
transfer to a flash cart there's a little more to do.</p>
|
||||
<p>At this point you have an ELF binary that some emulators can execute directly
|
||||
(more on that later). However, if you want a "real" ROM that works in all
|
||||
emulators and that you could transfer to a flash cart to play on real hardware
|
||||
there's a little more to do.</p>
|
||||
<ul>
|
||||
<li>
|
||||
<p><code>arm-none-eabi-objcopy -O binary target/thumbv4-none-agb/MODE/BIN_NAME target/ROM_NAME.gba</code></p>
|
||||
|
@ -279,24 +282,23 @@ ROM is patched in place, so we don't even need to specify a new destination.</li
|
|||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
<p>And you're finally done!</p>
|
||||
<p>And you're <em>finally</em> done!</p>
|
||||
<p>Of course, you probably want to make a script for all that, but it's up to you.
|
||||
On our own project we have it mostly set up within a <code>Makefile.toml</code> which runs
|
||||
using the <a href="https://github.com/sagiegurari/cargo-make">cargo-make</a> plugin. It's
|
||||
not really the best plugin, but it's what's available.</p>
|
||||
using the <a href="https://github.com/sagiegurari/cargo-make">cargo-make</a> plugin.</p>
|
||||
|
||||
</main>
|
||||
|
||||
<nav class="nav-wrapper" aria-label="Page navigation">
|
||||
<!-- Mobile navigation buttons -->
|
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|
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<a rel="prev" href="../introduction.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left">
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<a rel="prev" href="../00-introduction/02-goals_and_style.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left">
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<i class="fa fa-angle-left"></i>
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</a>
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<a rel="next" href="../ch01/index.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right">
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</a>
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|
||||
|
@ -308,13 +310,13 @@ not really the best plugin, but it's what's available.</p>
|
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|
||||
<nav class="nav-wide-wrapper" aria-label="Page navigation">
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|
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<a href="../introduction.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left">
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<a href="../ch01/index.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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|
|
@ -3,7 +3,7 @@
|
|||
<head>
|
||||
<!-- Book generated using mdBook -->
|
||||
<meta charset="UTF-8">
|
||||
<title>hello2 - Rust GBA Guide</title>
|
||||
<title>Hello, Magic - Rust GBA Guide</title>
|
||||
<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="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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|
||||
<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" 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>
|
||||
<ol class="chapter"><li><a href="../00-introduction/00-index.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><ol class="section"><li><a href="../00-introduction/01-requirements.html"><strong aria-hidden="true">1.1.</strong> Reader Requirements</a></li><li><a href="../00-introduction/02-goals_and_style.html"><strong aria-hidden="true">1.2.</strong> Book Goals and Style</a></li><li><a href="../00-introduction/03-development-setup.html"><strong aria-hidden="true">1.3.</strong> Development Setup</a></li><li><a href="../00-introduction/04-hello-magic.html" class="active"><strong aria-hidden="true">1.4.</strong> Hello, Magic</a></li><li><a href="../00-introduction/05-newtype.html"><strong aria-hidden="true">1.5.</strong> Newtype</a></li><li><a href="../00-introduction/06-help_and_resources.html"><strong aria-hidden="true">1.6.</strong> Help and Resources</a></li></ol></li><li><a href="../01-limitations/00-index.html"><strong aria-hidden="true">2.</strong> Limitations</a></li><li><ol class="section"><li><a href="../01-limitations/01-no_floats.html"><strong aria-hidden="true">2.1.</strong> No Floats</a></li><li><a href="../01-limitations/02-core_only.html"><strong aria-hidden="true">2.2.</strong> Core Only</a></li><li><a href="../01-limitations/03-volatile_destination.html"><strong aria-hidden="true">2.3.</strong> Volatile Destination</a></li></ol></li><li><a href="../02-concepts/00-index.html"><strong aria-hidden="true">3.</strong> Concepts</a></li><li><ol class="section"><li><a href="../02-concepts/01-cpu.html"><strong aria-hidden="true">3.1.</strong> CPU</a></li><li><a href="../02-concepts/02-bios.html"><strong aria-hidden="true">3.2.</strong> BIOS</a></li><li><a href="../02-concepts/03-wram.html"><strong aria-hidden="true">3.3.</strong> Work RAM</a></li><li><a href="../02-concepts/04-io-registers.html"><strong aria-hidden="true">3.4.</strong> IO Registers</a></li><li><a href="../02-concepts/05-palram.html"><strong aria-hidden="true">3.5.</strong> Palette RAM</a></li><li><a href="../02-concepts/06-vram.html"><strong aria-hidden="true">3.6.</strong> Video RAM</a></li><li><a href="../02-concepts/07-oam.html"><strong aria-hidden="true">3.7.</strong> Object Attribute Memory</a></li><li><a href="../02-concepts/08-rom.html"><strong aria-hidden="true">3.8.</strong> Game Pak ROM / Flash ROM</a></li><li><a href="../02-concepts/09-sram.html"><strong aria-hidden="true">3.9.</strong> Save RAM</a></li></ol></li><li><a href="../03-video/00-index.html"><strong aria-hidden="true">4.</strong> Video</a></li><li><ol class="section"><li><a href="../03-video/01-rgb15.html"><strong aria-hidden="true">4.1.</strong> RBG15 Color</a></li><li><a href="../03-video/TODO.html"><strong aria-hidden="true">4.2.</strong> TODO</a></li></ol></li><li><a href="../04-non-video/00-index.html"><strong aria-hidden="true">5.</strong> Non-Video</a></li><li><ol class="section"><li><a href="../04-non-video/01-buttons.html"><strong aria-hidden="true">5.1.</strong> Buttons</a></li><li><a href="../04-non-video/02-timers.html"><strong aria-hidden="true">5.2.</strong> Timers</a></li><li><a href="../04-non-video/03-dma.html"><strong aria-hidden="true">5.3.</strong> Direct Memory Access</a></li><li><a href="../04-non-video/04-sound.html"><strong aria-hidden="true">5.4.</strong> Sound</a></li><li><a href="../04-non-video/05-interrupts.html"><strong aria-hidden="true">5.5.</strong> Interrupts</a></li><li><a href="../04-non-video/06-network.html"><strong aria-hidden="true">5.6.</strong> Network</a></li><li><a href="../04-non-video/07-game_pak.html"><strong aria-hidden="true">5.7.</strong> Game Pak</a></li></ol></li><li><a href="../05-examples/00-index.html"><strong aria-hidden="true">6.</strong> Examples</a></li><li><ol class="section"><li><a href="../05-examples/01-hello_magic.html"><strong aria-hidden="true">6.1.</strong> hello_magic</a></li><li><a href="../05-examples/02-hello_world.html"><strong aria-hidden="true">6.2.</strong> hello_world</a></li><li><a href="../05-examples/03-light_cycle.html"><strong aria-hidden="true">6.3.</strong> light_cycle</a></li><li><a href="../05-examples/04-bg_demo.html"><strong aria-hidden="true">6.4.</strong> bg_demo</a></li></ol></li></ol>
|
||||
</nav>
|
||||
|
||||
<div id="page-wrapper" class="page-wrapper">
|
||||
|
@ -136,9 +136,22 @@
|
|||
|
||||
<div id="content" class="content">
|
||||
<main>
|
||||
<a class="header" href="#hello2" id="hello2"><h1>hello2</h1></a>
|
||||
<p>Okay so let's have a look again:</p>
|
||||
<p><code>hello1</code></p>
|
||||
<a class="header" href="#hello-magic" id="hello-magic"><h1>Hello, Magic</h1></a>
|
||||
<p>So we know all the steps to build our source, we just need some source.</p>
|
||||
<p>We're beginners, so we'll start small. With normal programming there's usually a
|
||||
console available, so the minimal program prints "Hello, world" to the terminal.
|
||||
On a GBA we don't have a terminal and standard out and all that, so the minimal
|
||||
program draws a red, blue, and green dot to the screen.</p>
|
||||
<p>At the lowest level of device programming, it's all <a href="https://en.wikipedia.org/wiki/Magic_number_(programming)">Magic
|
||||
Numbers</a>. You write
|
||||
special values to special places and then the hardware does something. A clear
|
||||
API makes every magic number and magic location easy to understand. A clear <em>and
|
||||
good</em> API also prevents you from using the wrong magic number in the wrong place
|
||||
and causing problems for yourself.</p>
|
||||
<p>This is the minimal example to just test that our build system is all set, so
|
||||
just this once we'll go <em>full</em> magic number crazy town, for fun. Ready? Here
|
||||
goes:</p>
|
||||
<p><code>hello_magic.rs</code>:</p>
|
||||
<pre><pre class="playpen"><code class="language-rust">#![feature(start)]
|
||||
#![no_std]
|
||||
|
||||
|
@ -150,125 +163,35 @@ fn panic(_info: &core::panic::PanicInfo) -> ! {
|
|||
#[start]
|
||||
fn main(_argc: isize, _argv: *const *const u8) -> isize {
|
||||
unsafe {
|
||||
(0x04000000 as *mut u16).write_volatile(0x0403);
|
||||
(0x06000000 as *mut u16).offset(120 + 80 * 240).write_volatile(0x001F);
|
||||
(0x06000000 as *mut u16).offset(136 + 80 * 240).write_volatile(0x03E0);
|
||||
(0x06000000 as *mut u16).offset(120 + 96 * 240).write_volatile(0x7C00);
|
||||
(0x400_0000 as *mut u16).write_volatile(0x0403);
|
||||
(0x600_0000 as *mut u16).offset(120 + 80 * 240).write_volatile(0x001F);
|
||||
(0x600_0000 as *mut u16).offset(136 + 80 * 240).write_volatile(0x03E0);
|
||||
(0x600_0000 as *mut u16).offset(120 + 96 * 240).write_volatile(0x7C00);
|
||||
loop {}
|
||||
}
|
||||
}
|
||||
</code></pre></pre>
|
||||
<p>Now let's clean this up so that it's clearer what's going on.</p>
|
||||
<p>First we'll label that display control stuff, including using the <code>VolatilePtr</code>
|
||||
type from the volatile explanation:</p>
|
||||
<pre><pre class="playpen"><code class="language-rust">
|
||||
# #![allow(unused_variables)]
|
||||
#fn main() {
|
||||
pub const DISPCNT: VolatilePtr<u16> = VolatilePtr(0x04000000 as *mut u16);
|
||||
pub const MODE3: u16 = 3;
|
||||
pub const BG2: u16 = 0b100_0000_0000;
|
||||
#}</code></pre></pre>
|
||||
<p>Next we make some const values for the actual pixel drawing</p>
|
||||
<pre><pre class="playpen"><code class="language-rust">
|
||||
# #![allow(unused_variables)]
|
||||
#fn main() {
|
||||
pub const VRAM: usize = 0x06000000;
|
||||
pub const SCREEN_WIDTH: isize = 240;
|
||||
#}</code></pre></pre>
|
||||
<p>Note that VRAM has to be interpreted in different ways depending on mode, so we
|
||||
just leave it as <code>usize</code> and we'll cast it into the right form closer to the
|
||||
actual use.</p>
|
||||
<p>Next we want a small helper function for putting together a color value.
|
||||
Happily, this one can even be declared as a <code>const</code> function. At the time of
|
||||
writing, we've got the "minimal const fn" support in nightly. It really is quite
|
||||
limited, but I'm happy to let rustc and LLVM pre-compute as much as they can
|
||||
when it comes to the GBA's tiny CPU.</p>
|
||||
<pre><pre class="playpen"><code class="language-rust">
|
||||
# #![allow(unused_variables)]
|
||||
#fn main() {
|
||||
pub const fn rgb16(red: u16, green: u16, blue: u16) -> u16 {
|
||||
blue << 10 | green << 5 | red
|
||||
}
|
||||
#}</code></pre></pre>
|
||||
<p>Finally, we'll make a function for drawing a pixel in Mode 3. Even though it's
|
||||
just a one-liner, having the "important parts" be labeled as function arguments
|
||||
usually helps you think about it a lot better.</p>
|
||||
<pre><pre class="playpen"><code class="language-rust">
|
||||
# #![allow(unused_variables)]
|
||||
#fn main() {
|
||||
pub unsafe fn mode3_pixel(col: isize, row: isize, color: u16) {
|
||||
VolatilePtr(VRAM as *mut u16).offset(col + row * SCREEN_WIDTH).write(color);
|
||||
}
|
||||
#}</code></pre></pre>
|
||||
<p>So now we've got this:</p>
|
||||
<p><code>hello2</code></p>
|
||||
<pre><pre class="playpen"><code class="language-rust">#![feature(start)]
|
||||
#![no_std]
|
||||
|
||||
#[panic_handler]
|
||||
fn panic(_info: &core::panic::PanicInfo) -> ! {
|
||||
loop {}
|
||||
}
|
||||
|
||||
#[start]
|
||||
fn main(_argc: isize, _argv: *const *const u8) -> isize {
|
||||
unsafe {
|
||||
DISPCNT.write(MODE3 | BG2);
|
||||
mode3_pixel(120, 80, rgb16(31, 0, 0));
|
||||
mode3_pixel(136, 80, rgb16(0, 31, 0));
|
||||
mode3_pixel(120, 96, rgb16(0, 0, 31));
|
||||
loop {}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, Copy, Hash, PartialEq, Eq, PartialOrd, Ord)]
|
||||
#[repr(transparent)]
|
||||
pub struct VolatilePtr<T>(pub *mut T);
|
||||
impl<T> VolatilePtr<T> {
|
||||
pub unsafe fn read(&self) -> T {
|
||||
core::ptr::read_volatile(self.0)
|
||||
}
|
||||
pub unsafe fn write(&self, data: T) {
|
||||
core::ptr::write_volatile(self.0, data);
|
||||
}
|
||||
pub unsafe fn offset(self, count: isize) -> Self {
|
||||
VolatilePtr(self.0.wrapping_offset(count))
|
||||
}
|
||||
}
|
||||
|
||||
pub const DISPCNT: VolatilePtr<u16> = VolatilePtr(0x04000000 as *mut u16);
|
||||
pub const MODE3: u16 = 3;
|
||||
pub const BG2: u16 = 0b100_0000_0000;
|
||||
|
||||
pub const VRAM: usize = 0x06000000;
|
||||
pub const SCREEN_WIDTH: isize = 240;
|
||||
|
||||
pub const fn rgb16(red: u16, green: u16, blue: u16) -> u16 {
|
||||
blue << 10 | green << 5 | red
|
||||
}
|
||||
|
||||
pub unsafe fn mode3_pixel(col: isize, row: isize, color: u16) {
|
||||
VolatilePtr(VRAM as *mut u16).offset(col + row * SCREEN_WIDTH).write(color);
|
||||
}
|
||||
</code></pre></pre>
|
||||
<p>Exact same program that we started with, but much easier to read.</p>
|
||||
<p>Of course, in the full <code>gba</code> crate that this book is a part of we have these and
|
||||
other elements all labeled and sorted out for you (not identically, but
|
||||
similarly). Still, for educational purposes it's often best to do it yourself at
|
||||
least once.</p>
|
||||
<p>Throw that into your project skeleton, build the program, and give it a run. You
|
||||
should see a red, green, and blue dot close-ish to the middle of the screen. If
|
||||
you don't, something <em>already</em> went wrong. Double check things, phone a friend,
|
||||
write your senators, try asking <code>Lokathor</code> or <code>Ketsuban</code> on the <a href="https://discordapp.com/invite/aVESxV8">Rust Community
|
||||
Discord</a>, until you're eventually able to
|
||||
get your three dots going.</p>
|
||||
<p>Of course, I'm sure you want to know why those numbers are the numbers to use.
|
||||
Well that's what the whole rest of the book is about!</p>
|
||||
|
||||
</main>
|
||||
|
||||
<nav class="nav-wrapper" aria-label="Page navigation">
|
||||
<!-- Mobile navigation buttons -->
|
||||
|
||||
<a rel="prev" href="../ch01/video_memory_intro.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left">
|
||||
<a rel="prev" href="../00-introduction/03-development-setup.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left">
|
||||
<i class="fa fa-angle-left"></i>
|
||||
</a>
|
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|
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|
||||
|
||||
<a rel="next" href="../ch02/index.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right">
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<a rel="next" href="../00-introduction/05-newtype.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right">
|
||||
<i class="fa fa-angle-right"></i>
|
||||
</a>
|
||||
|
||||
|
@ -280,13 +203,13 @@ least once.</p>
|
|||
|
||||
<nav class="nav-wide-wrapper" aria-label="Page navigation">
|
||||
|
||||
<a href="../ch01/video_memory_intro.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left">
|
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<a href="../00-introduction/03-development-setup.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left">
|
||||
<i class="fa fa-angle-left"></i>
|
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</a>
|
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|
||||
|
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|
||||
<a href="../ch02/index.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right">
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<a href="../00-introduction/05-newtype.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right">
|
||||
<i class="fa fa-angle-right"></i>
|
||||
</a>
|
||||
|
|
@ -3,7 +3,7 @@
|
|||
<head>
|
||||
<!-- Book generated using mdBook -->
|
||||
<meta charset="UTF-8">
|
||||
<title>hello1 - Rust GBA Guide</title>
|
||||
<title>Newtype - Rust GBA Guide</title>
|
||||
<meta content="text/html; charset=utf-8" http-equiv="Content-Type">
|
||||
<meta name="description" content="">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1">
|
||||
|
@ -72,7 +72,7 @@
|
|||
</script>
|
||||
|
||||
<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" 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>
|
||||
<ol class="chapter"><li><a href="../00-introduction/00-index.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><ol class="section"><li><a href="../00-introduction/01-requirements.html"><strong aria-hidden="true">1.1.</strong> Reader Requirements</a></li><li><a href="../00-introduction/02-goals_and_style.html"><strong aria-hidden="true">1.2.</strong> Book Goals and Style</a></li><li><a href="../00-introduction/03-development-setup.html"><strong aria-hidden="true">1.3.</strong> Development Setup</a></li><li><a href="../00-introduction/04-hello-magic.html"><strong aria-hidden="true">1.4.</strong> Hello, Magic</a></li><li><a href="../00-introduction/05-newtype.html" class="active"><strong aria-hidden="true">1.5.</strong> Newtype</a></li><li><a href="../00-introduction/06-help_and_resources.html"><strong aria-hidden="true">1.6.</strong> Help and Resources</a></li></ol></li><li><a href="../01-limitations/00-index.html"><strong aria-hidden="true">2.</strong> Limitations</a></li><li><ol class="section"><li><a href="../01-limitations/01-no_floats.html"><strong aria-hidden="true">2.1.</strong> No Floats</a></li><li><a href="../01-limitations/02-core_only.html"><strong aria-hidden="true">2.2.</strong> Core Only</a></li><li><a href="../01-limitations/03-volatile_destination.html"><strong aria-hidden="true">2.3.</strong> Volatile Destination</a></li></ol></li><li><a href="../02-concepts/00-index.html"><strong aria-hidden="true">3.</strong> Concepts</a></li><li><ol class="section"><li><a href="../02-concepts/01-cpu.html"><strong aria-hidden="true">3.1.</strong> CPU</a></li><li><a href="../02-concepts/02-bios.html"><strong aria-hidden="true">3.2.</strong> BIOS</a></li><li><a href="../02-concepts/03-wram.html"><strong aria-hidden="true">3.3.</strong> Work RAM</a></li><li><a href="../02-concepts/04-io-registers.html"><strong aria-hidden="true">3.4.</strong> IO Registers</a></li><li><a href="../02-concepts/05-palram.html"><strong aria-hidden="true">3.5.</strong> Palette RAM</a></li><li><a href="../02-concepts/06-vram.html"><strong aria-hidden="true">3.6.</strong> Video RAM</a></li><li><a href="../02-concepts/07-oam.html"><strong aria-hidden="true">3.7.</strong> Object Attribute Memory</a></li><li><a href="../02-concepts/08-rom.html"><strong aria-hidden="true">3.8.</strong> Game Pak ROM / Flash ROM</a></li><li><a href="../02-concepts/09-sram.html"><strong aria-hidden="true">3.9.</strong> Save RAM</a></li></ol></li><li><a href="../03-video/00-index.html"><strong aria-hidden="true">4.</strong> Video</a></li><li><ol class="section"><li><a href="../03-video/01-rgb15.html"><strong aria-hidden="true">4.1.</strong> RBG15 Color</a></li><li><a href="../03-video/TODO.html"><strong aria-hidden="true">4.2.</strong> TODO</a></li></ol></li><li><a href="../04-non-video/00-index.html"><strong aria-hidden="true">5.</strong> Non-Video</a></li><li><ol class="section"><li><a href="../04-non-video/01-buttons.html"><strong aria-hidden="true">5.1.</strong> Buttons</a></li><li><a href="../04-non-video/02-timers.html"><strong aria-hidden="true">5.2.</strong> Timers</a></li><li><a href="../04-non-video/03-dma.html"><strong aria-hidden="true">5.3.</strong> Direct Memory Access</a></li><li><a href="../04-non-video/04-sound.html"><strong aria-hidden="true">5.4.</strong> Sound</a></li><li><a href="../04-non-video/05-interrupts.html"><strong aria-hidden="true">5.5.</strong> Interrupts</a></li><li><a href="../04-non-video/06-network.html"><strong aria-hidden="true">5.6.</strong> Network</a></li><li><a href="../04-non-video/07-game_pak.html"><strong aria-hidden="true">5.7.</strong> Game Pak</a></li></ol></li><li><a href="../05-examples/00-index.html"><strong aria-hidden="true">6.</strong> Examples</a></li><li><ol class="section"><li><a href="../05-examples/01-hello_magic.html"><strong aria-hidden="true">6.1.</strong> hello_magic</a></li><li><a href="../05-examples/02-hello_world.html"><strong aria-hidden="true">6.2.</strong> hello_world</a></li><li><a href="../05-examples/03-light_cycle.html"><strong aria-hidden="true">6.3.</strong> light_cycle</a></li><li><a href="../05-examples/04-bg_demo.html"><strong aria-hidden="true">6.4.</strong> bg_demo</a></li></ol></li></ol>
|
||||
</nav>
|
||||
|
||||
<div id="page-wrapper" class="page-wrapper">
|
||||
|
@ -136,151 +136,133 @@
|
|||
|
||||
<div id="content" class="content">
|
||||
<main>
|
||||
<a class="header" href="#hello1" id="hello1"><h1>hello1</h1></a>
|
||||
<p>Our first example will be a totally minimal, full magic number crazy town.
|
||||
Ready? Here goes:</p>
|
||||
<p><code>hello1.rs</code></p>
|
||||
<pre><pre class="playpen"><code class="language-rust">#![feature(start)]
|
||||
#![no_std]
|
||||
|
||||
#[panic_handler]
|
||||
fn panic(_info: &core::panic::PanicInfo) -> ! {
|
||||
loop {}
|
||||
}
|
||||
|
||||
#[start]
|
||||
fn main(_argc: isize, _argv: *const *const u8) -> isize {
|
||||
unsafe {
|
||||
(0x04000000 as *mut u16).write_volatile(0x0403);
|
||||
(0x06000000 as *mut u16).offset(120 + 80 * 240).write_volatile(0x001F);
|
||||
(0x06000000 as *mut u16).offset(136 + 80 * 240).write_volatile(0x03E0);
|
||||
(0x06000000 as *mut u16).offset(120 + 96 * 240).write_volatile(0x7C00);
|
||||
loop {}
|
||||
}
|
||||
}
|
||||
</code></pre></pre>
|
||||
<p>Throw that into your project skeleton, build the program (as described back in
|
||||
Chapter 0), and give it a run in your emulator. You should see a red, green, and
|
||||
blue dot close-ish to the middle of the screen. If you don't, something already
|
||||
went wrong. Double check things, phone a friend, write your senators, try asking
|
||||
Ketsuban on the <a href="https://discordapp.com/invite/aVESxV8">Rust Community Discord</a>,
|
||||
until you're able to get your three dots going.</p>
|
||||
<a class="header" href="#a-basic-hello1-explanation" id="a-basic-hello1-explanation"><h2>A basic hello1 explanation</h2></a>
|
||||
<p>So, what just happened? Even if you're used to Rust that might look pretty
|
||||
strange. We'll go over most of the little parts right here, and then bigger
|
||||
parts will get their own sections.</p>
|
||||
<pre><pre class="playpen"><code class="language-rust">
|
||||
# #![allow(unused_variables)]
|
||||
#![feature(start)]
|
||||
#fn main() {
|
||||
#}</code></pre></pre>
|
||||
<p>This enables the <a href="https://doc.rust-lang.org/beta/unstable-book/language-features/start.html">start
|
||||
feature</a>,
|
||||
which you would normally be able to read about in the unstable book, except that
|
||||
the book tells you nothing at all except to look at the <a href="https://github.com/rust-lang/rust/issues/29633">tracking
|
||||
issue</a>.</p>
|
||||
<p>Basically, a GBA game is even more low-level than the <em>normal</em> amount of
|
||||
low-level that you get from Rust, so we have to tell the compiler to account for
|
||||
that by specifying a <code>#[start]</code>, and we need this feature on to do that.</p>
|
||||
<pre><pre class="playpen"><code class="language-rust">
|
||||
# #![allow(unused_variables)]
|
||||
#![no_std]
|
||||
#fn main() {
|
||||
#}</code></pre></pre>
|
||||
<p>There's no standard library available on the GBA, so we'll have to live a core
|
||||
only life.</p>
|
||||
<pre><pre class="playpen"><code class="language-rust">
|
||||
# #![allow(unused_variables)]
|
||||
#fn main() {
|
||||
#[panic_handler]
|
||||
fn panic(_info: &core::panic::PanicInfo) -> ! {
|
||||
loop {}
|
||||
}
|
||||
#}</code></pre></pre>
|
||||
<p>This sets our <a href="https://doc.rust-lang.org/nightly/nomicon/panic-handler.html">panic
|
||||
handler</a>.
|
||||
Basically, if we somehow trigger a panic, this is where the program goes.
|
||||
However, right now we don't know how to get any sort of message out to the user
|
||||
so... we do nothing at all. We <em>can't even return</em> from here, so we just sit in
|
||||
an infinite loop. The player will have to reset the universe from the outside.</p>
|
||||
<pre><pre class="playpen"><code class="language-rust">#[start]
|
||||
fn main(_argc: isize, _argv: *const *const u8) -> isize {
|
||||
</code></pre></pre>
|
||||
<p>This is our <code>#[start]</code>. We call it <code>main</code>, but it's not like a <code>main</code> that you'd
|
||||
see in a Rust program. It's <em>more like</em> the sort of <code>main</code> that you'd see in a C
|
||||
program, but it's still <strong>not</strong> that either. If you compile a <code>#[start]</code> program
|
||||
for a target with an OS such as <code>arm-none-eabi-nm</code> you can open up the debug
|
||||
info and see that your result will have the symbol for the C <code>main</code> along side
|
||||
the symbol for the start <code>main</code> that we write here. Our start <code>main</code> is just its
|
||||
own unique thing, and the inputs and outputs have to be like that because that's
|
||||
how <code>#[start]</code> is specified to work in Rust.</p>
|
||||
<p>If you think about it for a moment you'll probably realize that, those inputs
|
||||
and outputs are totally useless to us on a GBA. There's no OS on the GBA to call
|
||||
our program, and there's no place for our program to "return to" when it's done.</p>
|
||||
<p>Side note: if you want to learn more about stuff "before main gets called" you
|
||||
can watch a great <a href="https://www.youtube.com/watch?v=dOfucXtyEsU">CppCon talk</a> by
|
||||
Matt Godbolt (yes, that Godbolt) where he delves into quite a bit of it. The
|
||||
talk doesn't really apply to the GBA, but it's pretty good.</p>
|
||||
<pre><pre class="playpen"><code class="language-rust">
|
||||
# #![allow(unused_variables)]
|
||||
#fn main() {
|
||||
unsafe {
|
||||
#}</code></pre></pre>
|
||||
<p>I hope you're all set for some <code>unsafe</code>, because there's a lot of it to be had.</p>
|
||||
<pre><pre class="playpen"><code class="language-rust">
|
||||
# #![allow(unused_variables)]
|
||||
#fn main() {
|
||||
(0x04000000 as *mut u16).write_volatile(0x0403);
|
||||
#}</code></pre></pre>
|
||||
<p>Sure!</p>
|
||||
<pre><pre class="playpen"><code class="language-rust">
|
||||
# #![allow(unused_variables)]
|
||||
#fn main() {
|
||||
(0x06000000 as *mut u16).offset(120 + 80 * 240).write_volatile(0x001F);
|
||||
(0x06000000 as *mut u16).offset(136 + 80 * 240).write_volatile(0x03E0);
|
||||
(0x06000000 as *mut u16).offset(120 + 96 * 240).write_volatile(0x7C00);
|
||||
#}</code></pre></pre>
|
||||
<p>Ah, of course.</p>
|
||||
<pre><pre class="playpen"><code class="language-rust">
|
||||
# #![allow(unused_variables)]
|
||||
#fn main() {
|
||||
loop {}
|
||||
}
|
||||
}
|
||||
#}</code></pre></pre>
|
||||
<p>And, as mentioned above, there's no place for a GBA program to "return to", so
|
||||
we can't ever let <code>main</code> try to return there. Instead, we go into an infinite
|
||||
<code>loop</code> that does nothing. The fact that this doesn't ever return an <code>isize</code>
|
||||
value doesn't seem to bother Rust, because I guess we're at least not returning
|
||||
any other type of thing instead.</p>
|
||||
<p>Fun fact: unlike in C++, an infinite loop with no side effects isn't Undefined
|
||||
Behavior for us rustaceans... <em>semantically</em>. In truth LLVM has a <a href="https://github.com/rust-lang/rust/issues/28728">known
|
||||
bug</a> in this area, so we won't
|
||||
actually be relying on empty loops in any future programs.</p>
|
||||
<a class="header" href="#all-those-magic-numbers" id="all-those-magic-numbers"><h2>All Those Magic Numbers</h2></a>
|
||||
<p>Alright, I cheated quite a bit in the middle there. The program works, but I
|
||||
didn't really tell you why because I didn't really tell you what any of those
|
||||
magic numbers mean or do.</p>
|
||||
<a class="header" href="#newtype" id="newtype"><h1>Newtype</h1></a>
|
||||
<p>There's one thing I want to get out of the way near the start of the book and it
|
||||
didn't really have a good fit anywhere else in the book so it goes right here.</p>
|
||||
<p>We're talking about the "Newtype Pattern"!</p>
|
||||
<p>Now, I told you to read the Rust Book before you read this book, and I'm sure
|
||||
you're all good students who wouldn't sneak into this book without doing the
|
||||
required reading, so I'm sure you all remember exactly what I'm talking about,
|
||||
because they touch on the newtype concept in the book twice, in two <em>very</em> long
|
||||
named sections:</p>
|
||||
<ul>
|
||||
<li><code>0x04000000</code> is the address of an IO Register called the Display Control.</li>
|
||||
<li><code>0x06000000</code> is the start of Video RAM.</li>
|
||||
<li><a href="https://doc.rust-lang.org/book/ch19-03-advanced-traits.html#using-the-newtype-pattern-to-implement-external-traits-on-external-types">Using the Newtype Pattern to Implement External Traits on External
|
||||
Types</a></li>
|
||||
<li><a href="https://doc.rust-lang.org/book/ch19-04-advanced-types.html#using-the-newtype-pattern-for-type-safety-and-abstraction">Using the Newtype Pattern for Type Safety and
|
||||
Abstraction</a></li>
|
||||
</ul>
|
||||
<p>So we write some magic to the display control register once, then we write some
|
||||
other magic to three magic locations in the Video RAM. Somehow that shows three
|
||||
dots. Gotta read on to find out why!</p>
|
||||
<p>...Yeah... The Rust Book doesn't know how to make a short sub-section name to
|
||||
save its life. Shame.</p>
|
||||
<a class="header" href="#newtype-basics" id="newtype-basics"><h2>Newtype Basics</h2></a>
|
||||
<p>So, we have all these pieces of data, and we want to keep them separated, and we
|
||||
don't wanna pay the cost for it at runtime. Well, we're in luck, we can pay the
|
||||
cost at compile time.</p>
|
||||
<pre><pre class="playpen"><code class="language-rust">
|
||||
# #![allow(unused_variables)]
|
||||
#fn main() {
|
||||
pub struct PixelColor(u16);
|
||||
#}</code></pre></pre>
|
||||
<p>Ah, except that, as I'm sure you remember from <a href="https://doc.rust-lang.org/nomicon/other-reprs.html#reprtransparent">The
|
||||
Rustonomicon</a>
|
||||
(and from <a href="https://github.com/rust-lang/rfcs/blob/master/text/1758-repr-transparent.md">the
|
||||
RFC</a>
|
||||
too, of course), if we have a single field struct that's sometimes different
|
||||
from having just the bare value, so we should be using <code>#[repr(transparent)]</code>
|
||||
with our newtypes.</p>
|
||||
<pre><pre class="playpen"><code class="language-rust">
|
||||
# #![allow(unused_variables)]
|
||||
#fn main() {
|
||||
#[repr(transparent)]
|
||||
pub struct PixelColor(u16);
|
||||
#}</code></pre></pre>
|
||||
<p>Ah, and of course we'll need to make it so you can unwrap the value:</p>
|
||||
<pre><pre class="playpen"><code class="language-rust">
|
||||
# #![allow(unused_variables)]
|
||||
#fn main() {
|
||||
#[repr(transparent)]
|
||||
pub struct PixelColor(u16);
|
||||
|
||||
impl From<PixelColor> for u16 {
|
||||
fn from(color: PixelColor) -> u16 {
|
||||
color.0
|
||||
}
|
||||
}
|
||||
#}</code></pre></pre>
|
||||
<p>And then we'll need to do that same thing for <em>every other newtype we want</em>.</p>
|
||||
<p>Except there's only two tiny parts that actually differ between newtype
|
||||
declarations: the new name and the base type. All the rest is just the same rote
|
||||
code over and over. Generating piles and piles of boilerplate code? Sounds like
|
||||
a job for a macro to me!</p>
|
||||
<a class="header" href="#making-it-a-macro" id="making-it-a-macro"><h2>Making It A Macro</h2></a>
|
||||
<p>The most basic version of the macro we want goes like this:</p>
|
||||
<pre><pre class="playpen"><code class="language-rust">
|
||||
# #![allow(unused_variables)]
|
||||
#fn main() {
|
||||
#[macro_export]
|
||||
macro_rules! newtype {
|
||||
($new_name:ident, $old_name:ident) => {
|
||||
#[repr(transparent)]
|
||||
pub struct $new_name($old_name);
|
||||
};
|
||||
}
|
||||
#}</code></pre></pre>
|
||||
<p>Except we also want to be able to add attributes (which includes doc comments),
|
||||
so we upgrade our macro a bit:</p>
|
||||
<pre><pre class="playpen"><code class="language-rust">
|
||||
# #![allow(unused_variables)]
|
||||
#fn main() {
|
||||
#[macro_export]
|
||||
macro_rules! newtype {
|
||||
($(#[$attr:meta])* $new_name:ident, $old_name:ident) => {
|
||||
$(#[$attr])*
|
||||
#[repr(transparent)]
|
||||
pub struct $new_name($old_name);
|
||||
};
|
||||
}
|
||||
#}</code></pre></pre>
|
||||
<p>And we want to automatically add the ability to turn the wrapper type back into
|
||||
the wrapped type.</p>
|
||||
<pre><pre class="playpen"><code class="language-rust">
|
||||
# #![allow(unused_variables)]
|
||||
#fn main() {
|
||||
#[macro_export]
|
||||
macro_rules! newtype {
|
||||
($(#[$attr:meta])* $new_name:ident, $old_name:ident) => {
|
||||
$(#[$attr])*
|
||||
#[repr(transparent)]
|
||||
pub struct $new_name($old_name);
|
||||
|
||||
impl From<$new_name> for $old_name {
|
||||
fn from(x: $new_name) -> $old_name {
|
||||
x.0
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
#}</code></pre></pre>
|
||||
<p>That seems like enough for all of our examples, so we'll stop there. We could
|
||||
add more things, such as making the <code>From</code> impl optional (because what if you
|
||||
shouldn't unwrap it for some weird reason?), allowing for more precise
|
||||
visibility controls (on both the newtype overall and the inner field), and maybe
|
||||
even other things I can't think of right now. We won't really need those in our
|
||||
example code for this book, so it's probably nicer to just keep the macro
|
||||
simpler and quit while we're ahead.</p>
|
||||
<p><strong>As a reminder:</strong> remember that macros have to appear <em>before</em> they're invoked in
|
||||
your source, so the <code>newtype</code> macro will always have to be at the very top of
|
||||
your file, or in a module that's declared before other modules and code.</p>
|
||||
|
||||
</main>
|
||||
|
||||
<nav class="nav-wrapper" aria-label="Page navigation">
|
||||
<!-- Mobile navigation buttons -->
|
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|
||||
<a rel="prev" href="../ch01/index.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left">
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<a rel="prev" href="../00-introduction/04-hello-magic.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left">
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<i class="fa fa-angle-left"></i>
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</a>
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|
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|
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|
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<a rel="next" href="../ch01/volatile.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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</a>
|
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|
||||
|
@ -292,13 +274,13 @@ dots. Gotta read on to find out why!</p>
|
|||
|
||||
<nav class="nav-wide-wrapper" aria-label="Page navigation">
|
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|
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<a href="../ch01/index.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left">
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<a href="../00-introduction/04-hello-magic.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left">
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<i class="fa fa-angle-left"></i>
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</a>
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<a href="../ch01/volatile.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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|
|
@ -3,7 +3,7 @@
|
|||
<head>
|
||||
<!-- Book generated using mdBook -->
|
||||
<meta charset="UTF-8">
|
||||
<title>The Display Control Register - Rust GBA Guide</title>
|
||||
<title>Help and Resources - Rust GBA Guide</title>
|
||||
<meta content="text/html; charset=utf-8" http-equiv="Content-Type">
|
||||
<meta name="description" content="">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1">
|
||||
|
@ -72,7 +72,7 @@
|
|||
</script>
|
||||
|
||||
<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" 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>
|
||||
<ol class="chapter"><li><a href="../00-introduction/00-index.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><ol class="section"><li><a href="../00-introduction/01-requirements.html"><strong aria-hidden="true">1.1.</strong> Reader Requirements</a></li><li><a href="../00-introduction/02-goals_and_style.html"><strong aria-hidden="true">1.2.</strong> Book Goals and Style</a></li><li><a href="../00-introduction/03-development-setup.html"><strong aria-hidden="true">1.3.</strong> Development Setup</a></li><li><a href="../00-introduction/04-hello-magic.html"><strong aria-hidden="true">1.4.</strong> Hello, Magic</a></li><li><a href="../00-introduction/05-newtype.html"><strong aria-hidden="true">1.5.</strong> Newtype</a></li><li><a href="../00-introduction/06-help_and_resources.html" class="active"><strong aria-hidden="true">1.6.</strong> Help and Resources</a></li></ol></li><li><a href="../01-limitations/00-index.html"><strong aria-hidden="true">2.</strong> Limitations</a></li><li><ol class="section"><li><a href="../01-limitations/01-no_floats.html"><strong aria-hidden="true">2.1.</strong> No Floats</a></li><li><a href="../01-limitations/02-core_only.html"><strong aria-hidden="true">2.2.</strong> Core Only</a></li><li><a href="../01-limitations/03-volatile_destination.html"><strong aria-hidden="true">2.3.</strong> Volatile Destination</a></li></ol></li><li><a href="../02-concepts/00-index.html"><strong aria-hidden="true">3.</strong> Concepts</a></li><li><ol class="section"><li><a href="../02-concepts/01-cpu.html"><strong aria-hidden="true">3.1.</strong> CPU</a></li><li><a href="../02-concepts/02-bios.html"><strong aria-hidden="true">3.2.</strong> BIOS</a></li><li><a href="../02-concepts/03-wram.html"><strong aria-hidden="true">3.3.</strong> Work RAM</a></li><li><a href="../02-concepts/04-io-registers.html"><strong aria-hidden="true">3.4.</strong> IO Registers</a></li><li><a href="../02-concepts/05-palram.html"><strong aria-hidden="true">3.5.</strong> Palette RAM</a></li><li><a href="../02-concepts/06-vram.html"><strong aria-hidden="true">3.6.</strong> Video RAM</a></li><li><a href="../02-concepts/07-oam.html"><strong aria-hidden="true">3.7.</strong> Object Attribute Memory</a></li><li><a href="../02-concepts/08-rom.html"><strong aria-hidden="true">3.8.</strong> Game Pak ROM / Flash ROM</a></li><li><a href="../02-concepts/09-sram.html"><strong aria-hidden="true">3.9.</strong> Save RAM</a></li></ol></li><li><a href="../03-video/00-index.html"><strong aria-hidden="true">4.</strong> Video</a></li><li><ol class="section"><li><a href="../03-video/01-rgb15.html"><strong aria-hidden="true">4.1.</strong> RBG15 Color</a></li><li><a href="../03-video/TODO.html"><strong aria-hidden="true">4.2.</strong> TODO</a></li></ol></li><li><a href="../04-non-video/00-index.html"><strong aria-hidden="true">5.</strong> Non-Video</a></li><li><ol class="section"><li><a href="../04-non-video/01-buttons.html"><strong aria-hidden="true">5.1.</strong> Buttons</a></li><li><a href="../04-non-video/02-timers.html"><strong aria-hidden="true">5.2.</strong> Timers</a></li><li><a href="../04-non-video/03-dma.html"><strong aria-hidden="true">5.3.</strong> Direct Memory Access</a></li><li><a href="../04-non-video/04-sound.html"><strong aria-hidden="true">5.4.</strong> Sound</a></li><li><a href="../04-non-video/05-interrupts.html"><strong aria-hidden="true">5.5.</strong> Interrupts</a></li><li><a href="../04-non-video/06-network.html"><strong aria-hidden="true">5.6.</strong> Network</a></li><li><a href="../04-non-video/07-game_pak.html"><strong aria-hidden="true">5.7.</strong> Game Pak</a></li></ol></li><li><a href="../05-examples/00-index.html"><strong aria-hidden="true">6.</strong> Examples</a></li><li><ol class="section"><li><a href="../05-examples/01-hello_magic.html"><strong aria-hidden="true">6.1.</strong> hello_magic</a></li><li><a href="../05-examples/02-hello_world.html"><strong aria-hidden="true">6.2.</strong> hello_world</a></li><li><a href="../05-examples/03-light_cycle.html"><strong aria-hidden="true">6.3.</strong> light_cycle</a></li><li><a href="../05-examples/04-bg_demo.html"><strong aria-hidden="true">6.4.</strong> bg_demo</a></li></ol></li></ol>
|
||||
</nav>
|
||||
|
||||
<div id="page-wrapper" class="page-wrapper">
|
||||
|
@ -136,104 +136,73 @@
|
|||
|
||||
<div id="content" class="content">
|
||||
<main>
|
||||
<a class="header" href="#the-display-control-register" id="the-display-control-register"><h1>The Display Control Register</h1></a>
|
||||
<p>The display control register is our first actual IO Register. GBATEK gives it the
|
||||
shorthand <a href="http://problemkaputt.de/gbatek.htm#lcdiodisplaycontrol">DISPCNT</a>, so
|
||||
you might see it under that name if you read other guides.</p>
|
||||
<p>Among IO Registers, it's one of the simpler ones, but it's got enough complexity
|
||||
that we can get a hint of what's to come.</p>
|
||||
<p>Also it's the one that you basically always need to set at least once in every
|
||||
GBA game, so it's a good starting one to go over for that reason too.</p>
|
||||
<p>The display control register holds a <code>u16</code> value, and is located at <code>0x0400_0000</code>.</p>
|
||||
<p>Many of the bits here won't mean much to you right now. <strong>That is fine.</strong> You do
|
||||
NOT need to memorize them all or what they all do right away. We'll just skim
|
||||
over all the parts of this register to start, and then we'll go into more detail
|
||||
in later chapters when we need to come back and use more of the bits.</p>
|
||||
<a class="header" href="#video-modes" id="video-modes"><h2>Video Modes</h2></a>
|
||||
<p>The lowest three bits (0-2) let you select from among the GBA's six video modes.
|
||||
You'll notice that 3 bits allows for eight modes, but the values 6 and 7 are
|
||||
prohibited.</p>
|
||||
<p>Modes 0, 1, and 2 are "tiled" modes. These are actually the modes that you
|
||||
should eventually learn to use as much as possible. It lets the GBA's limited
|
||||
video hardware do as much of the work as possible, leaving more of your CPU time
|
||||
for gameplay computations. However, they're also complex enough to deserve their
|
||||
own demos and chapters later on, so that's all we'll say about them for now.</p>
|
||||
<p>Modes 3, 4, and 5 are "bitmap" modes. These let you write individual pixels to
|
||||
locations on the screen.</p>
|
||||
<a class="header" href="#help-and-resources" id="help-and-resources"><h1>Help and Resources</h1></a>
|
||||
<a class="header" href="#help" id="help"><h2>Help</h2></a>
|
||||
<p>So you're stuck on a problem and the book doesn't say what to do. Where can you
|
||||
find out more?</p>
|
||||
<p>The first place I would suggest is the <a href="https://discordapp.com/invite/aVESxV8">Rust Community
|
||||
Discord</a>. If it's a general Rust question
|
||||
then you can ask anyone in any channel you feel is appropriate. If it's GBA
|
||||
specific then you can try asking me (<code>Lokathor</code>) or <code>Ketsuban</code> in the <code>#gamedev</code>
|
||||
channel.</p>
|
||||
<a class="header" href="#emulators" id="emulators"><h2>Emulators</h2></a>
|
||||
<p>You certainly might want to eventually write a game that you can put on a flash
|
||||
cart and play on real hardware, but for most of your development you'll probably
|
||||
want to be using an emulator for testing, because you don't have to fiddle with
|
||||
cables and all that.</p>
|
||||
<p>In terms of emulators, you want to be using
|
||||
<a href="https://github.com/mgba-emu/mgba">mGBA</a>, and you want to be using the <a href="https://github.com/mgba-emu/mgba/releases/tag/0.7-b1">0.7 Beta
|
||||
1</a> or later. This update
|
||||
lets you run raw ELF files, which means that you can have full debug symbols
|
||||
available while you're debugging problems.</p>
|
||||
<a class="header" href="#information-resources" id="information-resources"><h2>Information Resources</h2></a>
|
||||
<p>Ketsuban and I didn't magically learn this all from nowhere, we read various
|
||||
technical manuals and guides ourselves and then distilled the knowledge (usually
|
||||
oriented towards C and C++) into this book for Rust.</p>
|
||||
<p>We have personally used some or all of the following:</p>
|
||||
<ul>
|
||||
<li><strong>Mode 3</strong> is full resolution (240w x 160h) RGB15 color. You might not be used
|
||||
to RGB15, since modern computers have 24 or 32 bit colors. In RGB15, there's 5
|
||||
bits for each color channel stored within a <code>u16</code> value, and the highest bit is
|
||||
simply ignored.</li>
|
||||
<li><strong>Mode 4</strong> is full resolution paletted color. Instead of being a <code>u16</code> color, each
|
||||
pixel value is a <code>u8</code> palette index entry, and then the display uses the
|
||||
palette memory (which we'll talk about later) to store the actual color data.
|
||||
Since each pixel is half sized, we can fit twice as many. This lets us have
|
||||
two "pages". At any given moment only one page is active, and you can draw to
|
||||
the other page without the user noticing. You set which page to show with
|
||||
another bit we'll get to in a moment.</li>
|
||||
<li><strong>Mode 5</strong> is full color, but also with pages. This means that we must have a
|
||||
reduced resolution to compensate (video memory is only so big!). The screen is
|
||||
effectively only 160w x 128h in this mode.</li>
|
||||
<li><a href="http://problemkaputt.de/gbatek.htm">GBATEK</a>: This is <em>the</em> resource. It
|
||||
covers not only the GBA, but also the DS and DSi, and also a run down of ARM
|
||||
assembly (32-bit and 16-bit opcodes). The link there is to the 2.9b version on
|
||||
<code>problemkaputt.de</code> (the official home of the document), but if you just google
|
||||
for gbatek the top result is for the 2.5 version on <code>akkit.org</code>, so make sure
|
||||
you're looking at the newest version. Sometimes <code>problemkaputt.de</code> is a little
|
||||
sluggish so I've also <a href="https://lokathor.com/gbatek.html">mirrored</a> the 2.9b
|
||||
version on my own site as well. GBATEK is rather large, over 2mb of text, so
|
||||
if you're on a phone or similar you might want to save an offline copy to go
|
||||
easy on your data usage.</li>
|
||||
<li><a href="https://www.coranac.com/tonc/text/">TONC</a>: While GBATEK is basically just a
|
||||
huge tech specification, TONC is an actual <em>guide</em> on how to make sense of the
|
||||
GBA's abilities and organize it into a game. It's written for C of course, but
|
||||
it's a large</li>
|
||||
<li><a href="https://www.cs.rit.edu/%7Etjh8300/CowBite/CowBiteSpec.htm">CowBite</a>: This is
|
||||
more like GBATEK, and it's less complete, but it mixes in a little more
|
||||
friendly explanation of things in between the hardware spec parts.</li>
|
||||
</ul>
|
||||
<a class="header" href="#cgb-mode" id="cgb-mode"><h2>CGB Mode</h2></a>
|
||||
<p>Bit 3 is effectively read only. Technically it can be flipped using a BIOS call,
|
||||
but when you write to the display control register normally it won't write to
|
||||
this bit, so we'll call it effectively read only.</p>
|
||||
<p>This bit is on if the CPU is in CGB mode.</p>
|
||||
<a class="header" href="#page-flipping" id="page-flipping"><h2>Page Flipping</h2></a>
|
||||
<p>Bit 4 lets you pick which page to use. This is only relevent in video modes 4 or
|
||||
5, and is just ignored otherwise. It's very easy to remember: when the bit is 0
|
||||
the 0th page is used, and when the bit is 1 the 1st page is used.</p>
|
||||
<p>The second page always starts at <code>0x0600_A000</code>.</p>
|
||||
<a class="header" href="#oam-vram-and-blanking" id="oam-vram-and-blanking"><h2>OAM, VRAM, and Blanking</h2></a>
|
||||
<p>Bit 5 lets you access OAM during HBlank if enabled. This is cool, but it reduces
|
||||
the maximum sprites per scanline, so it's not default.</p>
|
||||
<p>Bit 6 lets you adjust if the GBA should treat Object Character VRAM as being 2d
|
||||
(off) or 1d (on). This particular control can be kinda tricky to wrap your head
|
||||
around, so we'll be sure to have some extra diagrams in the chapter that deals
|
||||
with it.</p>
|
||||
<p>Bit 7 forces the screen to stay in VBlank as long as it's set. This allows the
|
||||
fastest use of the VRAM, Palette, and Object Attribute Memory. Obviously if you
|
||||
leave this on for too long the player will notice a blank screen, but it might
|
||||
be okay to use for a moment or two every once in a while.</p>
|
||||
<a class="header" href="#screen-layers" id="screen-layers"><h2>Screen Layers</h2></a>
|
||||
<p>Bits 8 through 11 control if Background layers 0 through 3 should be active.</p>
|
||||
<p>Bit 12 affects the Object layer.</p>
|
||||
<p>Note that not all background layers are available in all video modes:</p>
|
||||
<ul>
|
||||
<li>Mode 0: all</li>
|
||||
<li>Mode 1: 0/1/2</li>
|
||||
<li>Mode 2: 2/3</li>
|
||||
<li>Mode 3/4/5: 2</li>
|
||||
</ul>
|
||||
<p>Bit 13 and 14 enable the display of Windows 0 and 1, and Bit 15 enables the
|
||||
object display window. We'll get into how windows work later on, they let you do
|
||||
some nifty graphical effects.</p>
|
||||
<a class="header" href="#in-conclusion" id="in-conclusion"><h2>In Conclusion...</h2></a>
|
||||
<p>So what did we do to the display control register in <code>hello1</code>?</p>
|
||||
<pre><pre class="playpen"><code class="language-rust">
|
||||
# #![allow(unused_variables)]
|
||||
#fn main() {
|
||||
(0x04000000 as *mut u16).write_volatile(0x0403);
|
||||
#}</code></pre></pre>
|
||||
<p>First let's <a href="https://www.wolframalpha.com/input/?i=0x0403">convert that to
|
||||
binary</a>, and we get
|
||||
<code>0b100_0000_0011</code>. So, that's setting Mode 3 with background 2 enabled and
|
||||
nothing else special.</p>
|
||||
<p>And I haven't had time to look at it myself, <a href="http://belogic.com/gba/">The Audio
|
||||
Advance</a> seems to be very good. It explains in depth
|
||||
how you can get audio working on the GBA. Note that the table of contents for
|
||||
each page goes along the top instead of down the side.</p>
|
||||
<a class="header" href="#non-rust-gba-community" id="non-rust-gba-community"><h2>Non-Rust GBA Community</h2></a>
|
||||
<p>There's also the <a href="http://www.gbadev.org/">GBADev.org</a> site, which has a forum
|
||||
and everything. They're coding in C and C++, but you can probably overcome that
|
||||
difference with a little work on your part.</p>
|
||||
<p>I also found a place called
|
||||
<a href="https://gbatemp.net/categories/nintendo-gba-discussions.32/">GBATemp</a>, which
|
||||
seems to have a more active forum but less of a focus on actual coding.</p>
|
||||
|
||||
</main>
|
||||
|
||||
<nav class="nav-wrapper" aria-label="Page navigation">
|
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|
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</a>
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|
@ -245,13 +214,13 @@ nothing else special.</p>
|
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|
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<nav class="nav-wide-wrapper" aria-label="Page navigation">
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|
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<a href="../ch01/io_registers.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left">
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</a>
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|
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@ -3,7 +3,7 @@
|
|||
<head>
|
||||
<!-- Book generated using mdBook -->
|
||||
<meta charset="UTF-8">
|
||||
<title>Ch 2: User Input - Rust GBA Guide</title>
|
||||
<title>Limitations - Rust GBA Guide</title>
|
||||
<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="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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|
||||
<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" 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>
|
||||
<ol class="chapter"><li><a href="../00-introduction/00-index.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><ol class="section"><li><a href="../00-introduction/01-requirements.html"><strong aria-hidden="true">1.1.</strong> Reader Requirements</a></li><li><a href="../00-introduction/02-goals_and_style.html"><strong aria-hidden="true">1.2.</strong> Book Goals and Style</a></li><li><a href="../00-introduction/03-development-setup.html"><strong aria-hidden="true">1.3.</strong> Development Setup</a></li><li><a href="../00-introduction/04-hello-magic.html"><strong aria-hidden="true">1.4.</strong> Hello, Magic</a></li><li><a href="../00-introduction/05-newtype.html"><strong aria-hidden="true">1.5.</strong> Newtype</a></li><li><a href="../00-introduction/06-help_and_resources.html"><strong aria-hidden="true">1.6.</strong> Help and Resources</a></li></ol></li><li><a href="../01-limitations/00-index.html" class="active"><strong aria-hidden="true">2.</strong> Limitations</a></li><li><ol class="section"><li><a href="../01-limitations/01-no_floats.html"><strong aria-hidden="true">2.1.</strong> No Floats</a></li><li><a href="../01-limitations/02-core_only.html"><strong aria-hidden="true">2.2.</strong> Core Only</a></li><li><a href="../01-limitations/03-volatile_destination.html"><strong aria-hidden="true">2.3.</strong> Volatile Destination</a></li></ol></li><li><a href="../02-concepts/00-index.html"><strong aria-hidden="true">3.</strong> Concepts</a></li><li><ol class="section"><li><a href="../02-concepts/01-cpu.html"><strong aria-hidden="true">3.1.</strong> CPU</a></li><li><a href="../02-concepts/02-bios.html"><strong aria-hidden="true">3.2.</strong> BIOS</a></li><li><a href="../02-concepts/03-wram.html"><strong aria-hidden="true">3.3.</strong> Work RAM</a></li><li><a href="../02-concepts/04-io-registers.html"><strong aria-hidden="true">3.4.</strong> IO Registers</a></li><li><a href="../02-concepts/05-palram.html"><strong aria-hidden="true">3.5.</strong> Palette RAM</a></li><li><a href="../02-concepts/06-vram.html"><strong aria-hidden="true">3.6.</strong> Video RAM</a></li><li><a href="../02-concepts/07-oam.html"><strong aria-hidden="true">3.7.</strong> Object Attribute Memory</a></li><li><a href="../02-concepts/08-rom.html"><strong aria-hidden="true">3.8.</strong> Game Pak ROM / Flash ROM</a></li><li><a href="../02-concepts/09-sram.html"><strong aria-hidden="true">3.9.</strong> Save RAM</a></li></ol></li><li><a href="../03-video/00-index.html"><strong aria-hidden="true">4.</strong> Video</a></li><li><ol class="section"><li><a href="../03-video/01-rgb15.html"><strong aria-hidden="true">4.1.</strong> RBG15 Color</a></li><li><a href="../03-video/TODO.html"><strong aria-hidden="true">4.2.</strong> TODO</a></li></ol></li><li><a href="../04-non-video/00-index.html"><strong aria-hidden="true">5.</strong> Non-Video</a></li><li><ol class="section"><li><a href="../04-non-video/01-buttons.html"><strong aria-hidden="true">5.1.</strong> Buttons</a></li><li><a href="../04-non-video/02-timers.html"><strong aria-hidden="true">5.2.</strong> Timers</a></li><li><a href="../04-non-video/03-dma.html"><strong aria-hidden="true">5.3.</strong> Direct Memory Access</a></li><li><a href="../04-non-video/04-sound.html"><strong aria-hidden="true">5.4.</strong> Sound</a></li><li><a href="../04-non-video/05-interrupts.html"><strong aria-hidden="true">5.5.</strong> Interrupts</a></li><li><a href="../04-non-video/06-network.html"><strong aria-hidden="true">5.6.</strong> Network</a></li><li><a href="../04-non-video/07-game_pak.html"><strong aria-hidden="true">5.7.</strong> Game Pak</a></li></ol></li><li><a href="../05-examples/00-index.html"><strong aria-hidden="true">6.</strong> Examples</a></li><li><ol class="section"><li><a href="../05-examples/01-hello_magic.html"><strong aria-hidden="true">6.1.</strong> hello_magic</a></li><li><a href="../05-examples/02-hello_world.html"><strong aria-hidden="true">6.2.</strong> hello_world</a></li><li><a href="../05-examples/03-light_cycle.html"><strong aria-hidden="true">6.3.</strong> light_cycle</a></li><li><a href="../05-examples/04-bg_demo.html"><strong aria-hidden="true">6.4.</strong> bg_demo</a></li></ol></li></ol>
|
||||
</nav>
|
||||
|
||||
<div id="page-wrapper" class="page-wrapper">
|
||||
|
@ -136,37 +136,20 @@
|
|||
|
||||
<div id="content" class="content">
|
||||
<main>
|
||||
<a class="header" href="#ch-2-user-input" id="ch-2-user-input"><h1>Ch 2: User Input</h1></a>
|
||||
<p>It's all well and good to draw three pixels, but they don't do anything yet. We
|
||||
want them to do something, and for that we need to get some input from the user.</p>
|
||||
<p>The GBA, as I'm sure you know, has an arrow pad, A and B, L and R, Start and
|
||||
Select. That's a little more than the NES/GB/CGB had, and a little less than the
|
||||
SNES had. As you can guess, we get key state info from an IO register.</p>
|
||||
<p>Also, we will need a way to keep the program from running "too fast". On a
|
||||
modern computer or console you do this with vsync info from the GPU and Monitor,
|
||||
and on the GBA we'll be using vsync info from an IO register that tracks what
|
||||
the display hardware is doing.</p>
|
||||
<p>As a way to apply our knowledge We'll make a simple "light cycle" game where
|
||||
your dot leaves a trail behind them and you die if you go off the screen or if
|
||||
you touch your own trail. We just make a copy of <code>hello2.rs</code> named
|
||||
<code>light_cycle.rs</code> and then fill it in as we go through the chapter. Normally you
|
||||
might not place the entire program into a single source file, particularly as it
|
||||
grows over time, but since these are small examples it's much better to have
|
||||
them be completely self contained than it is to have them be "properly
|
||||
organized" for the long term.</p>
|
||||
<a class="header" href="#gba-limitations" id="gba-limitations"><h1>GBA Limitations</h1></a>
|
||||
|
||||
</main>
|
||||
|
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<nav class="nav-wrapper" aria-label="Page navigation">
|
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@ -178,13 +161,13 @@ organized" for the long term.</p>
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</a>
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|
200
docs/01-limitations/01-no_floats.html
Normal file
200
docs/01-limitations/01-no_floats.html
Normal file
|
@ -0,0 +1,200 @@
|
|||
<!DOCTYPE HTML>
|
||||
<html lang="en" class="sidebar-visible no-js">
|
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<head>
|
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<title>No Floats - Rust GBA Guide</title>
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<ol class="chapter"><li><a href="../00-introduction/00-index.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><ol class="section"><li><a href="../00-introduction/01-requirements.html"><strong aria-hidden="true">1.1.</strong> Reader Requirements</a></li><li><a href="../00-introduction/02-goals_and_style.html"><strong aria-hidden="true">1.2.</strong> Book Goals and Style</a></li><li><a href="../00-introduction/03-development-setup.html"><strong aria-hidden="true">1.3.</strong> Development Setup</a></li><li><a href="../00-introduction/04-hello-magic.html"><strong aria-hidden="true">1.4.</strong> Hello, Magic</a></li><li><a href="../00-introduction/05-newtype.html"><strong aria-hidden="true">1.5.</strong> Newtype</a></li><li><a href="../00-introduction/06-help_and_resources.html"><strong aria-hidden="true">1.6.</strong> Help and Resources</a></li></ol></li><li><a href="../01-limitations/00-index.html"><strong aria-hidden="true">2.</strong> Limitations</a></li><li><ol class="section"><li><a href="../01-limitations/01-no_floats.html"><strong aria-hidden="true">2.1.</strong> No Floats</a></li><li><a href="../01-limitations/02-core_only.html" class="active"><strong aria-hidden="true">2.2.</strong> Core Only</a></li><li><a href="../01-limitations/03-volatile_destination.html"><strong aria-hidden="true">2.3.</strong> Volatile Destination</a></li></ol></li><li><a href="../02-concepts/00-index.html"><strong aria-hidden="true">3.</strong> Concepts</a></li><li><ol class="section"><li><a href="../02-concepts/01-cpu.html"><strong aria-hidden="true">3.1.</strong> CPU</a></li><li><a href="../02-concepts/02-bios.html"><strong aria-hidden="true">3.2.</strong> BIOS</a></li><li><a href="../02-concepts/03-wram.html"><strong aria-hidden="true">3.3.</strong> Work RAM</a></li><li><a href="../02-concepts/04-io-registers.html"><strong aria-hidden="true">3.4.</strong> IO Registers</a></li><li><a href="../02-concepts/05-palram.html"><strong aria-hidden="true">3.5.</strong> Palette RAM</a></li><li><a href="../02-concepts/06-vram.html"><strong aria-hidden="true">3.6.</strong> Video RAM</a></li><li><a href="../02-concepts/07-oam.html"><strong aria-hidden="true">3.7.</strong> Object Attribute Memory</a></li><li><a href="../02-concepts/08-rom.html"><strong aria-hidden="true">3.8.</strong> Game Pak ROM / Flash ROM</a></li><li><a href="../02-concepts/09-sram.html"><strong aria-hidden="true">3.9.</strong> Save RAM</a></li></ol></li><li><a href="../03-video/00-index.html"><strong aria-hidden="true">4.</strong> Video</a></li><li><ol class="section"><li><a href="../03-video/01-rgb15.html"><strong aria-hidden="true">4.1.</strong> RBG15 Color</a></li><li><a href="../03-video/TODO.html"><strong aria-hidden="true">4.2.</strong> TODO</a></li></ol></li><li><a href="../04-non-video/00-index.html"><strong aria-hidden="true">5.</strong> Non-Video</a></li><li><ol class="section"><li><a href="../04-non-video/01-buttons.html"><strong aria-hidden="true">5.1.</strong> Buttons</a></li><li><a href="../04-non-video/02-timers.html"><strong aria-hidden="true">5.2.</strong> Timers</a></li><li><a href="../04-non-video/03-dma.html"><strong aria-hidden="true">5.3.</strong> Direct Memory Access</a></li><li><a href="../04-non-video/04-sound.html"><strong aria-hidden="true">5.4.</strong> Sound</a></li><li><a href="../04-non-video/05-interrupts.html"><strong aria-hidden="true">5.5.</strong> Interrupts</a></li><li><a href="../04-non-video/06-network.html"><strong aria-hidden="true">5.6.</strong> Network</a></li><li><a href="../04-non-video/07-game_pak.html"><strong aria-hidden="true">5.7.</strong> Game Pak</a></li></ol></li><li><a href="../05-examples/00-index.html"><strong aria-hidden="true">6.</strong> Examples</a></li><li><ol class="section"><li><a href="../05-examples/01-hello_magic.html"><strong aria-hidden="true">6.1.</strong> hello_magic</a></li><li><a href="../05-examples/02-hello_world.html"><strong aria-hidden="true">6.2.</strong> hello_world</a></li><li><a href="../05-examples/03-light_cycle.html"><strong aria-hidden="true">6.3.</strong> light_cycle</a></li><li><a href="../05-examples/04-bg_demo.html"><strong aria-hidden="true">6.4.</strong> bg_demo</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../00-introduction/00-index.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><ol class="section"><li><a href="../00-introduction/01-requirements.html"><strong aria-hidden="true">1.1.</strong> Reader Requirements</a></li><li><a href="../00-introduction/02-goals_and_style.html"><strong aria-hidden="true">1.2.</strong> Book Goals and Style</a></li><li><a href="../00-introduction/03-development-setup.html"><strong aria-hidden="true">1.3.</strong> Development Setup</a></li><li><a href="../00-introduction/04-hello-magic.html"><strong aria-hidden="true">1.4.</strong> Hello, Magic</a></li><li><a href="../00-introduction/05-newtype.html"><strong aria-hidden="true">1.5.</strong> Newtype</a></li><li><a href="../00-introduction/06-help_and_resources.html"><strong aria-hidden="true">1.6.</strong> Help and Resources</a></li></ol></li><li><a href="../01-limitations/00-index.html"><strong aria-hidden="true">2.</strong> Limitations</a></li><li><ol class="section"><li><a href="../01-limitations/01-no_floats.html"><strong aria-hidden="true">2.1.</strong> No Floats</a></li><li><a href="../01-limitations/02-core_only.html"><strong aria-hidden="true">2.2.</strong> Core Only</a></li><li><a href="../01-limitations/03-volatile_destination.html" class="active"><strong aria-hidden="true">2.3.</strong> Volatile Destination</a></li></ol></li><li><a href="../02-concepts/00-index.html"><strong aria-hidden="true">3.</strong> Concepts</a></li><li><ol class="section"><li><a href="../02-concepts/01-cpu.html"><strong aria-hidden="true">3.1.</strong> CPU</a></li><li><a href="../02-concepts/02-bios.html"><strong aria-hidden="true">3.2.</strong> BIOS</a></li><li><a href="../02-concepts/03-wram.html"><strong aria-hidden="true">3.3.</strong> Work RAM</a></li><li><a href="../02-concepts/04-io-registers.html"><strong aria-hidden="true">3.4.</strong> IO Registers</a></li><li><a href="../02-concepts/05-palram.html"><strong aria-hidden="true">3.5.</strong> Palette RAM</a></li><li><a href="../02-concepts/06-vram.html"><strong aria-hidden="true">3.6.</strong> Video RAM</a></li><li><a href="../02-concepts/07-oam.html"><strong aria-hidden="true">3.7.</strong> Object Attribute Memory</a></li><li><a href="../02-concepts/08-rom.html"><strong aria-hidden="true">3.8.</strong> Game Pak ROM / Flash ROM</a></li><li><a href="../02-concepts/09-sram.html"><strong aria-hidden="true">3.9.</strong> Save RAM</a></li></ol></li><li><a href="../03-video/00-index.html"><strong aria-hidden="true">4.</strong> Video</a></li><li><ol class="section"><li><a href="../03-video/01-rgb15.html"><strong aria-hidden="true">4.1.</strong> RBG15 Color</a></li><li><a href="../03-video/TODO.html"><strong aria-hidden="true">4.2.</strong> TODO</a></li></ol></li><li><a href="../04-non-video/00-index.html"><strong aria-hidden="true">5.</strong> Non-Video</a></li><li><ol class="section"><li><a href="../04-non-video/01-buttons.html"><strong aria-hidden="true">5.1.</strong> Buttons</a></li><li><a href="../04-non-video/02-timers.html"><strong aria-hidden="true">5.2.</strong> Timers</a></li><li><a href="../04-non-video/03-dma.html"><strong aria-hidden="true">5.3.</strong> Direct Memory Access</a></li><li><a href="../04-non-video/04-sound.html"><strong aria-hidden="true">5.4.</strong> Sound</a></li><li><a href="../04-non-video/05-interrupts.html"><strong aria-hidden="true">5.5.</strong> Interrupts</a></li><li><a href="../04-non-video/06-network.html"><strong aria-hidden="true">5.6.</strong> Network</a></li><li><a href="../04-non-video/07-game_pak.html"><strong aria-hidden="true">5.7.</strong> Game Pak</a></li></ol></li><li><a href="../05-examples/00-index.html"><strong aria-hidden="true">6.</strong> Examples</a></li><li><ol class="section"><li><a href="../05-examples/01-hello_magic.html"><strong aria-hidden="true">6.1.</strong> hello_magic</a></li><li><a href="../05-examples/02-hello_world.html"><strong aria-hidden="true">6.2.</strong> hello_world</a></li><li><a href="../05-examples/03-light_cycle.html"><strong aria-hidden="true">6.3.</strong> light_cycle</a></li><li><a href="../05-examples/04-bg_demo.html"><strong aria-hidden="true">6.4.</strong> bg_demo</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../00-introduction/00-index.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><ol class="section"><li><a href="../00-introduction/01-requirements.html"><strong aria-hidden="true">1.1.</strong> Reader Requirements</a></li><li><a href="../00-introduction/02-goals_and_style.html"><strong aria-hidden="true">1.2.</strong> Book Goals and Style</a></li><li><a href="../00-introduction/03-development-setup.html"><strong aria-hidden="true">1.3.</strong> Development Setup</a></li><li><a href="../00-introduction/04-hello-magic.html"><strong aria-hidden="true">1.4.</strong> Hello, Magic</a></li><li><a href="../00-introduction/05-newtype.html"><strong aria-hidden="true">1.5.</strong> Newtype</a></li><li><a href="../00-introduction/06-help_and_resources.html"><strong aria-hidden="true">1.6.</strong> Help and Resources</a></li></ol></li><li><a href="../01-limitations/00-index.html"><strong aria-hidden="true">2.</strong> Limitations</a></li><li><ol class="section"><li><a href="../01-limitations/01-no_floats.html"><strong aria-hidden="true">2.1.</strong> No Floats</a></li><li><a href="../01-limitations/02-core_only.html"><strong aria-hidden="true">2.2.</strong> Core Only</a></li><li><a href="../01-limitations/03-volatile_destination.html"><strong aria-hidden="true">2.3.</strong> Volatile Destination</a></li></ol></li><li><a href="../02-concepts/00-index.html" class="active"><strong aria-hidden="true">3.</strong> Concepts</a></li><li><ol class="section"><li><a href="../02-concepts/01-cpu.html"><strong aria-hidden="true">3.1.</strong> CPU</a></li><li><a href="../02-concepts/02-bios.html"><strong aria-hidden="true">3.2.</strong> BIOS</a></li><li><a href="../02-concepts/03-wram.html"><strong aria-hidden="true">3.3.</strong> Work RAM</a></li><li><a href="../02-concepts/04-io-registers.html"><strong aria-hidden="true">3.4.</strong> IO Registers</a></li><li><a href="../02-concepts/05-palram.html"><strong aria-hidden="true">3.5.</strong> Palette RAM</a></li><li><a href="../02-concepts/06-vram.html"><strong aria-hidden="true">3.6.</strong> Video RAM</a></li><li><a href="../02-concepts/07-oam.html"><strong aria-hidden="true">3.7.</strong> Object Attribute Memory</a></li><li><a href="../02-concepts/08-rom.html"><strong aria-hidden="true">3.8.</strong> Game Pak ROM / Flash ROM</a></li><li><a href="../02-concepts/09-sram.html"><strong aria-hidden="true">3.9.</strong> Save RAM</a></li></ol></li><li><a href="../03-video/00-index.html"><strong aria-hidden="true">4.</strong> Video</a></li><li><ol class="section"><li><a href="../03-video/01-rgb15.html"><strong aria-hidden="true">4.1.</strong> RBG15 Color</a></li><li><a href="../03-video/TODO.html"><strong aria-hidden="true">4.2.</strong> TODO</a></li></ol></li><li><a href="../04-non-video/00-index.html"><strong aria-hidden="true">5.</strong> Non-Video</a></li><li><ol class="section"><li><a href="../04-non-video/01-buttons.html"><strong aria-hidden="true">5.1.</strong> Buttons</a></li><li><a href="../04-non-video/02-timers.html"><strong aria-hidden="true">5.2.</strong> Timers</a></li><li><a href="../04-non-video/03-dma.html"><strong aria-hidden="true">5.3.</strong> Direct Memory Access</a></li><li><a href="../04-non-video/04-sound.html"><strong aria-hidden="true">5.4.</strong> Sound</a></li><li><a href="../04-non-video/05-interrupts.html"><strong aria-hidden="true">5.5.</strong> Interrupts</a></li><li><a href="../04-non-video/06-network.html"><strong aria-hidden="true">5.6.</strong> Network</a></li><li><a href="../04-non-video/07-game_pak.html"><strong aria-hidden="true">5.7.</strong> Game Pak</a></li></ol></li><li><a href="../05-examples/00-index.html"><strong aria-hidden="true">6.</strong> Examples</a></li><li><ol class="section"><li><a href="../05-examples/01-hello_magic.html"><strong aria-hidden="true">6.1.</strong> hello_magic</a></li><li><a href="../05-examples/02-hello_world.html"><strong aria-hidden="true">6.2.</strong> hello_world</a></li><li><a href="../05-examples/03-light_cycle.html"><strong aria-hidden="true">6.3.</strong> light_cycle</a></li><li><a href="../05-examples/04-bg_demo.html"><strong aria-hidden="true">6.4.</strong> bg_demo</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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<ol class="chapter"><li><a href="../00-introduction/00-index.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><ol class="section"><li><a href="../00-introduction/01-requirements.html"><strong aria-hidden="true">1.1.</strong> Reader Requirements</a></li><li><a href="../00-introduction/02-goals_and_style.html"><strong aria-hidden="true">1.2.</strong> Book Goals and Style</a></li><li><a href="../00-introduction/03-development-setup.html"><strong aria-hidden="true">1.3.</strong> Development Setup</a></li><li><a href="../00-introduction/04-hello-magic.html"><strong aria-hidden="true">1.4.</strong> Hello, Magic</a></li><li><a href="../00-introduction/05-newtype.html"><strong aria-hidden="true">1.5.</strong> Newtype</a></li><li><a href="../00-introduction/06-help_and_resources.html"><strong aria-hidden="true">1.6.</strong> Help and Resources</a></li></ol></li><li><a href="../01-limitations/00-index.html"><strong aria-hidden="true">2.</strong> Limitations</a></li><li><ol class="section"><li><a href="../01-limitations/01-no_floats.html"><strong aria-hidden="true">2.1.</strong> No Floats</a></li><li><a href="../01-limitations/02-core_only.html"><strong aria-hidden="true">2.2.</strong> Core Only</a></li><li><a href="../01-limitations/03-volatile_destination.html"><strong aria-hidden="true">2.3.</strong> Volatile Destination</a></li></ol></li><li><a href="../02-concepts/00-index.html"><strong aria-hidden="true">3.</strong> Concepts</a></li><li><ol class="section"><li><a href="../02-concepts/01-cpu.html" class="active"><strong aria-hidden="true">3.1.</strong> CPU</a></li><li><a href="../02-concepts/02-bios.html"><strong aria-hidden="true">3.2.</strong> BIOS</a></li><li><a href="../02-concepts/03-wram.html"><strong aria-hidden="true">3.3.</strong> Work RAM</a></li><li><a href="../02-concepts/04-io-registers.html"><strong aria-hidden="true">3.4.</strong> IO Registers</a></li><li><a href="../02-concepts/05-palram.html"><strong aria-hidden="true">3.5.</strong> Palette RAM</a></li><li><a href="../02-concepts/06-vram.html"><strong aria-hidden="true">3.6.</strong> Video RAM</a></li><li><a href="../02-concepts/07-oam.html"><strong aria-hidden="true">3.7.</strong> Object Attribute Memory</a></li><li><a href="../02-concepts/08-rom.html"><strong aria-hidden="true">3.8.</strong> Game Pak ROM / Flash ROM</a></li><li><a href="../02-concepts/09-sram.html"><strong aria-hidden="true">3.9.</strong> Save RAM</a></li></ol></li><li><a href="../03-video/00-index.html"><strong aria-hidden="true">4.</strong> Video</a></li><li><ol class="section"><li><a href="../03-video/01-rgb15.html"><strong aria-hidden="true">4.1.</strong> RBG15 Color</a></li><li><a href="../03-video/TODO.html"><strong aria-hidden="true">4.2.</strong> TODO</a></li></ol></li><li><a href="../04-non-video/00-index.html"><strong aria-hidden="true">5.</strong> Non-Video</a></li><li><ol class="section"><li><a href="../04-non-video/01-buttons.html"><strong aria-hidden="true">5.1.</strong> Buttons</a></li><li><a href="../04-non-video/02-timers.html"><strong aria-hidden="true">5.2.</strong> Timers</a></li><li><a href="../04-non-video/03-dma.html"><strong aria-hidden="true">5.3.</strong> Direct Memory Access</a></li><li><a href="../04-non-video/04-sound.html"><strong aria-hidden="true">5.4.</strong> Sound</a></li><li><a href="../04-non-video/05-interrupts.html"><strong aria-hidden="true">5.5.</strong> Interrupts</a></li><li><a href="../04-non-video/06-network.html"><strong aria-hidden="true">5.6.</strong> Network</a></li><li><a href="../04-non-video/07-game_pak.html"><strong aria-hidden="true">5.7.</strong> Game Pak</a></li></ol></li><li><a href="../05-examples/00-index.html"><strong aria-hidden="true">6.</strong> Examples</a></li><li><ol class="section"><li><a href="../05-examples/01-hello_magic.html"><strong aria-hidden="true">6.1.</strong> hello_magic</a></li><li><a href="../05-examples/02-hello_world.html"><strong aria-hidden="true">6.2.</strong> hello_world</a></li><li><a href="../05-examples/03-light_cycle.html"><strong aria-hidden="true">6.3.</strong> light_cycle</a></li><li><a href="../05-examples/04-bg_demo.html"><strong aria-hidden="true">6.4.</strong> bg_demo</a></li></ol></li></ol>
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<a class="header" href="#gba-rng" id="gba-rng"><h1>GBA RNG</h1></a>
|
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<ol class="chapter"><li><a href="../00-introduction/00-index.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><ol class="section"><li><a href="../00-introduction/01-requirements.html"><strong aria-hidden="true">1.1.</strong> Reader Requirements</a></li><li><a href="../00-introduction/02-goals_and_style.html"><strong aria-hidden="true">1.2.</strong> Book Goals and Style</a></li><li><a href="../00-introduction/03-development-setup.html"><strong aria-hidden="true">1.3.</strong> Development Setup</a></li><li><a href="../00-introduction/04-hello-magic.html"><strong aria-hidden="true">1.4.</strong> Hello, Magic</a></li><li><a href="../00-introduction/05-newtype.html"><strong aria-hidden="true">1.5.</strong> Newtype</a></li><li><a href="../00-introduction/06-help_and_resources.html"><strong aria-hidden="true">1.6.</strong> Help and Resources</a></li></ol></li><li><a href="../01-limitations/00-index.html"><strong aria-hidden="true">2.</strong> Limitations</a></li><li><ol class="section"><li><a href="../01-limitations/01-no_floats.html"><strong aria-hidden="true">2.1.</strong> No Floats</a></li><li><a href="../01-limitations/02-core_only.html"><strong aria-hidden="true">2.2.</strong> Core Only</a></li><li><a href="../01-limitations/03-volatile_destination.html"><strong aria-hidden="true">2.3.</strong> Volatile Destination</a></li></ol></li><li><a href="../02-concepts/00-index.html"><strong aria-hidden="true">3.</strong> Concepts</a></li><li><ol class="section"><li><a href="../02-concepts/01-cpu.html"><strong aria-hidden="true">3.1.</strong> CPU</a></li><li><a href="../02-concepts/02-bios.html"><strong aria-hidden="true">3.2.</strong> BIOS</a></li><li><a href="../02-concepts/03-wram.html" class="active"><strong aria-hidden="true">3.3.</strong> Work RAM</a></li><li><a href="../02-concepts/04-io-registers.html"><strong aria-hidden="true">3.4.</strong> IO Registers</a></li><li><a href="../02-concepts/05-palram.html"><strong aria-hidden="true">3.5.</strong> Palette RAM</a></li><li><a href="../02-concepts/06-vram.html"><strong aria-hidden="true">3.6.</strong> Video RAM</a></li><li><a href="../02-concepts/07-oam.html"><strong aria-hidden="true">3.7.</strong> Object Attribute Memory</a></li><li><a href="../02-concepts/08-rom.html"><strong aria-hidden="true">3.8.</strong> Game Pak ROM / Flash ROM</a></li><li><a href="../02-concepts/09-sram.html"><strong aria-hidden="true">3.9.</strong> Save RAM</a></li></ol></li><li><a href="../03-video/00-index.html"><strong aria-hidden="true">4.</strong> Video</a></li><li><ol class="section"><li><a href="../03-video/01-rgb15.html"><strong aria-hidden="true">4.1.</strong> RBG15 Color</a></li><li><a href="../03-video/TODO.html"><strong aria-hidden="true">4.2.</strong> TODO</a></li></ol></li><li><a href="../04-non-video/00-index.html"><strong aria-hidden="true">5.</strong> Non-Video</a></li><li><ol class="section"><li><a href="../04-non-video/01-buttons.html"><strong aria-hidden="true">5.1.</strong> Buttons</a></li><li><a href="../04-non-video/02-timers.html"><strong aria-hidden="true">5.2.</strong> Timers</a></li><li><a href="../04-non-video/03-dma.html"><strong aria-hidden="true">5.3.</strong> Direct Memory Access</a></li><li><a href="../04-non-video/04-sound.html"><strong aria-hidden="true">5.4.</strong> Sound</a></li><li><a href="../04-non-video/05-interrupts.html"><strong aria-hidden="true">5.5.</strong> Interrupts</a></li><li><a href="../04-non-video/06-network.html"><strong aria-hidden="true">5.6.</strong> Network</a></li><li><a href="../04-non-video/07-game_pak.html"><strong aria-hidden="true">5.7.</strong> Game Pak</a></li></ol></li><li><a href="../05-examples/00-index.html"><strong aria-hidden="true">6.</strong> Examples</a></li><li><ol class="section"><li><a href="../05-examples/01-hello_magic.html"><strong aria-hidden="true">6.1.</strong> hello_magic</a></li><li><a href="../05-examples/02-hello_world.html"><strong aria-hidden="true">6.2.</strong> hello_world</a></li><li><a href="../05-examples/03-light_cycle.html"><strong aria-hidden="true">6.3.</strong> light_cycle</a></li><li><a href="../05-examples/04-bg_demo.html"><strong aria-hidden="true">6.4.</strong> bg_demo</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../00-introduction/00-index.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><ol class="section"><li><a href="../00-introduction/01-requirements.html"><strong aria-hidden="true">1.1.</strong> Reader Requirements</a></li><li><a href="../00-introduction/02-goals_and_style.html"><strong aria-hidden="true">1.2.</strong> Book Goals and Style</a></li><li><a href="../00-introduction/03-development-setup.html"><strong aria-hidden="true">1.3.</strong> Development Setup</a></li><li><a href="../00-introduction/04-hello-magic.html"><strong aria-hidden="true">1.4.</strong> Hello, Magic</a></li><li><a href="../00-introduction/05-newtype.html"><strong aria-hidden="true">1.5.</strong> Newtype</a></li><li><a href="../00-introduction/06-help_and_resources.html"><strong aria-hidden="true">1.6.</strong> Help and Resources</a></li></ol></li><li><a href="../01-limitations/00-index.html"><strong aria-hidden="true">2.</strong> Limitations</a></li><li><ol class="section"><li><a href="../01-limitations/01-no_floats.html"><strong aria-hidden="true">2.1.</strong> No Floats</a></li><li><a href="../01-limitations/02-core_only.html"><strong aria-hidden="true">2.2.</strong> Core Only</a></li><li><a href="../01-limitations/03-volatile_destination.html"><strong aria-hidden="true">2.3.</strong> Volatile Destination</a></li></ol></li><li><a href="../02-concepts/00-index.html"><strong aria-hidden="true">3.</strong> Concepts</a></li><li><ol class="section"><li><a href="../02-concepts/01-cpu.html"><strong aria-hidden="true">3.1.</strong> CPU</a></li><li><a href="../02-concepts/02-bios.html"><strong aria-hidden="true">3.2.</strong> BIOS</a></li><li><a href="../02-concepts/03-wram.html"><strong aria-hidden="true">3.3.</strong> Work RAM</a></li><li><a href="../02-concepts/04-io-registers.html" class="active"><strong aria-hidden="true">3.4.</strong> IO Registers</a></li><li><a href="../02-concepts/05-palram.html"><strong aria-hidden="true">3.5.</strong> Palette RAM</a></li><li><a href="../02-concepts/06-vram.html"><strong aria-hidden="true">3.6.</strong> Video RAM</a></li><li><a href="../02-concepts/07-oam.html"><strong aria-hidden="true">3.7.</strong> Object Attribute Memory</a></li><li><a href="../02-concepts/08-rom.html"><strong aria-hidden="true">3.8.</strong> Game Pak ROM / Flash ROM</a></li><li><a href="../02-concepts/09-sram.html"><strong aria-hidden="true">3.9.</strong> Save RAM</a></li></ol></li><li><a href="../03-video/00-index.html"><strong aria-hidden="true">4.</strong> Video</a></li><li><ol class="section"><li><a href="../03-video/01-rgb15.html"><strong aria-hidden="true">4.1.</strong> RBG15 Color</a></li><li><a href="../03-video/TODO.html"><strong aria-hidden="true">4.2.</strong> TODO</a></li></ol></li><li><a href="../04-non-video/00-index.html"><strong aria-hidden="true">5.</strong> Non-Video</a></li><li><ol class="section"><li><a href="../04-non-video/01-buttons.html"><strong aria-hidden="true">5.1.</strong> Buttons</a></li><li><a href="../04-non-video/02-timers.html"><strong aria-hidden="true">5.2.</strong> Timers</a></li><li><a href="../04-non-video/03-dma.html"><strong aria-hidden="true">5.3.</strong> Direct Memory Access</a></li><li><a href="../04-non-video/04-sound.html"><strong aria-hidden="true">5.4.</strong> Sound</a></li><li><a href="../04-non-video/05-interrupts.html"><strong aria-hidden="true">5.5.</strong> Interrupts</a></li><li><a href="../04-non-video/06-network.html"><strong aria-hidden="true">5.6.</strong> Network</a></li><li><a href="../04-non-video/07-game_pak.html"><strong aria-hidden="true">5.7.</strong> Game Pak</a></li></ol></li><li><a href="../05-examples/00-index.html"><strong aria-hidden="true">6.</strong> Examples</a></li><li><ol class="section"><li><a href="../05-examples/01-hello_magic.html"><strong aria-hidden="true">6.1.</strong> hello_magic</a></li><li><a href="../05-examples/02-hello_world.html"><strong aria-hidden="true">6.2.</strong> hello_world</a></li><li><a href="../05-examples/03-light_cycle.html"><strong aria-hidden="true">6.3.</strong> light_cycle</a></li><li><a href="../05-examples/04-bg_demo.html"><strong aria-hidden="true">6.4.</strong> bg_demo</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../00-introduction/00-index.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><ol class="section"><li><a href="../00-introduction/01-requirements.html"><strong aria-hidden="true">1.1.</strong> Reader Requirements</a></li><li><a href="../00-introduction/02-goals_and_style.html"><strong aria-hidden="true">1.2.</strong> Book Goals and Style</a></li><li><a href="../00-introduction/03-development-setup.html"><strong aria-hidden="true">1.3.</strong> Development Setup</a></li><li><a href="../00-introduction/04-hello-magic.html"><strong aria-hidden="true">1.4.</strong> Hello, Magic</a></li><li><a href="../00-introduction/05-newtype.html"><strong aria-hidden="true">1.5.</strong> Newtype</a></li><li><a href="../00-introduction/06-help_and_resources.html"><strong aria-hidden="true">1.6.</strong> Help and Resources</a></li></ol></li><li><a href="../01-limitations/00-index.html"><strong aria-hidden="true">2.</strong> Limitations</a></li><li><ol class="section"><li><a href="../01-limitations/01-no_floats.html"><strong aria-hidden="true">2.1.</strong> No Floats</a></li><li><a href="../01-limitations/02-core_only.html"><strong aria-hidden="true">2.2.</strong> Core Only</a></li><li><a href="../01-limitations/03-volatile_destination.html"><strong aria-hidden="true">2.3.</strong> Volatile Destination</a></li></ol></li><li><a href="../02-concepts/00-index.html"><strong aria-hidden="true">3.</strong> Concepts</a></li><li><ol class="section"><li><a href="../02-concepts/01-cpu.html"><strong aria-hidden="true">3.1.</strong> CPU</a></li><li><a href="../02-concepts/02-bios.html"><strong aria-hidden="true">3.2.</strong> BIOS</a></li><li><a href="../02-concepts/03-wram.html"><strong aria-hidden="true">3.3.</strong> Work RAM</a></li><li><a href="../02-concepts/04-io-registers.html"><strong aria-hidden="true">3.4.</strong> IO Registers</a></li><li><a href="../02-concepts/05-palram.html"><strong aria-hidden="true">3.5.</strong> Palette RAM</a></li><li><a href="../02-concepts/06-vram.html" class="active"><strong aria-hidden="true">3.6.</strong> Video RAM</a></li><li><a href="../02-concepts/07-oam.html"><strong aria-hidden="true">3.7.</strong> Object Attribute Memory</a></li><li><a href="../02-concepts/08-rom.html"><strong aria-hidden="true">3.8.</strong> Game Pak ROM / Flash ROM</a></li><li><a href="../02-concepts/09-sram.html"><strong aria-hidden="true">3.9.</strong> Save RAM</a></li></ol></li><li><a href="../03-video/00-index.html"><strong aria-hidden="true">4.</strong> Video</a></li><li><ol class="section"><li><a href="../03-video/01-rgb15.html"><strong aria-hidden="true">4.1.</strong> RBG15 Color</a></li><li><a href="../03-video/TODO.html"><strong aria-hidden="true">4.2.</strong> TODO</a></li></ol></li><li><a href="../04-non-video/00-index.html"><strong aria-hidden="true">5.</strong> Non-Video</a></li><li><ol class="section"><li><a href="../04-non-video/01-buttons.html"><strong aria-hidden="true">5.1.</strong> Buttons</a></li><li><a href="../04-non-video/02-timers.html"><strong aria-hidden="true">5.2.</strong> Timers</a></li><li><a href="../04-non-video/03-dma.html"><strong aria-hidden="true">5.3.</strong> Direct Memory Access</a></li><li><a href="../04-non-video/04-sound.html"><strong aria-hidden="true">5.4.</strong> Sound</a></li><li><a href="../04-non-video/05-interrupts.html"><strong aria-hidden="true">5.5.</strong> Interrupts</a></li><li><a href="../04-non-video/06-network.html"><strong aria-hidden="true">5.6.</strong> Network</a></li><li><a href="../04-non-video/07-game_pak.html"><strong aria-hidden="true">5.7.</strong> Game Pak</a></li></ol></li><li><a href="../05-examples/00-index.html"><strong aria-hidden="true">6.</strong> Examples</a></li><li><ol class="section"><li><a href="../05-examples/01-hello_magic.html"><strong aria-hidden="true">6.1.</strong> hello_magic</a></li><li><a href="../05-examples/02-hello_world.html"><strong aria-hidden="true">6.2.</strong> hello_world</a></li><li><a href="../05-examples/03-light_cycle.html"><strong aria-hidden="true">6.3.</strong> light_cycle</a></li><li><a href="../05-examples/04-bg_demo.html"><strong aria-hidden="true">6.4.</strong> bg_demo</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../00-introduction/00-index.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><ol class="section"><li><a href="../00-introduction/01-requirements.html"><strong aria-hidden="true">1.1.</strong> Reader Requirements</a></li><li><a href="../00-introduction/02-goals_and_style.html"><strong aria-hidden="true">1.2.</strong> Book Goals and Style</a></li><li><a href="../00-introduction/03-development-setup.html"><strong aria-hidden="true">1.3.</strong> Development Setup</a></li><li><a href="../00-introduction/04-hello-magic.html"><strong aria-hidden="true">1.4.</strong> Hello, Magic</a></li><li><a href="../00-introduction/05-newtype.html"><strong aria-hidden="true">1.5.</strong> Newtype</a></li><li><a href="../00-introduction/06-help_and_resources.html"><strong aria-hidden="true">1.6.</strong> Help and Resources</a></li></ol></li><li><a href="../01-limitations/00-index.html"><strong aria-hidden="true">2.</strong> Limitations</a></li><li><ol class="section"><li><a href="../01-limitations/01-no_floats.html"><strong aria-hidden="true">2.1.</strong> No Floats</a></li><li><a href="../01-limitations/02-core_only.html"><strong aria-hidden="true">2.2.</strong> Core Only</a></li><li><a href="../01-limitations/03-volatile_destination.html"><strong aria-hidden="true">2.3.</strong> Volatile Destination</a></li></ol></li><li><a href="../02-concepts/00-index.html"><strong aria-hidden="true">3.</strong> Concepts</a></li><li><ol class="section"><li><a href="../02-concepts/01-cpu.html"><strong aria-hidden="true">3.1.</strong> CPU</a></li><li><a href="../02-concepts/02-bios.html"><strong aria-hidden="true">3.2.</strong> BIOS</a></li><li><a href="../02-concepts/03-wram.html"><strong aria-hidden="true">3.3.</strong> Work RAM</a></li><li><a href="../02-concepts/04-io-registers.html"><strong aria-hidden="true">3.4.</strong> IO Registers</a></li><li><a href="../02-concepts/05-palram.html"><strong aria-hidden="true">3.5.</strong> Palette RAM</a></li><li><a href="../02-concepts/06-vram.html"><strong aria-hidden="true">3.6.</strong> Video RAM</a></li><li><a href="../02-concepts/07-oam.html" class="active"><strong aria-hidden="true">3.7.</strong> Object Attribute Memory</a></li><li><a href="../02-concepts/08-rom.html"><strong aria-hidden="true">3.8.</strong> Game Pak ROM / Flash ROM</a></li><li><a href="../02-concepts/09-sram.html"><strong aria-hidden="true">3.9.</strong> Save RAM</a></li></ol></li><li><a href="../03-video/00-index.html"><strong aria-hidden="true">4.</strong> Video</a></li><li><ol class="section"><li><a href="../03-video/01-rgb15.html"><strong aria-hidden="true">4.1.</strong> RBG15 Color</a></li><li><a href="../03-video/TODO.html"><strong aria-hidden="true">4.2.</strong> TODO</a></li></ol></li><li><a href="../04-non-video/00-index.html"><strong aria-hidden="true">5.</strong> Non-Video</a></li><li><ol class="section"><li><a href="../04-non-video/01-buttons.html"><strong aria-hidden="true">5.1.</strong> Buttons</a></li><li><a href="../04-non-video/02-timers.html"><strong aria-hidden="true">5.2.</strong> Timers</a></li><li><a href="../04-non-video/03-dma.html"><strong aria-hidden="true">5.3.</strong> Direct Memory Access</a></li><li><a href="../04-non-video/04-sound.html"><strong aria-hidden="true">5.4.</strong> Sound</a></li><li><a href="../04-non-video/05-interrupts.html"><strong aria-hidden="true">5.5.</strong> Interrupts</a></li><li><a href="../04-non-video/06-network.html"><strong aria-hidden="true">5.6.</strong> Network</a></li><li><a href="../04-non-video/07-game_pak.html"><strong aria-hidden="true">5.7.</strong> Game Pak</a></li></ol></li><li><a href="../05-examples/00-index.html"><strong aria-hidden="true">6.</strong> Examples</a></li><li><ol class="section"><li><a href="../05-examples/01-hello_magic.html"><strong aria-hidden="true">6.1.</strong> hello_magic</a></li><li><a href="../05-examples/02-hello_world.html"><strong aria-hidden="true">6.2.</strong> hello_world</a></li><li><a href="../05-examples/03-light_cycle.html"><strong aria-hidden="true">6.3.</strong> light_cycle</a></li><li><a href="../05-examples/04-bg_demo.html"><strong aria-hidden="true">6.4.</strong> bg_demo</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../00-introduction/00-index.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><ol class="section"><li><a href="../00-introduction/01-requirements.html"><strong aria-hidden="true">1.1.</strong> Reader Requirements</a></li><li><a href="../00-introduction/02-goals_and_style.html"><strong aria-hidden="true">1.2.</strong> Book Goals and Style</a></li><li><a href="../00-introduction/03-development-setup.html"><strong aria-hidden="true">1.3.</strong> Development Setup</a></li><li><a href="../00-introduction/04-hello-magic.html"><strong aria-hidden="true">1.4.</strong> Hello, Magic</a></li><li><a href="../00-introduction/05-newtype.html"><strong aria-hidden="true">1.5.</strong> Newtype</a></li><li><a href="../00-introduction/06-help_and_resources.html"><strong aria-hidden="true">1.6.</strong> Help and Resources</a></li></ol></li><li><a href="../01-limitations/00-index.html"><strong aria-hidden="true">2.</strong> Limitations</a></li><li><ol class="section"><li><a href="../01-limitations/01-no_floats.html"><strong aria-hidden="true">2.1.</strong> No Floats</a></li><li><a href="../01-limitations/02-core_only.html"><strong aria-hidden="true">2.2.</strong> Core Only</a></li><li><a href="../01-limitations/03-volatile_destination.html"><strong aria-hidden="true">2.3.</strong> Volatile Destination</a></li></ol></li><li><a href="../02-concepts/00-index.html"><strong aria-hidden="true">3.</strong> Concepts</a></li><li><ol class="section"><li><a href="../02-concepts/01-cpu.html"><strong aria-hidden="true">3.1.</strong> CPU</a></li><li><a href="../02-concepts/02-bios.html"><strong aria-hidden="true">3.2.</strong> BIOS</a></li><li><a href="../02-concepts/03-wram.html"><strong aria-hidden="true">3.3.</strong> Work RAM</a></li><li><a href="../02-concepts/04-io-registers.html"><strong aria-hidden="true">3.4.</strong> IO Registers</a></li><li><a href="../02-concepts/05-palram.html"><strong aria-hidden="true">3.5.</strong> Palette RAM</a></li><li><a href="../02-concepts/06-vram.html"><strong aria-hidden="true">3.6.</strong> Video RAM</a></li><li><a href="../02-concepts/07-oam.html"><strong aria-hidden="true">3.7.</strong> Object Attribute Memory</a></li><li><a href="../02-concepts/08-rom.html" class="active"><strong aria-hidden="true">3.8.</strong> Game Pak ROM / Flash ROM</a></li><li><a href="../02-concepts/09-sram.html"><strong aria-hidden="true">3.9.</strong> Save RAM</a></li></ol></li><li><a href="../03-video/00-index.html"><strong aria-hidden="true">4.</strong> Video</a></li><li><ol class="section"><li><a href="../03-video/01-rgb15.html"><strong aria-hidden="true">4.1.</strong> RBG15 Color</a></li><li><a href="../03-video/TODO.html"><strong aria-hidden="true">4.2.</strong> TODO</a></li></ol></li><li><a href="../04-non-video/00-index.html"><strong aria-hidden="true">5.</strong> Non-Video</a></li><li><ol class="section"><li><a href="../04-non-video/01-buttons.html"><strong aria-hidden="true">5.1.</strong> Buttons</a></li><li><a href="../04-non-video/02-timers.html"><strong aria-hidden="true">5.2.</strong> Timers</a></li><li><a href="../04-non-video/03-dma.html"><strong aria-hidden="true">5.3.</strong> Direct Memory Access</a></li><li><a href="../04-non-video/04-sound.html"><strong aria-hidden="true">5.4.</strong> Sound</a></li><li><a href="../04-non-video/05-interrupts.html"><strong aria-hidden="true">5.5.</strong> Interrupts</a></li><li><a href="../04-non-video/06-network.html"><strong aria-hidden="true">5.6.</strong> Network</a></li><li><a href="../04-non-video/07-game_pak.html"><strong aria-hidden="true">5.7.</strong> Game Pak</a></li></ol></li><li><a href="../05-examples/00-index.html"><strong aria-hidden="true">6.</strong> Examples</a></li><li><ol class="section"><li><a href="../05-examples/01-hello_magic.html"><strong aria-hidden="true">6.1.</strong> hello_magic</a></li><li><a href="../05-examples/02-hello_world.html"><strong aria-hidden="true">6.2.</strong> hello_world</a></li><li><a href="../05-examples/03-light_cycle.html"><strong aria-hidden="true">6.3.</strong> light_cycle</a></li><li><a href="../05-examples/04-bg_demo.html"><strong aria-hidden="true">6.4.</strong> bg_demo</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../00-introduction/00-index.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><ol class="section"><li><a href="../00-introduction/01-requirements.html"><strong aria-hidden="true">1.1.</strong> Reader Requirements</a></li><li><a href="../00-introduction/02-goals_and_style.html"><strong aria-hidden="true">1.2.</strong> Book Goals and Style</a></li><li><a href="../00-introduction/03-development-setup.html"><strong aria-hidden="true">1.3.</strong> Development Setup</a></li><li><a href="../00-introduction/04-hello-magic.html"><strong aria-hidden="true">1.4.</strong> Hello, Magic</a></li><li><a href="../00-introduction/05-newtype.html"><strong aria-hidden="true">1.5.</strong> Newtype</a></li><li><a href="../00-introduction/06-help_and_resources.html"><strong aria-hidden="true">1.6.</strong> Help and Resources</a></li></ol></li><li><a href="../01-limitations/00-index.html"><strong aria-hidden="true">2.</strong> Limitations</a></li><li><ol class="section"><li><a href="../01-limitations/01-no_floats.html"><strong aria-hidden="true">2.1.</strong> No Floats</a></li><li><a href="../01-limitations/02-core_only.html"><strong aria-hidden="true">2.2.</strong> Core Only</a></li><li><a href="../01-limitations/03-volatile_destination.html"><strong aria-hidden="true">2.3.</strong> Volatile Destination</a></li></ol></li><li><a href="../02-concepts/00-index.html"><strong aria-hidden="true">3.</strong> Concepts</a></li><li><ol class="section"><li><a href="../02-concepts/01-cpu.html"><strong aria-hidden="true">3.1.</strong> CPU</a></li><li><a href="../02-concepts/02-bios.html"><strong aria-hidden="true">3.2.</strong> BIOS</a></li><li><a href="../02-concepts/03-wram.html"><strong aria-hidden="true">3.3.</strong> Work RAM</a></li><li><a href="../02-concepts/04-io-registers.html"><strong aria-hidden="true">3.4.</strong> IO Registers</a></li><li><a href="../02-concepts/05-palram.html"><strong aria-hidden="true">3.5.</strong> Palette RAM</a></li><li><a href="../02-concepts/06-vram.html"><strong aria-hidden="true">3.6.</strong> Video RAM</a></li><li><a href="../02-concepts/07-oam.html"><strong aria-hidden="true">3.7.</strong> Object Attribute Memory</a></li><li><a href="../02-concepts/08-rom.html"><strong aria-hidden="true">3.8.</strong> Game Pak ROM / Flash ROM</a></li><li><a href="../02-concepts/09-sram.html" class="active"><strong aria-hidden="true">3.9.</strong> Save RAM</a></li></ol></li><li><a href="../03-video/00-index.html"><strong aria-hidden="true">4.</strong> Video</a></li><li><ol class="section"><li><a href="../03-video/01-rgb15.html"><strong aria-hidden="true">4.1.</strong> RBG15 Color</a></li><li><a href="../03-video/TODO.html"><strong aria-hidden="true">4.2.</strong> TODO</a></li></ol></li><li><a href="../04-non-video/00-index.html"><strong aria-hidden="true">5.</strong> Non-Video</a></li><li><ol class="section"><li><a href="../04-non-video/01-buttons.html"><strong aria-hidden="true">5.1.</strong> Buttons</a></li><li><a href="../04-non-video/02-timers.html"><strong aria-hidden="true">5.2.</strong> Timers</a></li><li><a href="../04-non-video/03-dma.html"><strong aria-hidden="true">5.3.</strong> Direct Memory Access</a></li><li><a href="../04-non-video/04-sound.html"><strong aria-hidden="true">5.4.</strong> Sound</a></li><li><a href="../04-non-video/05-interrupts.html"><strong aria-hidden="true">5.5.</strong> Interrupts</a></li><li><a href="../04-non-video/06-network.html"><strong aria-hidden="true">5.6.</strong> Network</a></li><li><a href="../04-non-video/07-game_pak.html"><strong aria-hidden="true">5.7.</strong> Game Pak</a></li></ol></li><li><a href="../05-examples/00-index.html"><strong aria-hidden="true">6.</strong> Examples</a></li><li><ol class="section"><li><a href="../05-examples/01-hello_magic.html"><strong aria-hidden="true">6.1.</strong> hello_magic</a></li><li><a href="../05-examples/02-hello_world.html"><strong aria-hidden="true">6.2.</strong> hello_world</a></li><li><a href="../05-examples/03-light_cycle.html"><strong aria-hidden="true">6.3.</strong> light_cycle</a></li><li><a href="../05-examples/04-bg_demo.html"><strong aria-hidden="true">6.4.</strong> bg_demo</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../00-introduction/00-index.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><ol class="section"><li><a href="../00-introduction/01-requirements.html"><strong aria-hidden="true">1.1.</strong> Reader Requirements</a></li><li><a href="../00-introduction/02-goals_and_style.html"><strong aria-hidden="true">1.2.</strong> Book Goals and Style</a></li><li><a href="../00-introduction/03-development-setup.html"><strong aria-hidden="true">1.3.</strong> Development Setup</a></li><li><a href="../00-introduction/04-hello-magic.html"><strong aria-hidden="true">1.4.</strong> Hello, Magic</a></li><li><a href="../00-introduction/05-newtype.html"><strong aria-hidden="true">1.5.</strong> Newtype</a></li><li><a href="../00-introduction/06-help_and_resources.html"><strong aria-hidden="true">1.6.</strong> Help and Resources</a></li></ol></li><li><a href="../01-limitations/00-index.html"><strong aria-hidden="true">2.</strong> Limitations</a></li><li><ol class="section"><li><a href="../01-limitations/01-no_floats.html"><strong aria-hidden="true">2.1.</strong> No Floats</a></li><li><a href="../01-limitations/02-core_only.html"><strong aria-hidden="true">2.2.</strong> Core Only</a></li><li><a href="../01-limitations/03-volatile_destination.html"><strong aria-hidden="true">2.3.</strong> Volatile Destination</a></li></ol></li><li><a href="../02-concepts/00-index.html"><strong aria-hidden="true">3.</strong> Concepts</a></li><li><ol class="section"><li><a href="../02-concepts/01-cpu.html"><strong aria-hidden="true">3.1.</strong> CPU</a></li><li><a href="../02-concepts/02-bios.html"><strong aria-hidden="true">3.2.</strong> BIOS</a></li><li><a href="../02-concepts/03-wram.html"><strong aria-hidden="true">3.3.</strong> Work RAM</a></li><li><a href="../02-concepts/04-io-registers.html"><strong aria-hidden="true">3.4.</strong> IO Registers</a></li><li><a href="../02-concepts/05-palram.html"><strong aria-hidden="true">3.5.</strong> Palette RAM</a></li><li><a href="../02-concepts/06-vram.html"><strong aria-hidden="true">3.6.</strong> Video RAM</a></li><li><a href="../02-concepts/07-oam.html"><strong aria-hidden="true">3.7.</strong> Object Attribute Memory</a></li><li><a href="../02-concepts/08-rom.html"><strong aria-hidden="true">3.8.</strong> Game Pak ROM / Flash ROM</a></li><li><a href="../02-concepts/09-sram.html"><strong aria-hidden="true">3.9.</strong> Save RAM</a></li></ol></li><li><a href="../03-video/00-index.html" class="active"><strong aria-hidden="true">4.</strong> Video</a></li><li><ol class="section"><li><a href="../03-video/01-rgb15.html"><strong aria-hidden="true">4.1.</strong> RBG15 Color</a></li><li><a href="../03-video/TODO.html"><strong aria-hidden="true">4.2.</strong> TODO</a></li></ol></li><li><a href="../04-non-video/00-index.html"><strong aria-hidden="true">5.</strong> Non-Video</a></li><li><ol class="section"><li><a href="../04-non-video/01-buttons.html"><strong aria-hidden="true">5.1.</strong> Buttons</a></li><li><a href="../04-non-video/02-timers.html"><strong aria-hidden="true">5.2.</strong> Timers</a></li><li><a href="../04-non-video/03-dma.html"><strong aria-hidden="true">5.3.</strong> Direct Memory Access</a></li><li><a href="../04-non-video/04-sound.html"><strong aria-hidden="true">5.4.</strong> Sound</a></li><li><a href="../04-non-video/05-interrupts.html"><strong aria-hidden="true">5.5.</strong> Interrupts</a></li><li><a href="../04-non-video/06-network.html"><strong aria-hidden="true">5.6.</strong> Network</a></li><li><a href="../04-non-video/07-game_pak.html"><strong aria-hidden="true">5.7.</strong> Game Pak</a></li></ol></li><li><a href="../05-examples/00-index.html"><strong aria-hidden="true">6.</strong> Examples</a></li><li><ol class="section"><li><a href="../05-examples/01-hello_magic.html"><strong aria-hidden="true">6.1.</strong> hello_magic</a></li><li><a href="../05-examples/02-hello_world.html"><strong aria-hidden="true">6.2.</strong> hello_world</a></li><li><a href="../05-examples/03-light_cycle.html"><strong aria-hidden="true">6.3.</strong> light_cycle</a></li><li><a href="../05-examples/04-bg_demo.html"><strong aria-hidden="true">6.4.</strong> bg_demo</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../00-introduction/00-index.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><ol class="section"><li><a href="../00-introduction/01-requirements.html"><strong aria-hidden="true">1.1.</strong> Reader Requirements</a></li><li><a href="../00-introduction/02-goals_and_style.html"><strong aria-hidden="true">1.2.</strong> Book Goals and Style</a></li><li><a href="../00-introduction/03-development-setup.html"><strong aria-hidden="true">1.3.</strong> Development Setup</a></li><li><a href="../00-introduction/04-hello-magic.html"><strong aria-hidden="true">1.4.</strong> Hello, Magic</a></li><li><a href="../00-introduction/05-newtype.html"><strong aria-hidden="true">1.5.</strong> Newtype</a></li><li><a href="../00-introduction/06-help_and_resources.html"><strong aria-hidden="true">1.6.</strong> Help and Resources</a></li></ol></li><li><a href="../01-limitations/00-index.html"><strong aria-hidden="true">2.</strong> Limitations</a></li><li><ol class="section"><li><a href="../01-limitations/01-no_floats.html"><strong aria-hidden="true">2.1.</strong> No Floats</a></li><li><a href="../01-limitations/02-core_only.html"><strong aria-hidden="true">2.2.</strong> Core Only</a></li><li><a href="../01-limitations/03-volatile_destination.html"><strong aria-hidden="true">2.3.</strong> Volatile Destination</a></li></ol></li><li><a href="../02-concepts/00-index.html"><strong aria-hidden="true">3.</strong> Concepts</a></li><li><ol class="section"><li><a href="../02-concepts/01-cpu.html"><strong aria-hidden="true">3.1.</strong> CPU</a></li><li><a href="../02-concepts/02-bios.html"><strong aria-hidden="true">3.2.</strong> BIOS</a></li><li><a href="../02-concepts/03-wram.html"><strong aria-hidden="true">3.3.</strong> Work RAM</a></li><li><a href="../02-concepts/04-io-registers.html"><strong aria-hidden="true">3.4.</strong> IO Registers</a></li><li><a href="../02-concepts/05-palram.html"><strong aria-hidden="true">3.5.</strong> Palette RAM</a></li><li><a href="../02-concepts/06-vram.html"><strong aria-hidden="true">3.6.</strong> Video RAM</a></li><li><a href="../02-concepts/07-oam.html"><strong aria-hidden="true">3.7.</strong> Object Attribute Memory</a></li><li><a href="../02-concepts/08-rom.html"><strong aria-hidden="true">3.8.</strong> Game Pak ROM / Flash ROM</a></li><li><a href="../02-concepts/09-sram.html"><strong aria-hidden="true">3.9.</strong> Save RAM</a></li></ol></li><li><a href="../03-video/00-index.html"><strong aria-hidden="true">4.</strong> Video</a></li><li><ol class="section"><li><a href="../03-video/01-rgb15.html"><strong aria-hidden="true">4.1.</strong> RBG15 Color</a></li><li><a href="../03-video/TODO.html" class="active"><strong aria-hidden="true">4.2.</strong> TODO</a></li></ol></li><li><a href="../04-non-video/00-index.html"><strong aria-hidden="true">5.</strong> Non-Video</a></li><li><ol class="section"><li><a href="../04-non-video/01-buttons.html"><strong aria-hidden="true">5.1.</strong> Buttons</a></li><li><a href="../04-non-video/02-timers.html"><strong aria-hidden="true">5.2.</strong> Timers</a></li><li><a href="../04-non-video/03-dma.html"><strong aria-hidden="true">5.3.</strong> Direct Memory Access</a></li><li><a href="../04-non-video/04-sound.html"><strong aria-hidden="true">5.4.</strong> Sound</a></li><li><a href="../04-non-video/05-interrupts.html"><strong aria-hidden="true">5.5.</strong> Interrupts</a></li><li><a href="../04-non-video/06-network.html"><strong aria-hidden="true">5.6.</strong> Network</a></li><li><a href="../04-non-video/07-game_pak.html"><strong aria-hidden="true">5.7.</strong> Game Pak</a></li></ol></li><li><a href="../05-examples/00-index.html"><strong aria-hidden="true">6.</strong> Examples</a></li><li><ol class="section"><li><a href="../05-examples/01-hello_magic.html"><strong aria-hidden="true">6.1.</strong> hello_magic</a></li><li><a href="../05-examples/02-hello_world.html"><strong aria-hidden="true">6.2.</strong> hello_world</a></li><li><a href="../05-examples/03-light_cycle.html"><strong aria-hidden="true">6.3.</strong> light_cycle</a></li><li><a href="../05-examples/04-bg_demo.html"><strong aria-hidden="true">6.4.</strong> bg_demo</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>
|
||||
<ol class="chapter"><li><a href="../00-introduction/00-index.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><ol class="section"><li><a href="../00-introduction/01-requirements.html"><strong aria-hidden="true">1.1.</strong> Reader Requirements</a></li><li><a href="../00-introduction/02-goals_and_style.html"><strong aria-hidden="true">1.2.</strong> Book Goals and Style</a></li><li><a href="../00-introduction/03-development-setup.html"><strong aria-hidden="true">1.3.</strong> Development Setup</a></li><li><a href="../00-introduction/04-hello-magic.html"><strong aria-hidden="true">1.4.</strong> Hello, Magic</a></li><li><a href="../00-introduction/05-newtype.html"><strong aria-hidden="true">1.5.</strong> Newtype</a></li><li><a href="../00-introduction/06-help_and_resources.html"><strong aria-hidden="true">1.6.</strong> Help and Resources</a></li></ol></li><li><a href="../01-limitations/00-index.html"><strong aria-hidden="true">2.</strong> Limitations</a></li><li><ol class="section"><li><a href="../01-limitations/01-no_floats.html"><strong aria-hidden="true">2.1.</strong> No Floats</a></li><li><a href="../01-limitations/02-core_only.html"><strong aria-hidden="true">2.2.</strong> Core Only</a></li><li><a href="../01-limitations/03-volatile_destination.html"><strong aria-hidden="true">2.3.</strong> Volatile Destination</a></li></ol></li><li><a href="../02-concepts/00-index.html"><strong aria-hidden="true">3.</strong> Concepts</a></li><li><ol class="section"><li><a href="../02-concepts/01-cpu.html"><strong aria-hidden="true">3.1.</strong> CPU</a></li><li><a href="../02-concepts/02-bios.html"><strong aria-hidden="true">3.2.</strong> BIOS</a></li><li><a href="../02-concepts/03-wram.html"><strong aria-hidden="true">3.3.</strong> Work RAM</a></li><li><a href="../02-concepts/04-io-registers.html"><strong aria-hidden="true">3.4.</strong> IO Registers</a></li><li><a href="../02-concepts/05-palram.html"><strong aria-hidden="true">3.5.</strong> Palette RAM</a></li><li><a href="../02-concepts/06-vram.html"><strong aria-hidden="true">3.6.</strong> Video RAM</a></li><li><a href="../02-concepts/07-oam.html"><strong aria-hidden="true">3.7.</strong> Object Attribute Memory</a></li><li><a href="../02-concepts/08-rom.html"><strong aria-hidden="true">3.8.</strong> Game Pak ROM / Flash ROM</a></li><li><a href="../02-concepts/09-sram.html"><strong aria-hidden="true">3.9.</strong> Save RAM</a></li></ol></li><li><a href="../03-video/00-index.html"><strong aria-hidden="true">4.</strong> Video</a></li><li><ol class="section"><li><a href="../03-video/01-rgb15.html"><strong aria-hidden="true">4.1.</strong> RBG15 Color</a></li><li><a href="../03-video/TODO.html"><strong aria-hidden="true">4.2.</strong> TODO</a></li></ol></li><li><a href="../04-non-video/00-index.html" class="active"><strong aria-hidden="true">5.</strong> Non-Video</a></li><li><ol class="section"><li><a href="../04-non-video/01-buttons.html"><strong aria-hidden="true">5.1.</strong> Buttons</a></li><li><a href="../04-non-video/02-timers.html"><strong aria-hidden="true">5.2.</strong> Timers</a></li><li><a href="../04-non-video/03-dma.html"><strong aria-hidden="true">5.3.</strong> Direct Memory Access</a></li><li><a href="../04-non-video/04-sound.html"><strong aria-hidden="true">5.4.</strong> Sound</a></li><li><a href="../04-non-video/05-interrupts.html"><strong aria-hidden="true">5.5.</strong> Interrupts</a></li><li><a href="../04-non-video/06-network.html"><strong aria-hidden="true">5.6.</strong> Network</a></li><li><a href="../04-non-video/07-game_pak.html"><strong aria-hidden="true">5.7.</strong> Game Pak</a></li></ol></li><li><a href="../05-examples/00-index.html"><strong aria-hidden="true">6.</strong> Examples</a></li><li><ol class="section"><li><a href="../05-examples/01-hello_magic.html"><strong aria-hidden="true">6.1.</strong> hello_magic</a></li><li><a href="../05-examples/02-hello_world.html"><strong aria-hidden="true">6.2.</strong> hello_world</a></li><li><a href="../05-examples/03-light_cycle.html"><strong aria-hidden="true">6.3.</strong> light_cycle</a></li><li><a href="../05-examples/04-bg_demo.html"><strong aria-hidden="true">6.4.</strong> bg_demo</a></li></ol></li></ol>
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|
||||
|
@ -136,53 +136,20 @@
|
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||||
<div id="content" class="content">
|
||||
<main>
|
||||
<a class="header" href="#io-registers" id="io-registers"><h1>IO Registers</h1></a>
|
||||
<p>The GBA has a large number of <strong>IO Registers</strong> (not to be confused with CPU
|
||||
registers). These are special memory locations from <code>0x04000000</code> to
|
||||
<code>0x040003FE</code>. GBATEK has a <a href="http://problemkaputt.de/gbatek.htm#gbaiomap">full
|
||||
list</a>, but we only need to learn
|
||||
about a few of them at a time as we go, so don't be worried.</p>
|
||||
<p>The important facts to know about IO Registers are these:</p>
|
||||
<ul>
|
||||
<li>Each has their own specific size. Most are <code>u16</code>, but some are <code>u32</code>.</li>
|
||||
<li>All of them must be accessed in a <code>volatile</code> style.</li>
|
||||
<li>Each register is specifically readable or writable or both. Actually, with
|
||||
some registers there are even individual bits that are read-only or
|
||||
write-only.
|
||||
<ul>
|
||||
<li>If you write to a read-only position, those writes are simply ignored. This
|
||||
mostly matters if a writable register contains a read-only bit (such as the
|
||||
Display Control, next section).</li>
|
||||
<li>If you read from a write-only position, you get back values that are
|
||||
<a href="http://problemkaputt.de/gbatek.htm#gbaunpredictablethings">basically
|
||||
nonsense</a>. There
|
||||
aren't really any registers that mix writable bits with read only bits, so
|
||||
you're basically safe here. The only (mild) concern is that when you write a
|
||||
value into a write-only register you need to keep track of what you wrote
|
||||
somewhere else if you want to know what you wrote (such to adjust an offset
|
||||
value by +1, or whatever).</li>
|
||||
<li>You can always check GBATEK to be sure, but if I don't mention it then a bit
|
||||
is probably both read and write.</li>
|
||||
</ul>
|
||||
</li>
|
||||
<li>Some registers have invalid bit patterns. For example, the lowest three bits
|
||||
of the Display Control register can't legally be set to the values 6 or 7.</li>
|
||||
</ul>
|
||||
<p>When talking about bit positions, the numbers are <em>zero indexed</em> just like an
|
||||
array index is.</p>
|
||||
<a class="header" href="#non-video" id="non-video"><h1>Non-Video</h1></a>
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<ol class="chapter"><li><a href="../00-introduction/00-index.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><ol class="section"><li><a href="../00-introduction/01-requirements.html"><strong aria-hidden="true">1.1.</strong> Reader Requirements</a></li><li><a href="../00-introduction/02-goals_and_style.html"><strong aria-hidden="true">1.2.</strong> Book Goals and Style</a></li><li><a href="../00-introduction/03-development-setup.html"><strong aria-hidden="true">1.3.</strong> Development Setup</a></li><li><a href="../00-introduction/04-hello-magic.html"><strong aria-hidden="true">1.4.</strong> Hello, Magic</a></li><li><a href="../00-introduction/05-newtype.html"><strong aria-hidden="true">1.5.</strong> Newtype</a></li><li><a href="../00-introduction/06-help_and_resources.html"><strong aria-hidden="true">1.6.</strong> Help and Resources</a></li></ol></li><li><a href="../01-limitations/00-index.html"><strong aria-hidden="true">2.</strong> Limitations</a></li><li><ol class="section"><li><a href="../01-limitations/01-no_floats.html"><strong aria-hidden="true">2.1.</strong> No Floats</a></li><li><a href="../01-limitations/02-core_only.html"><strong aria-hidden="true">2.2.</strong> Core Only</a></li><li><a href="../01-limitations/03-volatile_destination.html"><strong aria-hidden="true">2.3.</strong> Volatile Destination</a></li></ol></li><li><a href="../02-concepts/00-index.html"><strong aria-hidden="true">3.</strong> Concepts</a></li><li><ol class="section"><li><a href="../02-concepts/01-cpu.html"><strong aria-hidden="true">3.1.</strong> CPU</a></li><li><a href="../02-concepts/02-bios.html"><strong aria-hidden="true">3.2.</strong> BIOS</a></li><li><a href="../02-concepts/03-wram.html"><strong aria-hidden="true">3.3.</strong> Work RAM</a></li><li><a href="../02-concepts/04-io-registers.html"><strong aria-hidden="true">3.4.</strong> IO Registers</a></li><li><a href="../02-concepts/05-palram.html"><strong aria-hidden="true">3.5.</strong> Palette RAM</a></li><li><a href="../02-concepts/06-vram.html"><strong aria-hidden="true">3.6.</strong> Video RAM</a></li><li><a href="../02-concepts/07-oam.html"><strong aria-hidden="true">3.7.</strong> Object Attribute Memory</a></li><li><a href="../02-concepts/08-rom.html"><strong aria-hidden="true">3.8.</strong> Game Pak ROM / Flash ROM</a></li><li><a href="../02-concepts/09-sram.html"><strong aria-hidden="true">3.9.</strong> Save RAM</a></li></ol></li><li><a href="../03-video/00-index.html"><strong aria-hidden="true">4.</strong> Video</a></li><li><ol class="section"><li><a href="../03-video/01-rgb15.html"><strong aria-hidden="true">4.1.</strong> RBG15 Color</a></li><li><a href="../03-video/TODO.html"><strong aria-hidden="true">4.2.</strong> TODO</a></li></ol></li><li><a href="../04-non-video/00-index.html"><strong aria-hidden="true">5.</strong> Non-Video</a></li><li><ol class="section"><li><a href="../04-non-video/01-buttons.html" class="active"><strong aria-hidden="true">5.1.</strong> Buttons</a></li><li><a href="../04-non-video/02-timers.html"><strong aria-hidden="true">5.2.</strong> Timers</a></li><li><a href="../04-non-video/03-dma.html"><strong aria-hidden="true">5.3.</strong> Direct Memory Access</a></li><li><a href="../04-non-video/04-sound.html"><strong aria-hidden="true">5.4.</strong> Sound</a></li><li><a href="../04-non-video/05-interrupts.html"><strong aria-hidden="true">5.5.</strong> Interrupts</a></li><li><a href="../04-non-video/06-network.html"><strong aria-hidden="true">5.6.</strong> Network</a></li><li><a href="../04-non-video/07-game_pak.html"><strong aria-hidden="true">5.7.</strong> Game Pak</a></li></ol></li><li><a href="../05-examples/00-index.html"><strong aria-hidden="true">6.</strong> Examples</a></li><li><ol class="section"><li><a href="../05-examples/01-hello_magic.html"><strong aria-hidden="true">6.1.</strong> hello_magic</a></li><li><a href="../05-examples/02-hello_world.html"><strong aria-hidden="true">6.2.</strong> hello_world</a></li><li><a href="../05-examples/03-light_cycle.html"><strong aria-hidden="true">6.3.</strong> light_cycle</a></li><li><a href="../05-examples/04-bg_demo.html"><strong aria-hidden="true">6.4.</strong> bg_demo</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../00-introduction/00-index.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><ol class="section"><li><a href="../00-introduction/01-requirements.html"><strong aria-hidden="true">1.1.</strong> Reader Requirements</a></li><li><a href="../00-introduction/02-goals_and_style.html"><strong aria-hidden="true">1.2.</strong> Book Goals and Style</a></li><li><a href="../00-introduction/03-development-setup.html"><strong aria-hidden="true">1.3.</strong> Development Setup</a></li><li><a href="../00-introduction/04-hello-magic.html"><strong aria-hidden="true">1.4.</strong> Hello, Magic</a></li><li><a href="../00-introduction/05-newtype.html"><strong aria-hidden="true">1.5.</strong> Newtype</a></li><li><a href="../00-introduction/06-help_and_resources.html"><strong aria-hidden="true">1.6.</strong> Help and Resources</a></li></ol></li><li><a href="../01-limitations/00-index.html"><strong aria-hidden="true">2.</strong> Limitations</a></li><li><ol class="section"><li><a href="../01-limitations/01-no_floats.html"><strong aria-hidden="true">2.1.</strong> No Floats</a></li><li><a href="../01-limitations/02-core_only.html"><strong aria-hidden="true">2.2.</strong> Core Only</a></li><li><a href="../01-limitations/03-volatile_destination.html"><strong aria-hidden="true">2.3.</strong> Volatile Destination</a></li></ol></li><li><a href="../02-concepts/00-index.html"><strong aria-hidden="true">3.</strong> Concepts</a></li><li><ol class="section"><li><a href="../02-concepts/01-cpu.html"><strong aria-hidden="true">3.1.</strong> CPU</a></li><li><a href="../02-concepts/02-bios.html"><strong aria-hidden="true">3.2.</strong> BIOS</a></li><li><a href="../02-concepts/03-wram.html"><strong aria-hidden="true">3.3.</strong> Work RAM</a></li><li><a href="../02-concepts/04-io-registers.html"><strong aria-hidden="true">3.4.</strong> IO Registers</a></li><li><a href="../02-concepts/05-palram.html"><strong aria-hidden="true">3.5.</strong> Palette RAM</a></li><li><a href="../02-concepts/06-vram.html"><strong aria-hidden="true">3.6.</strong> Video RAM</a></li><li><a href="../02-concepts/07-oam.html"><strong aria-hidden="true">3.7.</strong> Object Attribute Memory</a></li><li><a href="../02-concepts/08-rom.html"><strong aria-hidden="true">3.8.</strong> Game Pak ROM / Flash ROM</a></li><li><a href="../02-concepts/09-sram.html"><strong aria-hidden="true">3.9.</strong> Save RAM</a></li></ol></li><li><a href="../03-video/00-index.html"><strong aria-hidden="true">4.</strong> Video</a></li><li><ol class="section"><li><a href="../03-video/01-rgb15.html"><strong aria-hidden="true">4.1.</strong> RBG15 Color</a></li><li><a href="../03-video/TODO.html"><strong aria-hidden="true">4.2.</strong> TODO</a></li></ol></li><li><a href="../04-non-video/00-index.html"><strong aria-hidden="true">5.</strong> Non-Video</a></li><li><ol class="section"><li><a href="../04-non-video/01-buttons.html"><strong aria-hidden="true">5.1.</strong> Buttons</a></li><li><a href="../04-non-video/02-timers.html" class="active"><strong aria-hidden="true">5.2.</strong> Timers</a></li><li><a href="../04-non-video/03-dma.html"><strong aria-hidden="true">5.3.</strong> Direct Memory Access</a></li><li><a href="../04-non-video/04-sound.html"><strong aria-hidden="true">5.4.</strong> Sound</a></li><li><a href="../04-non-video/05-interrupts.html"><strong aria-hidden="true">5.5.</strong> Interrupts</a></li><li><a href="../04-non-video/06-network.html"><strong aria-hidden="true">5.6.</strong> Network</a></li><li><a href="../04-non-video/07-game_pak.html"><strong aria-hidden="true">5.7.</strong> Game Pak</a></li></ol></li><li><a href="../05-examples/00-index.html"><strong aria-hidden="true">6.</strong> Examples</a></li><li><ol class="section"><li><a href="../05-examples/01-hello_magic.html"><strong aria-hidden="true">6.1.</strong> hello_magic</a></li><li><a href="../05-examples/02-hello_world.html"><strong aria-hidden="true">6.2.</strong> hello_world</a></li><li><a href="../05-examples/03-light_cycle.html"><strong aria-hidden="true">6.3.</strong> light_cycle</a></li><li><a href="../05-examples/04-bg_demo.html"><strong aria-hidden="true">6.4.</strong> bg_demo</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../00-introduction/00-index.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><ol class="section"><li><a href="../00-introduction/01-requirements.html"><strong aria-hidden="true">1.1.</strong> Reader Requirements</a></li><li><a href="../00-introduction/02-goals_and_style.html"><strong aria-hidden="true">1.2.</strong> Book Goals and Style</a></li><li><a href="../00-introduction/03-development-setup.html"><strong aria-hidden="true">1.3.</strong> Development Setup</a></li><li><a href="../00-introduction/04-hello-magic.html"><strong aria-hidden="true">1.4.</strong> Hello, Magic</a></li><li><a href="../00-introduction/05-newtype.html"><strong aria-hidden="true">1.5.</strong> Newtype</a></li><li><a href="../00-introduction/06-help_and_resources.html"><strong aria-hidden="true">1.6.</strong> Help and Resources</a></li></ol></li><li><a href="../01-limitations/00-index.html"><strong aria-hidden="true">2.</strong> Limitations</a></li><li><ol class="section"><li><a href="../01-limitations/01-no_floats.html"><strong aria-hidden="true">2.1.</strong> No Floats</a></li><li><a href="../01-limitations/02-core_only.html"><strong aria-hidden="true">2.2.</strong> Core Only</a></li><li><a href="../01-limitations/03-volatile_destination.html"><strong aria-hidden="true">2.3.</strong> Volatile Destination</a></li></ol></li><li><a href="../02-concepts/00-index.html"><strong aria-hidden="true">3.</strong> Concepts</a></li><li><ol class="section"><li><a href="../02-concepts/01-cpu.html"><strong aria-hidden="true">3.1.</strong> CPU</a></li><li><a href="../02-concepts/02-bios.html"><strong aria-hidden="true">3.2.</strong> BIOS</a></li><li><a href="../02-concepts/03-wram.html"><strong aria-hidden="true">3.3.</strong> Work RAM</a></li><li><a href="../02-concepts/04-io-registers.html"><strong aria-hidden="true">3.4.</strong> IO Registers</a></li><li><a href="../02-concepts/05-palram.html"><strong aria-hidden="true">3.5.</strong> Palette RAM</a></li><li><a href="../02-concepts/06-vram.html"><strong aria-hidden="true">3.6.</strong> Video RAM</a></li><li><a href="../02-concepts/07-oam.html"><strong aria-hidden="true">3.7.</strong> Object Attribute Memory</a></li><li><a href="../02-concepts/08-rom.html"><strong aria-hidden="true">3.8.</strong> Game Pak ROM / Flash ROM</a></li><li><a href="../02-concepts/09-sram.html"><strong aria-hidden="true">3.9.</strong> Save RAM</a></li></ol></li><li><a href="../03-video/00-index.html"><strong aria-hidden="true">4.</strong> Video</a></li><li><ol class="section"><li><a href="../03-video/01-rgb15.html"><strong aria-hidden="true">4.1.</strong> RBG15 Color</a></li><li><a href="../03-video/TODO.html"><strong aria-hidden="true">4.2.</strong> TODO</a></li></ol></li><li><a href="../04-non-video/00-index.html"><strong aria-hidden="true">5.</strong> Non-Video</a></li><li><ol class="section"><li><a href="../04-non-video/01-buttons.html"><strong aria-hidden="true">5.1.</strong> Buttons</a></li><li><a href="../04-non-video/02-timers.html"><strong aria-hidden="true">5.2.</strong> Timers</a></li><li><a href="../04-non-video/03-dma.html"><strong aria-hidden="true">5.3.</strong> Direct Memory Access</a></li><li><a href="../04-non-video/04-sound.html" class="active"><strong aria-hidden="true">5.4.</strong> Sound</a></li><li><a href="../04-non-video/05-interrupts.html"><strong aria-hidden="true">5.5.</strong> Interrupts</a></li><li><a href="../04-non-video/06-network.html"><strong aria-hidden="true">5.6.</strong> Network</a></li><li><a href="../04-non-video/07-game_pak.html"><strong aria-hidden="true">5.7.</strong> Game Pak</a></li></ol></li><li><a href="../05-examples/00-index.html"><strong aria-hidden="true">6.</strong> Examples</a></li><li><ol class="section"><li><a href="../05-examples/01-hello_magic.html"><strong aria-hidden="true">6.1.</strong> hello_magic</a></li><li><a href="../05-examples/02-hello_world.html"><strong aria-hidden="true">6.2.</strong> hello_world</a></li><li><a href="../05-examples/03-light_cycle.html"><strong aria-hidden="true">6.3.</strong> light_cycle</a></li><li><a href="../05-examples/04-bg_demo.html"><strong aria-hidden="true">6.4.</strong> bg_demo</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../00-introduction/00-index.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><ol class="section"><li><a href="../00-introduction/01-requirements.html"><strong aria-hidden="true">1.1.</strong> Reader Requirements</a></li><li><a href="../00-introduction/02-goals_and_style.html"><strong aria-hidden="true">1.2.</strong> Book Goals and Style</a></li><li><a href="../00-introduction/03-development-setup.html"><strong aria-hidden="true">1.3.</strong> Development Setup</a></li><li><a href="../00-introduction/04-hello-magic.html"><strong aria-hidden="true">1.4.</strong> Hello, Magic</a></li><li><a href="../00-introduction/05-newtype.html"><strong aria-hidden="true">1.5.</strong> Newtype</a></li><li><a href="../00-introduction/06-help_and_resources.html"><strong aria-hidden="true">1.6.</strong> Help and Resources</a></li></ol></li><li><a href="../01-limitations/00-index.html"><strong aria-hidden="true">2.</strong> Limitations</a></li><li><ol class="section"><li><a href="../01-limitations/01-no_floats.html"><strong aria-hidden="true">2.1.</strong> No Floats</a></li><li><a href="../01-limitations/02-core_only.html"><strong aria-hidden="true">2.2.</strong> Core Only</a></li><li><a href="../01-limitations/03-volatile_destination.html"><strong aria-hidden="true">2.3.</strong> Volatile Destination</a></li></ol></li><li><a href="../02-concepts/00-index.html"><strong aria-hidden="true">3.</strong> Concepts</a></li><li><ol class="section"><li><a href="../02-concepts/01-cpu.html"><strong aria-hidden="true">3.1.</strong> CPU</a></li><li><a href="../02-concepts/02-bios.html"><strong aria-hidden="true">3.2.</strong> BIOS</a></li><li><a href="../02-concepts/03-wram.html"><strong aria-hidden="true">3.3.</strong> Work RAM</a></li><li><a href="../02-concepts/04-io-registers.html"><strong aria-hidden="true">3.4.</strong> IO Registers</a></li><li><a href="../02-concepts/05-palram.html"><strong aria-hidden="true">3.5.</strong> Palette RAM</a></li><li><a href="../02-concepts/06-vram.html"><strong aria-hidden="true">3.6.</strong> Video RAM</a></li><li><a href="../02-concepts/07-oam.html"><strong aria-hidden="true">3.7.</strong> Object Attribute Memory</a></li><li><a href="../02-concepts/08-rom.html"><strong aria-hidden="true">3.8.</strong> Game Pak ROM / Flash ROM</a></li><li><a href="../02-concepts/09-sram.html"><strong aria-hidden="true">3.9.</strong> Save RAM</a></li></ol></li><li><a href="../03-video/00-index.html"><strong aria-hidden="true">4.</strong> Video</a></li><li><ol class="section"><li><a href="../03-video/01-rgb15.html"><strong aria-hidden="true">4.1.</strong> RBG15 Color</a></li><li><a href="../03-video/TODO.html"><strong aria-hidden="true">4.2.</strong> TODO</a></li></ol></li><li><a href="../04-non-video/00-index.html"><strong aria-hidden="true">5.</strong> Non-Video</a></li><li><ol class="section"><li><a href="../04-non-video/01-buttons.html"><strong aria-hidden="true">5.1.</strong> Buttons</a></li><li><a href="../04-non-video/02-timers.html"><strong aria-hidden="true">5.2.</strong> Timers</a></li><li><a href="../04-non-video/03-dma.html"><strong aria-hidden="true">5.3.</strong> Direct Memory Access</a></li><li><a href="../04-non-video/04-sound.html"><strong aria-hidden="true">5.4.</strong> Sound</a></li><li><a href="../04-non-video/05-interrupts.html" class="active"><strong aria-hidden="true">5.5.</strong> Interrupts</a></li><li><a href="../04-non-video/06-network.html"><strong aria-hidden="true">5.6.</strong> Network</a></li><li><a href="../04-non-video/07-game_pak.html"><strong aria-hidden="true">5.7.</strong> Game Pak</a></li></ol></li><li><a href="../05-examples/00-index.html"><strong aria-hidden="true">6.</strong> Examples</a></li><li><ol class="section"><li><a href="../05-examples/01-hello_magic.html"><strong aria-hidden="true">6.1.</strong> hello_magic</a></li><li><a href="../05-examples/02-hello_world.html"><strong aria-hidden="true">6.2.</strong> hello_world</a></li><li><a href="../05-examples/03-light_cycle.html"><strong aria-hidden="true">6.3.</strong> light_cycle</a></li><li><a href="../05-examples/04-bg_demo.html"><strong aria-hidden="true">6.4.</strong> bg_demo</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../00-introduction/00-index.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><ol class="section"><li><a href="../00-introduction/01-requirements.html"><strong aria-hidden="true">1.1.</strong> Reader Requirements</a></li><li><a href="../00-introduction/02-goals_and_style.html"><strong aria-hidden="true">1.2.</strong> Book Goals and Style</a></li><li><a href="../00-introduction/03-development-setup.html"><strong aria-hidden="true">1.3.</strong> Development Setup</a></li><li><a href="../00-introduction/04-hello-magic.html"><strong aria-hidden="true">1.4.</strong> Hello, Magic</a></li><li><a href="../00-introduction/05-newtype.html"><strong aria-hidden="true">1.5.</strong> Newtype</a></li><li><a href="../00-introduction/06-help_and_resources.html"><strong aria-hidden="true">1.6.</strong> Help and Resources</a></li></ol></li><li><a href="../01-limitations/00-index.html"><strong aria-hidden="true">2.</strong> Limitations</a></li><li><ol class="section"><li><a href="../01-limitations/01-no_floats.html"><strong aria-hidden="true">2.1.</strong> No Floats</a></li><li><a href="../01-limitations/02-core_only.html"><strong aria-hidden="true">2.2.</strong> Core Only</a></li><li><a href="../01-limitations/03-volatile_destination.html"><strong aria-hidden="true">2.3.</strong> Volatile Destination</a></li></ol></li><li><a href="../02-concepts/00-index.html"><strong aria-hidden="true">3.</strong> Concepts</a></li><li><ol class="section"><li><a href="../02-concepts/01-cpu.html"><strong aria-hidden="true">3.1.</strong> CPU</a></li><li><a href="../02-concepts/02-bios.html"><strong aria-hidden="true">3.2.</strong> BIOS</a></li><li><a href="../02-concepts/03-wram.html"><strong aria-hidden="true">3.3.</strong> Work RAM</a></li><li><a href="../02-concepts/04-io-registers.html"><strong aria-hidden="true">3.4.</strong> IO Registers</a></li><li><a href="../02-concepts/05-palram.html"><strong aria-hidden="true">3.5.</strong> Palette RAM</a></li><li><a href="../02-concepts/06-vram.html"><strong aria-hidden="true">3.6.</strong> Video RAM</a></li><li><a href="../02-concepts/07-oam.html"><strong aria-hidden="true">3.7.</strong> Object Attribute Memory</a></li><li><a href="../02-concepts/08-rom.html"><strong aria-hidden="true">3.8.</strong> Game Pak ROM / Flash ROM</a></li><li><a href="../02-concepts/09-sram.html"><strong aria-hidden="true">3.9.</strong> Save RAM</a></li></ol></li><li><a href="../03-video/00-index.html"><strong aria-hidden="true">4.</strong> Video</a></li><li><ol class="section"><li><a href="../03-video/01-rgb15.html"><strong aria-hidden="true">4.1.</strong> RBG15 Color</a></li><li><a href="../03-video/TODO.html"><strong aria-hidden="true">4.2.</strong> TODO</a></li></ol></li><li><a href="../04-non-video/00-index.html"><strong aria-hidden="true">5.</strong> Non-Video</a></li><li><ol class="section"><li><a href="../04-non-video/01-buttons.html"><strong aria-hidden="true">5.1.</strong> Buttons</a></li><li><a href="../04-non-video/02-timers.html"><strong aria-hidden="true">5.2.</strong> Timers</a></li><li><a href="../04-non-video/03-dma.html"><strong aria-hidden="true">5.3.</strong> Direct Memory Access</a></li><li><a href="../04-non-video/04-sound.html"><strong aria-hidden="true">5.4.</strong> Sound</a></li><li><a href="../04-non-video/05-interrupts.html"><strong aria-hidden="true">5.5.</strong> Interrupts</a></li><li><a href="../04-non-video/06-network.html" class="active"><strong aria-hidden="true">5.6.</strong> Network</a></li><li><a href="../04-non-video/07-game_pak.html"><strong aria-hidden="true">5.7.</strong> Game Pak</a></li></ol></li><li><a href="../05-examples/00-index.html"><strong aria-hidden="true">6.</strong> Examples</a></li><li><ol class="section"><li><a href="../05-examples/01-hello_magic.html"><strong aria-hidden="true">6.1.</strong> hello_magic</a></li><li><a href="../05-examples/02-hello_world.html"><strong aria-hidden="true">6.2.</strong> hello_world</a></li><li><a href="../05-examples/03-light_cycle.html"><strong aria-hidden="true">6.3.</strong> light_cycle</a></li><li><a href="../05-examples/04-bg_demo.html"><strong aria-hidden="true">6.4.</strong> bg_demo</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../00-introduction/00-index.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><ol class="section"><li><a href="../00-introduction/01-requirements.html"><strong aria-hidden="true">1.1.</strong> Reader Requirements</a></li><li><a href="../00-introduction/02-goals_and_style.html"><strong aria-hidden="true">1.2.</strong> Book Goals and Style</a></li><li><a href="../00-introduction/03-development-setup.html"><strong aria-hidden="true">1.3.</strong> Development Setup</a></li><li><a href="../00-introduction/04-hello-magic.html"><strong aria-hidden="true">1.4.</strong> Hello, Magic</a></li><li><a href="../00-introduction/05-newtype.html"><strong aria-hidden="true">1.5.</strong> Newtype</a></li><li><a href="../00-introduction/06-help_and_resources.html"><strong aria-hidden="true">1.6.</strong> Help and Resources</a></li></ol></li><li><a href="../01-limitations/00-index.html"><strong aria-hidden="true">2.</strong> Limitations</a></li><li><ol class="section"><li><a href="../01-limitations/01-no_floats.html"><strong aria-hidden="true">2.1.</strong> No Floats</a></li><li><a href="../01-limitations/02-core_only.html"><strong aria-hidden="true">2.2.</strong> Core Only</a></li><li><a href="../01-limitations/03-volatile_destination.html"><strong aria-hidden="true">2.3.</strong> Volatile Destination</a></li></ol></li><li><a href="../02-concepts/00-index.html"><strong aria-hidden="true">3.</strong> Concepts</a></li><li><ol class="section"><li><a href="../02-concepts/01-cpu.html"><strong aria-hidden="true">3.1.</strong> CPU</a></li><li><a href="../02-concepts/02-bios.html"><strong aria-hidden="true">3.2.</strong> BIOS</a></li><li><a href="../02-concepts/03-wram.html"><strong aria-hidden="true">3.3.</strong> Work RAM</a></li><li><a href="../02-concepts/04-io-registers.html"><strong aria-hidden="true">3.4.</strong> IO Registers</a></li><li><a href="../02-concepts/05-palram.html"><strong aria-hidden="true">3.5.</strong> Palette RAM</a></li><li><a href="../02-concepts/06-vram.html"><strong aria-hidden="true">3.6.</strong> Video RAM</a></li><li><a href="../02-concepts/07-oam.html"><strong aria-hidden="true">3.7.</strong> Object Attribute Memory</a></li><li><a href="../02-concepts/08-rom.html"><strong aria-hidden="true">3.8.</strong> Game Pak ROM / Flash ROM</a></li><li><a href="../02-concepts/09-sram.html"><strong aria-hidden="true">3.9.</strong> Save RAM</a></li></ol></li><li><a href="../03-video/00-index.html"><strong aria-hidden="true">4.</strong> Video</a></li><li><ol class="section"><li><a href="../03-video/01-rgb15.html"><strong aria-hidden="true">4.1.</strong> RBG15 Color</a></li><li><a href="../03-video/TODO.html"><strong aria-hidden="true">4.2.</strong> TODO</a></li></ol></li><li><a href="../04-non-video/00-index.html"><strong aria-hidden="true">5.</strong> Non-Video</a></li><li><ol class="section"><li><a href="../04-non-video/01-buttons.html"><strong aria-hidden="true">5.1.</strong> Buttons</a></li><li><a href="../04-non-video/02-timers.html"><strong aria-hidden="true">5.2.</strong> Timers</a></li><li><a href="../04-non-video/03-dma.html"><strong aria-hidden="true">5.3.</strong> Direct Memory Access</a></li><li><a href="../04-non-video/04-sound.html"><strong aria-hidden="true">5.4.</strong> Sound</a></li><li><a href="../04-non-video/05-interrupts.html"><strong aria-hidden="true">5.5.</strong> Interrupts</a></li><li><a href="../04-non-video/06-network.html"><strong aria-hidden="true">5.6.</strong> Network</a></li><li><a href="../04-non-video/07-game_pak.html" class="active"><strong aria-hidden="true">5.7.</strong> Game Pak</a></li></ol></li><li><a href="../05-examples/00-index.html"><strong aria-hidden="true">6.</strong> Examples</a></li><li><ol class="section"><li><a href="../05-examples/01-hello_magic.html"><strong aria-hidden="true">6.1.</strong> hello_magic</a></li><li><a href="../05-examples/02-hello_world.html"><strong aria-hidden="true">6.2.</strong> hello_world</a></li><li><a href="../05-examples/03-light_cycle.html"><strong aria-hidden="true">6.3.</strong> light_cycle</a></li><li><a href="../05-examples/04-bg_demo.html"><strong aria-hidden="true">6.4.</strong> bg_demo</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../00-introduction/00-index.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><ol class="section"><li><a href="../00-introduction/01-requirements.html"><strong aria-hidden="true">1.1.</strong> Reader Requirements</a></li><li><a href="../00-introduction/02-goals_and_style.html"><strong aria-hidden="true">1.2.</strong> Book Goals and Style</a></li><li><a href="../00-introduction/03-development-setup.html"><strong aria-hidden="true">1.3.</strong> Development Setup</a></li><li><a href="../00-introduction/04-hello-magic.html"><strong aria-hidden="true">1.4.</strong> Hello, Magic</a></li><li><a href="../00-introduction/05-newtype.html"><strong aria-hidden="true">1.5.</strong> Newtype</a></li><li><a href="../00-introduction/06-help_and_resources.html"><strong aria-hidden="true">1.6.</strong> Help and Resources</a></li></ol></li><li><a href="../01-limitations/00-index.html"><strong aria-hidden="true">2.</strong> Limitations</a></li><li><ol class="section"><li><a href="../01-limitations/01-no_floats.html"><strong aria-hidden="true">2.1.</strong> No Floats</a></li><li><a href="../01-limitations/02-core_only.html"><strong aria-hidden="true">2.2.</strong> Core Only</a></li><li><a href="../01-limitations/03-volatile_destination.html"><strong aria-hidden="true">2.3.</strong> Volatile Destination</a></li></ol></li><li><a href="../02-concepts/00-index.html"><strong aria-hidden="true">3.</strong> Concepts</a></li><li><ol class="section"><li><a href="../02-concepts/01-cpu.html"><strong aria-hidden="true">3.1.</strong> CPU</a></li><li><a href="../02-concepts/02-bios.html"><strong aria-hidden="true">3.2.</strong> BIOS</a></li><li><a href="../02-concepts/03-wram.html"><strong aria-hidden="true">3.3.</strong> Work RAM</a></li><li><a href="../02-concepts/04-io-registers.html"><strong aria-hidden="true">3.4.</strong> IO Registers</a></li><li><a href="../02-concepts/05-palram.html"><strong aria-hidden="true">3.5.</strong> Palette RAM</a></li><li><a href="../02-concepts/06-vram.html"><strong aria-hidden="true">3.6.</strong> Video RAM</a></li><li><a href="../02-concepts/07-oam.html"><strong aria-hidden="true">3.7.</strong> Object Attribute Memory</a></li><li><a href="../02-concepts/08-rom.html"><strong aria-hidden="true">3.8.</strong> Game Pak ROM / Flash ROM</a></li><li><a href="../02-concepts/09-sram.html"><strong aria-hidden="true">3.9.</strong> Save RAM</a></li></ol></li><li><a href="../03-video/00-index.html"><strong aria-hidden="true">4.</strong> Video</a></li><li><ol class="section"><li><a href="../03-video/01-rgb15.html"><strong aria-hidden="true">4.1.</strong> RBG15 Color</a></li><li><a href="../03-video/TODO.html"><strong aria-hidden="true">4.2.</strong> TODO</a></li></ol></li><li><a href="../04-non-video/00-index.html"><strong aria-hidden="true">5.</strong> Non-Video</a></li><li><ol class="section"><li><a href="../04-non-video/01-buttons.html"><strong aria-hidden="true">5.1.</strong> Buttons</a></li><li><a href="../04-non-video/02-timers.html"><strong aria-hidden="true">5.2.</strong> Timers</a></li><li><a href="../04-non-video/03-dma.html"><strong aria-hidden="true">5.3.</strong> Direct Memory Access</a></li><li><a href="../04-non-video/04-sound.html"><strong aria-hidden="true">5.4.</strong> Sound</a></li><li><a href="../04-non-video/05-interrupts.html"><strong aria-hidden="true">5.5.</strong> Interrupts</a></li><li><a href="../04-non-video/06-network.html"><strong aria-hidden="true">5.6.</strong> Network</a></li><li><a href="../04-non-video/07-game_pak.html"><strong aria-hidden="true">5.7.</strong> Game Pak</a></li></ol></li><li><a href="../05-examples/00-index.html" class="active"><strong aria-hidden="true">6.</strong> Examples</a></li><li><ol class="section"><li><a href="../05-examples/01-hello_magic.html"><strong aria-hidden="true">6.1.</strong> hello_magic</a></li><li><a href="../05-examples/02-hello_world.html"><strong aria-hidden="true">6.2.</strong> hello_world</a></li><li><a href="../05-examples/03-light_cycle.html"><strong aria-hidden="true">6.3.</strong> light_cycle</a></li><li><a href="../05-examples/04-bg_demo.html"><strong aria-hidden="true">6.4.</strong> bg_demo</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../00-introduction/00-index.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><ol class="section"><li><a href="../00-introduction/01-requirements.html"><strong aria-hidden="true">1.1.</strong> Reader Requirements</a></li><li><a href="../00-introduction/02-goals_and_style.html"><strong aria-hidden="true">1.2.</strong> Book Goals and Style</a></li><li><a href="../00-introduction/03-development-setup.html"><strong aria-hidden="true">1.3.</strong> Development Setup</a></li><li><a href="../00-introduction/04-hello-magic.html"><strong aria-hidden="true">1.4.</strong> Hello, Magic</a></li><li><a href="../00-introduction/05-newtype.html"><strong aria-hidden="true">1.5.</strong> Newtype</a></li><li><a href="../00-introduction/06-help_and_resources.html"><strong aria-hidden="true">1.6.</strong> Help and Resources</a></li></ol></li><li><a href="../01-limitations/00-index.html"><strong aria-hidden="true">2.</strong> Limitations</a></li><li><ol class="section"><li><a href="../01-limitations/01-no_floats.html"><strong aria-hidden="true">2.1.</strong> No Floats</a></li><li><a href="../01-limitations/02-core_only.html"><strong aria-hidden="true">2.2.</strong> Core Only</a></li><li><a href="../01-limitations/03-volatile_destination.html"><strong aria-hidden="true">2.3.</strong> Volatile Destination</a></li></ol></li><li><a href="../02-concepts/00-index.html"><strong aria-hidden="true">3.</strong> Concepts</a></li><li><ol class="section"><li><a href="../02-concepts/01-cpu.html"><strong aria-hidden="true">3.1.</strong> CPU</a></li><li><a href="../02-concepts/02-bios.html"><strong aria-hidden="true">3.2.</strong> BIOS</a></li><li><a href="../02-concepts/03-wram.html"><strong aria-hidden="true">3.3.</strong> Work RAM</a></li><li><a href="../02-concepts/04-io-registers.html"><strong aria-hidden="true">3.4.</strong> IO Registers</a></li><li><a href="../02-concepts/05-palram.html"><strong aria-hidden="true">3.5.</strong> Palette RAM</a></li><li><a href="../02-concepts/06-vram.html"><strong aria-hidden="true">3.6.</strong> Video RAM</a></li><li><a href="../02-concepts/07-oam.html"><strong aria-hidden="true">3.7.</strong> Object Attribute Memory</a></li><li><a href="../02-concepts/08-rom.html"><strong aria-hidden="true">3.8.</strong> Game Pak ROM / Flash ROM</a></li><li><a href="../02-concepts/09-sram.html"><strong aria-hidden="true">3.9.</strong> Save RAM</a></li></ol></li><li><a href="../03-video/00-index.html"><strong aria-hidden="true">4.</strong> Video</a></li><li><ol class="section"><li><a href="../03-video/01-rgb15.html"><strong aria-hidden="true">4.1.</strong> RBG15 Color</a></li><li><a href="../03-video/TODO.html"><strong aria-hidden="true">4.2.</strong> TODO</a></li></ol></li><li><a href="../04-non-video/00-index.html"><strong aria-hidden="true">5.</strong> Non-Video</a></li><li><ol class="section"><li><a href="../04-non-video/01-buttons.html"><strong aria-hidden="true">5.1.</strong> Buttons</a></li><li><a href="../04-non-video/02-timers.html"><strong aria-hidden="true">5.2.</strong> Timers</a></li><li><a href="../04-non-video/03-dma.html"><strong aria-hidden="true">5.3.</strong> Direct Memory Access</a></li><li><a href="../04-non-video/04-sound.html"><strong aria-hidden="true">5.4.</strong> Sound</a></li><li><a href="../04-non-video/05-interrupts.html"><strong aria-hidden="true">5.5.</strong> Interrupts</a></li><li><a href="../04-non-video/06-network.html"><strong aria-hidden="true">5.6.</strong> Network</a></li><li><a href="../04-non-video/07-game_pak.html"><strong aria-hidden="true">5.7.</strong> Game Pak</a></li></ol></li><li><a href="../05-examples/00-index.html"><strong aria-hidden="true">6.</strong> Examples</a></li><li><ol class="section"><li><a href="../05-examples/01-hello_magic.html"><strong aria-hidden="true">6.1.</strong> hello_magic</a></li><li><a href="../05-examples/02-hello_world.html" class="active"><strong aria-hidden="true">6.2.</strong> hello_world</a></li><li><a href="../05-examples/03-light_cycle.html"><strong aria-hidden="true">6.3.</strong> light_cycle</a></li><li><a href="../05-examples/04-bg_demo.html"><strong aria-hidden="true">6.4.</strong> bg_demo</a></li></ol></li></ol>
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200
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<ol class="chapter"><li><a href="../00-introduction/00-index.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><ol class="section"><li><a href="../00-introduction/01-requirements.html"><strong aria-hidden="true">1.1.</strong> Reader Requirements</a></li><li><a href="../00-introduction/02-goals_and_style.html"><strong aria-hidden="true">1.2.</strong> Book Goals and Style</a></li><li><a href="../00-introduction/03-development-setup.html"><strong aria-hidden="true">1.3.</strong> Development Setup</a></li><li><a href="../00-introduction/04-hello-magic.html"><strong aria-hidden="true">1.4.</strong> Hello, Magic</a></li><li><a href="../00-introduction/05-newtype.html"><strong aria-hidden="true">1.5.</strong> Newtype</a></li><li><a href="../00-introduction/06-help_and_resources.html"><strong aria-hidden="true">1.6.</strong> Help and Resources</a></li></ol></li><li><a href="../01-limitations/00-index.html"><strong aria-hidden="true">2.</strong> Limitations</a></li><li><ol class="section"><li><a href="../01-limitations/01-no_floats.html"><strong aria-hidden="true">2.1.</strong> No Floats</a></li><li><a href="../01-limitations/02-core_only.html"><strong aria-hidden="true">2.2.</strong> Core Only</a></li><li><a href="../01-limitations/03-volatile_destination.html"><strong aria-hidden="true">2.3.</strong> Volatile Destination</a></li></ol></li><li><a href="../02-concepts/00-index.html"><strong aria-hidden="true">3.</strong> Concepts</a></li><li><ol class="section"><li><a href="../02-concepts/01-cpu.html"><strong aria-hidden="true">3.1.</strong> CPU</a></li><li><a href="../02-concepts/02-bios.html"><strong aria-hidden="true">3.2.</strong> BIOS</a></li><li><a href="../02-concepts/03-wram.html"><strong aria-hidden="true">3.3.</strong> Work RAM</a></li><li><a href="../02-concepts/04-io-registers.html"><strong aria-hidden="true">3.4.</strong> IO Registers</a></li><li><a href="../02-concepts/05-palram.html"><strong aria-hidden="true">3.5.</strong> Palette RAM</a></li><li><a href="../02-concepts/06-vram.html"><strong aria-hidden="true">3.6.</strong> Video RAM</a></li><li><a href="../02-concepts/07-oam.html"><strong aria-hidden="true">3.7.</strong> Object Attribute Memory</a></li><li><a href="../02-concepts/08-rom.html"><strong aria-hidden="true">3.8.</strong> Game Pak ROM / Flash ROM</a></li><li><a href="../02-concepts/09-sram.html"><strong aria-hidden="true">3.9.</strong> Save RAM</a></li></ol></li><li><a href="../03-video/00-index.html"><strong aria-hidden="true">4.</strong> Video</a></li><li><ol class="section"><li><a href="../03-video/01-rgb15.html"><strong aria-hidden="true">4.1.</strong> RBG15 Color</a></li><li><a href="../03-video/TODO.html"><strong aria-hidden="true">4.2.</strong> TODO</a></li></ol></li><li><a href="../04-non-video/00-index.html"><strong aria-hidden="true">5.</strong> Non-Video</a></li><li><ol class="section"><li><a href="../04-non-video/01-buttons.html"><strong aria-hidden="true">5.1.</strong> Buttons</a></li><li><a href="../04-non-video/02-timers.html"><strong aria-hidden="true">5.2.</strong> Timers</a></li><li><a href="../04-non-video/03-dma.html"><strong aria-hidden="true">5.3.</strong> Direct Memory Access</a></li><li><a href="../04-non-video/04-sound.html"><strong aria-hidden="true">5.4.</strong> Sound</a></li><li><a href="../04-non-video/05-interrupts.html"><strong aria-hidden="true">5.5.</strong> Interrupts</a></li><li><a href="../04-non-video/06-network.html"><strong aria-hidden="true">5.6.</strong> Network</a></li><li><a href="../04-non-video/07-game_pak.html"><strong aria-hidden="true">5.7.</strong> Game Pak</a></li></ol></li><li><a href="../05-examples/00-index.html"><strong aria-hidden="true">6.</strong> Examples</a></li><li><ol class="section"><li><a href="../05-examples/01-hello_magic.html"><strong aria-hidden="true">6.1.</strong> hello_magic</a></li><li><a href="../05-examples/02-hello_world.html"><strong aria-hidden="true">6.2.</strong> hello_world</a></li><li><a href="../05-examples/03-light_cycle.html" class="active"><strong aria-hidden="true">6.3.</strong> light_cycle</a></li><li><a href="../05-examples/04-bg_demo.html"><strong aria-hidden="true">6.4.</strong> bg_demo</a></li></ol></li></ol>
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