Merge pull request #28 from rust-console/lokathor

Book Reorganization Sanity Check
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@ -16,7 +16,7 @@ before_script:
- cargo install-update -a
script:
# Obtain the devkitPro tools, using target as a temp directory
# Obtain the devkitPro tools, using `target/` as a temp directory
- mkdir -p target
- cd target
- wget https://github.com/devkitPro/pacman/releases/download/devkitpro-pacman-1.0.1/devkitpro-pacman.deb

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@ -1,8 +1,8 @@
[package]
name = "gba"
description = "A crate (and book) for making GBA games with Rust."
version = "0.3.0"
authors = ["Lokathor <zefria@gmail.com>", "Ketsuban"]
version = "0.3.0-pre"
authors = ["Lokathor <zefria@gmail.com>", "Thomas Winwood <twwinwood@gmail.com>"]
repository = "https://github.com/rust-console/gba"
readme = "README.md"
keywords = ["gba"]

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@ -1,37 +1,4 @@
# hello1
Our first example will be a totally minimal, full magic number crazy town.
Ready? Here goes:
`hello1.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 {
(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 {}
}
}
```
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 [Rust Community Discord](https://discordapp.com/invite/aVESxV8),
until you're able to get your three dots going.
## A basic hello1 explanation

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@ -0,0 +1,316 @@
# Making A Memory Game
For this example to show off our new skills we'll make a "memory" game. The idea
is that there's some face down cards and you pick one, it flips, you pick a
second, if they match they both go away, if they don't match they both turn back
face down. The player keeps going until all the cards are gone, then we'll deal
the cards again.
There are many steps to do to get such a simple seeming game going. In fact I
stumbled a bit myself when trying to get things set up and going despite having
written and explained all the parts so far. Accordingly, we'll take each part
very slowly, and review things as we build up our game.
We'll start back with a nearly blank file, calling it `memory_game.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 {
loop {
// TODO the whole thing
}
}
```
## Displaying A Background
First let's try to get a background going. We'll display a simple checker
pattern just so that we know that we did something.
Remember, backgrounds have the following essential components:
* Background Palette
* Background Tiles
* Screenblock
* IO Registers
### Background Palette
To write to the background palette memory we'll want to name a `VolatilePtr` for
it. We'll probably also want to be able to cast between different types either
right away or later in this program, so we'll add a method for that.
```rust
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
#[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 fn offset(self, count: isize) -> Self {
VolatilePtr(self.0.wrapping_offset(count))
}
pub fn cast<Z>(self) -> VolatilePtr<Z> {
VolatilePtr(self.0 as *mut Z)
}
}
```
Now we give ourselves an easy way to write a color into a palbank slot.
```rust
pub const BACKGROUND_PALETTE: VolatilePtr<u16> = VolatilePtr(0x500_0000 as *mut u16);
pub fn set_bg_palette_4bpp(palbank: usize, slot: usize, color: u16) {
assert!(palbank < 16);
assert!(slot > 0 && slot < 16);
unsafe {
BACKGROUND_PALETTE
.cast::<[u16; 16]>()
.offset(palbank as isize)
.cast::<u16>()
.offset(slot as isize)
.write(color);
}
}
```
And of course we need to bring back in our ability to build color values, as
well as a few named colors to start us off:
```rust
pub const fn rgb16(red: u16, green: u16, blue: u16) -> u16 {
blue << 10 | green << 5 | red
}
pub const WHITE: u16 = rgb16(31, 31, 31);
pub const LIGHT_GRAY: u16 = rgb16(25, 25, 25);
pub const DARK_GRAY: u16 = rgb16(15, 15, 15);
```
Which _finally_ allows us to set our palette colors in `main`:
```rust
fn main(_argc: isize, _argv: *const *const u8) -> isize {
set_bg_palette_4bpp(0, 1, WHITE);
set_bg_palette_4bpp(0, 2, LIGHT_GRAY);
set_bg_palette_4bpp(0, 3, DARK_GRAY);
```
### Background Tiles
So we'll want some light gray tiles and some dark gray tiles. We could use a
single tile and then swap it between palbanks to do the color selection, but for
now we'll just use two different tiles, since we've got tons of tile space to
spare.
```rust
#[derive(Debug, Clone, Copy, Default)]
#[repr(transparent)]
pub struct Tile4bpp {
pub data: [u32; 8],
}
pub const ALL_TWOS: Tile4bpp = Tile4bpp {
data: [
0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222,
],
};
pub const ALL_THREES: Tile4bpp = Tile4bpp {
data: [
0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333,
],
};
```
And then we have to have a way to put the tiles into video memory:
```rust
#[derive(Clone, Copy)]
#[repr(transparent)]
pub struct Charblock4bpp {
pub data: [Tile4bpp; 512],
}
pub const VRAM: VolatilePtr<Charblock4bpp> = VolatilePtr(0x0600_0000 as *mut Charblock4bpp);
pub fn set_bg_tile_4bpp(charblock: usize, index: usize, tile: Tile4bpp) {
assert!(charblock < 4);
assert!(index < 512);
unsafe { VRAM.offset(charblock as isize).cast::<Tile4bpp>().offset(index as isize).write(tile) }
}
```
And finally, we can call that within `main`:
```rust
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);
```
### Setup A Screenblock
Screenblocks are a little weird because they take the same space as the
charblocks (8 screenblocks per charblock). The GBA will let you mix and match
and it's up to you to keep it all straight. We're using tiles at the base of
charblock 0, so we'll place our screenblock at the base of charblock 1.
First, we have to be able to make one single screenblock entry at a time:
```rust
#[derive(Debug, Clone, Copy, Default)]
#[repr(transparent)]
pub struct RegularScreenblockEntry(u16);
impl RegularScreenblockEntry {
pub const SCREENBLOCK_ENTRY_TILE_ID_MASK: u16 = 0b11_1111_1111;
pub const fn from_tile_id(id: u16) -> Self {
RegularScreenblockEntry(id & Self::SCREENBLOCK_ENTRY_TILE_ID_MASK)
}
}
```
And then with 32x32 of these things we'll have a whole screenblock. Now, we
probably won't actually make values of the screenblock type itself, but we at
least need it to have the type declared with the correct size so that we can
move our pointers around by the right amount.
```rust
#[derive(Clone, Copy)]
#[repr(transparent)]
pub struct RegularScreenblock {
pub data: [RegularScreenblockEntry; 32 * 32],
}
```
Alright, so, as I said those things are kinda big, we don't really want to be
building them up on the stack if we can avoid it, so we'll write one straight
into memory at the correct location.
```rust
pub fn checker_screenblock(slot: usize, a_entry: RegularScreenblockEntry, b_entry: RegularScreenblockEntry) {
let mut p = VRAM.cast::<RegularScreenblock>().offset(slot as isize).cast::<RegularScreenblockEntry>();
let mut checker = true;
for _row in 0..32 {
for _col in 0..32 {
unsafe { p.write(if checker { a_entry } else { b_entry }) };
p = p.offset(1);
checker = !checker;
}
checker = !checker;
}
}
```
And then we add this into `main`
```rust
// screenblock
let light_entry = RegularScreenblockEntry::from_tile_id(0);
let dark_entry = RegularScreenblockEntry::from_tile_id(1);
checker_screenblock(8, light_entry, dark_entry);
```
### Background IO Registers
Our most important step is of course the IO register step. There's four
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
#[derive(Clone, Copy, Default, PartialEq, Eq)]
#[repr(transparent)]
pub struct BackgroundControlSetting(u16);
impl BackgroundControlSetting {
pub const SCREEN_BASE_BLOCK_MASK: u16 = 0b1_1111;
pub const fn from_base_block(sbb: u16) -> Self {
BackgroundControlSetting((sbb & Self::SCREEN_BASE_BLOCK_MASK) << 8)
}
}
pub const BG0CNT: VolatilePtr<BackgroundControlSetting> = VolatilePtr(0x400_0008 as *mut BackgroundControlSetting);
```
And... that's all it takes for us to be able to add a line into `main`
```rust
// bg0 control
unsafe { BG0CNT.write(BackgroundControlSetting::from_base_block(8)) };
```
### Set The Display Control Register
We're finally ready to set the display control register and get things going.
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)]
#[repr(transparent)]
pub struct DisplayControlSetting(u16);
impl DisplayControlSetting {
pub const JUST_ENABLE_BG0: DisplayControlSetting = DisplayControlSetting(1 << 8);
}
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.

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@ -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;
}
}
```

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@ -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

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@ -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],
}
```

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@ -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.

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@ -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.

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@ -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.

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@ -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.

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@ -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!

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# 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.

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@ -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.

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@ -0,0 +1 @@
# GBA Limitations

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@ -0,0 +1 @@
# No Floats

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@ -0,0 +1 @@
# Core Only

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@ -0,0 +1 @@
# Volatile Destination

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@ -0,0 +1 @@
# Broad Concepts

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@ -0,0 +1 @@
# CPU

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@ -0,0 +1 @@
# BIOS

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@ -0,0 +1 @@
# Work RAM

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@ -0,0 +1 @@
# IO Registers

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@ -0,0 +1 @@
# Palette RAM

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@ -0,0 +1 @@
# Video RAM

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@ -0,0 +1 @@
# Object Attribute Memory

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@ -0,0 +1 @@
# Game Pak ROM / Flash ROM

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@ -0,0 +1 @@
# Save RAM

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@ -0,0 +1 @@
# Video

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@ -0,0 +1 @@
# RBG15 Color

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@ -0,0 +1 @@
# TODO

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@ -0,0 +1 @@
# Non-Video

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@ -0,0 +1 @@
# Buttons

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@ -0,0 +1 @@
# Timers

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@ -0,0 +1 @@
# Direct Memory Access

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@ -0,0 +1 @@
# Sound

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@ -0,0 +1 @@
# Interrupts

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@ -0,0 +1 @@
# Network

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@ -0,0 +1 @@
# Game Pak

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@ -0,0 +1 @@
# Examples

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@ -0,0 +1 @@
# hello_magic

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# hello_world

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@ -0,0 +1 @@
# light_cycle

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@ -0,0 +1 @@
# bg_demo

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@ -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)

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@ -1,2 +0,0 @@
# GBA RNG
TODO

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@ -1,2 +0,0 @@
# memory_game
TODO

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@ -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.

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@ -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
)

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@ -0,0 +1,202 @@
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<a class="header" href="#introduction" id="introduction"><h1>Introduction</h1></a>
<p>This is the book for learning how to write GBA games in Rust.</p>
<p>I'm <strong>Lokathor</strong>, the main author of the book. There's also <strong>Ketsuban</strong> who
provides the technical advisement, reviews the PRs, and keeps my crazy in check.</p>
<p>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.</p>
<a class="header" href="#feedback" id="feedback"><h2>Feedback</h2></a>
<p>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
<a href="https://github.com/rust-console/gba/issues">file an issue</a> about it so I know
where things need to improve.</p>
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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>
<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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<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 &quot;atomic&quot; 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&lt;T&gt;(pub *mut T);
impl&lt;T&gt; VolatilePtr&lt;T&gt; {
pub unsafe fn read(&amp;self) -&gt; T {
core::ptr::read_volatile(self.0)
}
pub unsafe fn write(&amp;self, data: T) {
core::ptr::write_volatile(self.0, data);
}
pub unsafe fn offset(self, count: isize) -&gt; 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 &quot;if you wanna program Rust on this old
video game system you should already know how to program Rust&quot;, 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>
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html" class="active"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/regular_objects.html"><strong aria-hidden="true">5.4.</strong> Regular Objects</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
<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>
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@ -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
&quot;horizontal blank&quot; (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 &quot;vertical blank&quot; (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&lt;u16&gt; = VolatilePtr(0x0400_0006 as *mut u16);
pub fn vcount() -&gt; 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() &lt; SCREEN_HEIGHT as u16 {}
}
pub fn wait_until_vdraw() {
while vcount() &gt;= 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 &quot;tutorial order&quot; 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>
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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>
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@ -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 &quot;real&quot; 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 &quot;real&quot; 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>
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<title>hello2 - Rust GBA Guide</title>
<title>Hello, Magic - Rust GBA Guide</title>
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html" class="active"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/regular_objects.html"><strong aria-hidden="true">5.4.</strong> Regular Objects</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
<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>
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<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 &quot;Hello, world&quot; 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: &amp;core::panic::PanicInfo) -&gt; ! {
#[start]
fn main(_argc: isize, _argv: *const *const u8) -&gt; 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&lt;u16&gt; = 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 &quot;minimal const fn&quot; 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) -&gt; u16 {
blue &lt;&lt; 10 | green &lt;&lt; 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 &quot;important parts&quot; 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: &amp;core::panic::PanicInfo) -&gt; ! {
loop {}
}
#[start]
fn main(_argc: isize, _argv: *const *const u8) -&gt; 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&lt;T&gt;(pub *mut T);
impl&lt;T&gt; VolatilePtr&lt;T&gt; {
pub unsafe fn read(&amp;self) -&gt; T {
core::ptr::read_volatile(self.0)
}
pub unsafe fn write(&amp;self, data: T) {
core::ptr::write_volatile(self.0, data);
}
pub unsafe fn offset(self, count: isize) -&gt; Self {
VolatilePtr(self.0.wrapping_offset(count))
}
}
pub const DISPCNT: VolatilePtr&lt;u16&gt; = 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) -&gt; u16 {
blue &lt;&lt; 10 | green &lt;&lt; 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>
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html" class="active"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/regular_objects.html"><strong aria-hidden="true">5.4.</strong> Regular Objects</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
<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>
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@ -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: &amp;core::panic::PanicInfo) -&gt; ! {
loop {}
}
#[start]
fn main(_argc: isize, _argv: *const *const u8) -&gt; 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: &amp;core::panic::PanicInfo) -&gt; ! {
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) -&gt; 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 &quot;return to&quot; when it's done.</p>
<p>Side note: if you want to learn more about stuff &quot;before main gets called&quot; 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 &quot;return to&quot;, 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 &quot;Newtype Pattern&quot;!</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&lt;PixelColor&gt; for u16 {
fn from(color: PixelColor) -&gt; 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) =&gt; {
#[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) =&gt; {
$(#[$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) =&gt; {
$(#[$attr])*
#[repr(transparent)]
pub struct $new_name($old_name);
impl From&lt;$new_name&gt; for $old_name {
fn from(x: $new_name) -&gt; $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>
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<title>Help and Resources - Rust GBA Guide</title>
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html" class="active"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/regular_objects.html"><strong aria-hidden="true">5.4.</strong> Regular Objects</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
<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>
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<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 &quot;tiled&quot; 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 &quot;bitmap&quot; 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 &quot;pages&quot;. 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>
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html" class="active"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/regular_objects.html"><strong aria-hidden="true">5.4.</strong> Regular Objects</a></li><li><a href="../ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
<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>
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<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 &quot;too fast&quot;. 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 &quot;light cycle&quot; 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 &quot;properly
organized&quot; for the long term.</p>
<a class="header" href="#gba-limitations" id="gba-limitations"><h1>GBA Limitations</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" 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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<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>
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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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