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sensible goals
This commit is contained in:
parent
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@ -2,26 +2,17 @@
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So, what's this book actually gonna teach you?
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So, what's this book actually gonna teach you?
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I'm _not_ gonna tell you how to use a crate that already exists.
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My goal is certainly not just showing off the crate. Programming for the GBA is
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weird enough that I'm trying to teach you all the rest of the stuff you need to
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know along the way. If I do my job right then you'd be able to write your own
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crate for GBA stuff just how you think it should all go by the end.
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Don't get me wrong, there _is_ a [gba](https://crates.io/crates/gba) crate, and
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Overall the book is sorted more for easy review once you're trying to program
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it's on crates.io and all that jazz.
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something. The GBA has a few things that can stand on their own and many other
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things are a mass of interconnected concepts, so some parts of the book end up
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However, unlike most crates that come with a tutorial book, I don't want to just
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having to refer you to portions that you haven't read yet. The chapters and
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teach you how to use the crate. What I want is to teach you what you need to
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sections are sorted so that _minimal_ future references are required, but it's
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know so that you could build the crate yourself, from scratch, if it didn't
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unavoidable that it'll happen sometimes.
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already exist for you. Let's call it the [Handmade
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Hero](https://handmadehero.org/) school of design. Much more than you might find
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in other Rust crate books, I'll be attempting to show a lot of the _why_ in
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addition to just the _how_. Once you know how to do it all on your own, you can
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decide for yourself if the `gba` crate does it well, or if you think you can
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come up with something that suits your needs better.
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Overall the book is sorted for easy review once you're trying to program
|
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something, and the GBA has a few interconnected concepts, so some parts of the
|
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book end up having to refer you to portions that you haven't read yet. The
|
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chapters and sections are sorted so that _minimal_ future references are
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required, but it's unavoidable that it'll happen sometimes.
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The actual "tutorial order" of the book is the
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The actual "tutorial order" of the book is the
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[Examples](../05-examples/00-index.md) chapter. Each section of that chapter
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[Examples](../05-examples/00-index.md) chapter. Each section of that chapter
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@ -402,9 +402,9 @@ silly but it's so much faster than doing an actual division).
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Also, again signed values can be annoying, because if the value _just happens_
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Also, again signed values can be annoying, because if the value _just happens_
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to be `i32::MIN` then when you negate it you'll have... _still_ a negative
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to be `i32::MIN` then when you negate it you'll have... _still_ a negative
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value. I'm not 100% on this, but I think the correct thing to do at that point
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value. I'm not 100% on this, but I think the correct thing to do at that point
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is to give `$t::MIN` as out output num value.
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is to give `$t::MIN` as the output num value.
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Did you get all that? Good, because this is involves casting, we will need to
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Did you get all that? Good, because this involves casting, so we will need to
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implement it three times, which calls for another macro.
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implement it three times, which calls for another macro.
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```rust
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```rust
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@ -14,3 +14,8 @@ for full details of how the `WAITCNT` register works.
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The game pak SRAM also has only an 8-bit bus, so have fun with that.
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The game pak SRAM also has only an 8-bit bus, so have fun with that.
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The GBA Direct Memory Access (DMA) unit cannot access SRAM.
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The GBA Direct Memory Access (DMA) unit cannot access SRAM.
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Also, you [should not write to SRAM with code executing from
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ROM](https://problemkaputt.de/gbatek.htm#gbacartbackupsramfram). Instead, you
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should move the code to WRAM and execute the save code from there. We'll cover
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how to handle that eventually.
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@ -3,4 +3,81 @@
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It's all well and good to just show a picture, even to show an animation, but if
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It's all well and good to just show a picture, even to show an animation, but if
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we want a game we have to let the user interact with something.
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we want a game we have to let the user interact with something.
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TODO
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## Key Input Register
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* KEYINPUT, `0x400_0130`, `u16`, read only
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This little `u16` stores the status of _all_ the buttons on the GBA, all at
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once. There's only 10 of them, and we have 16 bits to work with, so that sounds
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easy. However, there's a bit of a catch. The register follows a "low-active"
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convention, where pressing a button _clears_ that bit until it's released.
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```rust
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const NO_BUTTONS_PRESSED: u16 = 0b0000_0011_1111_1111;
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```
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The buttons are, going up in order from the 0th bit:
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* A
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* B
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* Select
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* Start
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* Right
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* Left
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* Up
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* Down
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* R
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* L
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Bits above that are not used. However, since the arrow left and right can never
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be pressed at the same time, and the arrows up and down can never be pressed at
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the same time, this register will never read as zero.
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When programming, we usually are thinking of what buttons we want to have _be
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pressed_ instead of buttons we want to have _not be pressed_. This means that we
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need an inversion to happen somewhere along the line. The easiest moment of
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inversion is immediately as you read in from the register and wrap the value up
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in a newtype.
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```rust
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pub fn read_key_input() -> KeyInput {
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KeyInput(KEYINPUT.read() ^ 0b0000_0011_1111_1111)
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}
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```
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Now the KeyInput you get can be checked for what buttons are pressed by checking
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for a set bit like you'd do anywhere else.
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```rust
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impl KeyInput {
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pub fn a_pressed(self) -> bool {
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(self.0 & A_BIT) > 0
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}
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}
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```
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Note that the current `KEYINPUT` value changes in real time as the user presses
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or releases the buttons. To account for this, it's best to read the value just
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once per game frame and then use that single value as if it was the input across
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the whole frame. If you've worked with polling input before that should sound
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totally normal, but if not just always remember to gather the input once per
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frame and then use that value across the whole frame.
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## Key Interrupt Control
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* KEYCNT, `0x400_0132`, `u16`, read/write
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This lets you control what keys will trigger a keypad interrupt. Of course, for
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the actual interrupt to fire you also need to set the `IME` and IE` registers
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properly. See the [Interrupts](05-interrupts.md) section for details there.
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The main thing to know about this register is that the keys are in _the exact
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same order_ as the key input order. However, with this register they use a
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high-active convention instead (eg: the bit is active when the button should be
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pressed as part of the interrupt).
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In addition to simply having the bits for the buttons, bit 14 is a flag for
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enabling keypad interrupts (in addition to the flag in the `IE` register), and
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bit 15 decides how having more than one button works. If bit 15 is disabled,
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it's an OR combination (eg: "press any key to continue"). If bit 15 is enabled
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it's an AND combination (eg: "press A+B+Start+Select to reset").
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@ -1 +0,0 @@
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# hello_magic
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@ -1 +0,0 @@
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# hello_world
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@ -1 +0,0 @@
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# light_cycle
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@ -1 +0,0 @@
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# bg_demo
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@ -35,7 +35,3 @@
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* [Link Cable](04-non-video/06-link_cable.md)
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* [Link Cable](04-non-video/06-link_cable.md)
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* [Game Pak](04-non-video/07-game_pak.md)
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* [Game Pak](04-non-video/07-game_pak.md)
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* [Examples](05-examples/00-index.md)
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* [Examples](05-examples/00-index.md)
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* [hello_magic](05-examples/01-hello_magic.md)
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* [hello_world](05-examples/02-hello_world.md)
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* [light_cycle](05-examples/03-light_cycle.md)
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* [bg_demo](05-examples/04-bg_demo.md)
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@ -1,243 +0,0 @@
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#![no_std]
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#![feature(start)]
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#![feature(underscore_const_names)]
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#[macro_export]
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macro_rules! newtype {
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($(#[$attr:meta])* $new_name:ident, $old_name:ident) => {
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$(#[$attr])*
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#[repr(transparent)]
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pub struct $new_name($old_name);
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};
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}
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#[macro_export]
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macro_rules! const_assert {
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($condition:expr) => {
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#[deny(const_err)]
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#[allow(dead_code)]
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const _: usize = 0 - !$condition as usize;
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};
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}
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/// Constructs an RGB value with a `const_assert!` that the input is in range.
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#[macro_export]
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macro_rules! const_rgb {
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($r:expr, $g:expr, $b:expr) => {{
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const_assert!($r <= 31);
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const_assert!($g <= 31);
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const_assert!($b <= 31);
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Color::new($r, $g, $b)
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}};
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}
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mod vol_address {
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#![allow(unused)]
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use core::{cmp::Ordering, iter::FusedIterator, marker::PhantomData, num::NonZeroUsize};
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/// VolAddress
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#[derive(Debug)]
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#[repr(transparent)]
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pub struct VolAddress<T> {
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address: NonZeroUsize,
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marker: PhantomData<*mut T>,
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}
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impl<T> Clone for VolAddress<T> {
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fn clone(&self) -> Self {
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*self
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}
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}
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impl<T> Copy for VolAddress<T> {}
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impl<T> PartialEq for VolAddress<T> {
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fn eq(&self, other: &Self) -> bool {
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self.address == other.address
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}
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}
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impl<T> Eq for VolAddress<T> {}
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impl<T> PartialOrd for VolAddress<T> {
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fn partial_cmp(&self, other: &Self) -> Option<Ordering> {
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Some(self.address.cmp(&other.address))
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}
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}
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impl<T> Ord for VolAddress<T> {
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fn cmp(&self, other: &Self) -> Ordering {
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self.address.cmp(&other.address)
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}
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}
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impl<T> VolAddress<T> {
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pub const unsafe fn new_unchecked(address: usize) -> Self {
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VolAddress {
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address: NonZeroUsize::new_unchecked(address),
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marker: PhantomData,
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}
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}
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pub const unsafe fn cast<Z>(self) -> VolAddress<Z> {
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VolAddress {
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address: self.address,
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marker: PhantomData,
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}
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}
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pub unsafe fn offset(self, offset: isize) -> Self {
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// TODO: const this
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VolAddress {
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address: NonZeroUsize::new_unchecked(self.address.get().wrapping_add(offset as usize * core::mem::size_of::<T>())),
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marker: PhantomData,
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}
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}
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pub fn is_aligned(self) -> bool {
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// TODO: const this
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self.address.get() % core::mem::align_of::<T>() == 0
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}
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pub const unsafe fn iter_slots(self, slots: usize) -> VolAddressIter<T> {
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VolAddressIter { vol_address: self, slots }
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}
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pub fn read(self) -> T
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where
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T: Copy,
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{
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unsafe { (self.address.get() as *mut T).read_volatile() }
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}
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pub unsafe fn read_non_copy(self) -> T {
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(self.address.get() as *mut T).read_volatile()
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}
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pub fn write(self, val: T) {
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unsafe { (self.address.get() as *mut T).write_volatile(val) }
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}
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}
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/// VolAddressIter
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#[derive(Debug)]
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pub struct VolAddressIter<T> {
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vol_address: VolAddress<T>,
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slots: usize,
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}
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impl<T> Clone for VolAddressIter<T> {
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fn clone(&self) -> Self {
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VolAddressIter {
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vol_address: self.vol_address,
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slots: self.slots,
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}
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}
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}
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impl<T> PartialEq for VolAddressIter<T> {
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fn eq(&self, other: &Self) -> bool {
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self.vol_address == other.vol_address && self.slots == other.slots
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}
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}
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impl<T> Eq for VolAddressIter<T> {}
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impl<T> Iterator for VolAddressIter<T> {
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type Item = VolAddress<T>;
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||||||
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|
||||||
fn next(&mut self) -> Option<Self::Item> {
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|
||||||
if self.slots > 0 {
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|
||||||
let out = self.vol_address;
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||||||
unsafe {
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|
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self.slots -= 1;
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|
||||||
self.vol_address = self.vol_address.offset(1);
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|
||||||
}
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||||||
Some(out)
|
|
||||||
} else {
|
|
||||||
None
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
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|
||||||
impl<T> FusedIterator for VolAddressIter<T> {}
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|
||||||
/// VolAddressBlock
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|
||||||
#[derive(Debug)]
|
|
||||||
pub struct VolAddressBlock<T> {
|
|
||||||
vol_address: VolAddress<T>,
|
|
||||||
slots: usize,
|
|
||||||
}
|
|
||||||
impl<T> Clone for VolAddressBlock<T> {
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|
||||||
fn clone(&self) -> Self {
|
|
||||||
VolAddressBlock {
|
|
||||||
vol_address: self.vol_address,
|
|
||||||
slots: self.slots,
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
impl<T> PartialEq for VolAddressBlock<T> {
|
|
||||||
fn eq(&self, other: &Self) -> bool {
|
|
||||||
self.vol_address == other.vol_address && self.slots == other.slots
|
|
||||||
}
|
|
||||||
}
|
|
||||||
impl<T> Eq for VolAddressBlock<T> {}
|
|
||||||
impl<T> VolAddressBlock<T> {
|
|
||||||
pub const unsafe fn new_unchecked(vol_address: VolAddress<T>, slots: usize) -> Self {
|
|
||||||
VolAddressBlock { vol_address, slots }
|
|
||||||
}
|
|
||||||
pub const fn iter(self) -> VolAddressIter<T> {
|
|
||||||
VolAddressIter {
|
|
||||||
vol_address: self.vol_address,
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|
||||||
slots: self.slots,
|
|
||||||
}
|
|
||||||
}
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|
||||||
pub unsafe fn index_unchecked(self, slot: usize) -> VolAddress<T> {
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|
||||||
// TODO: const this
|
|
||||||
self.vol_address.offset(slot as isize)
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|
||||||
}
|
|
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pub fn index(self, slot: usize) -> VolAddress<T> {
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|
||||||
if slot < self.slots {
|
|
||||||
unsafe { self.vol_address.offset(slot as isize) }
|
|
||||||
} else {
|
|
||||||
panic!("Index Requested: {} >= Bound: {}", slot, self.slots)
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|
||||||
}
|
|
||||||
}
|
|
||||||
pub fn get(self, slot: usize) -> Option<VolAddress<T>> {
|
|
||||||
if slot < self.slots {
|
|
||||||
unsafe { Some(self.vol_address.offset(slot as isize)) }
|
|
||||||
} else {
|
|
||||||
None
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
use self::vol_address::*;
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|
||||||
|
|
||||||
newtype! {
|
|
||||||
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
|
|
||||||
Color, u16
|
|
||||||
}
|
|
||||||
|
|
||||||
impl Color {
|
|
||||||
/// Combines the Red, Blue, and Green provided into a single color value.
|
|
||||||
pub const fn new(red: u16, green: u16, blue: u16) -> Color {
|
|
||||||
Color(blue << 10 | green << 5 | red)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
newtype! {
|
|
||||||
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
|
|
||||||
DisplayControlSetting, u16
|
|
||||||
}
|
|
||||||
|
|
||||||
pub const DISPLAY_CONTROL: VolAddress<DisplayControlSetting> = unsafe { VolAddress::new_unchecked(0x0400_0000) };
|
|
||||||
pub const JUST_MODE3: DisplayControlSetting = DisplayControlSetting(3);
|
|
||||||
pub const JUST_BG2: DisplayControlSetting = DisplayControlSetting(0b100_0000_0000);
|
|
||||||
pub const JUST_MODE3_AND_BG2: DisplayControlSetting = DisplayControlSetting(JUST_MODE3.0 | JUST_BG2.0);
|
|
||||||
|
|
||||||
pub struct Mode3;
|
|
||||||
impl Mode3 {
|
|
||||||
const SCREEN_WIDTH: isize = 240;
|
|
||||||
const SCREEN_HEIGHT: isize = 160;
|
|
||||||
const PIXELS: VolAddressBlock<Color> =
|
|
||||||
unsafe { VolAddressBlock::new_unchecked(VolAddress::new_unchecked(0x600_0000), (Self::SCREEN_WIDTH * Self::SCREEN_HEIGHT) as usize) };
|
|
||||||
|
|
||||||
pub unsafe fn draw_pixel(col: usize, row: usize, color: Color) {
|
|
||||||
Self::PIXELS.index(col + row * Self::SCREEN_WIDTH as usize).write(color);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
#[panic_handler]
|
|
||||||
fn panic(_info: &core::panic::PanicInfo) -> ! {
|
|
||||||
loop {}
|
|
||||||
}
|
|
||||||
|
|
||||||
#[start]
|
|
||||||
fn main(_argc: isize, _argv: *const *const u8) -> isize {
|
|
||||||
unsafe {
|
|
||||||
DISPLAY_CONTROL.write(JUST_MODE3_AND_BG2);
|
|
||||||
Mode3::draw_pixel(120, 80, const_rgb!(31, 0, 0));
|
|
||||||
Mode3::draw_pixel(136, 80, const_rgb!(0, 31, 0));
|
|
||||||
Mode3::draw_pixel(120, 96, const_rgb!(0, 0, 31));
|
|
||||||
loop {}
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -65,11 +65,21 @@ pub extern "C" fn __clzsi2(mut x: usize) -> usize {
|
||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
fn __clzsi2_test() {
|
fn __clzsi2_test() {
|
||||||
let mut i = 1 << 63;
|
let mut i: usize = core::usize::MAX;
|
||||||
while i > 0 {
|
while i > 0 {
|
||||||
assert_eq!(__clzsi2(i), i.leading_zeros() as usize);
|
assert_eq!(__clzsi2(i) as u32, i.leading_zeros());
|
||||||
i >>= 1;
|
i >>= 1;
|
||||||
}
|
}
|
||||||
|
// check 0 also
|
||||||
|
i = 0;
|
||||||
|
assert_eq!(__clzsi2(i) as u32, i.leading_zeros());
|
||||||
|
// double check for bit patterns that aren't solid 1s
|
||||||
|
i = 1;
|
||||||
|
for _ in 0 .. 63 {
|
||||||
|
assert_eq!(__clzsi2(i) as u32, i.leading_zeros());
|
||||||
|
i <<= 2;
|
||||||
|
i += 1;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// TODO: add some shims
|
// TODO: add some shims
|
||||||
|
|
Loading…
Reference in a new issue