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example updates
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@ -1,25 +0,0 @@
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#![no_std]
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#![feature(start)]
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#![forbid(unsafe_code)]
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use gba::{
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io::display::{DisplayControlSetting, DisplayMode, DISPCNT},
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vram::bitmap::Mode3,
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Color,
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};
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#[panic_handler]
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fn panic(_info: &core::panic::PanicInfo) -> ! {
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loop {}
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}
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#[start]
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fn main(_argc: isize, _argv: *const *const u8) -> isize {
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const SETTING: DisplayControlSetting =
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DisplayControlSetting::new().with_mode(DisplayMode::Mode3).with_bg2(true);
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DISPCNT.write(SETTING);
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Mode3::write_pixel(120, 80, Color::from_rgb(31, 0, 0));
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Mode3::write_pixel(136, 80, Color::from_rgb(0, 31, 0));
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Mode3::write_pixel(120, 96, Color::from_rgb(0, 0, 31));
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loop {}
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}
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@ -21,8 +21,8 @@ fn main(_argc: isize, _argv: *const *const u8) -> isize {
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const SETTING: DisplayControlSetting = DisplayControlSetting::new().with_mode(DisplayMode::Mode3).with_bg2(true);
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const SETTING: DisplayControlSetting = DisplayControlSetting::new().with_mode(DisplayMode::Mode3).with_bg2(true);
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DISPCNT.write(SETTING);
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DISPCNT.write(SETTING);
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let mut px = Mode3::SCREEN_WIDTH / 2;
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let mut px = Mode3::WIDTH / 2;
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let mut py = Mode3::SCREEN_HEIGHT / 2;
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let mut py = Mode3::HEIGHT / 2;
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let mut color = Color::from_rgb(31, 0, 0);
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let mut color = Color::from_rgb(31, 0, 0);
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loop {
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loop {
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@ -36,24 +36,24 @@ fn main(_argc: isize, _argv: *const *const u8) -> isize {
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// draw the new game and wait until the next frame starts.
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// draw the new game and wait until the next frame starts.
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const BLACK: Color = Color::from_rgb(0, 0, 0);
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const BLACK: Color = Color::from_rgb(0, 0, 0);
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if px >= Mode3::SCREEN_WIDTH || py >= Mode3::SCREEN_HEIGHT {
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if px >= Mode3::WIDTH || py >= Mode3::HEIGHT {
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// out of bounds, reset the screen and position.
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// out of bounds, reset the screen and position.
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Mode3::clear_to(BLACK);
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Mode3::clear_to(BLACK);
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color = color.rotate_left(5);
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color = color.rotate_left(5);
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px = Mode3::SCREEN_WIDTH / 2;
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px = Mode3::WIDTH / 2;
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py = Mode3::SCREEN_HEIGHT / 2;
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py = Mode3::HEIGHT / 2;
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} else {
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} else {
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let color_here = Mode3::read_pixel(px, py);
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let color_here = Mode3::read(px, py);
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if color_here != Some(BLACK) {
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if color_here != Some(BLACK) {
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// crashed into our own line, reset the screen
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// crashed into our own line, reset the screen
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Mode3::dma_clear_to(BLACK);
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Mode3::dma_clear_to(BLACK);
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color = color.rotate_left(5);
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color = color.rotate_left(5);
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} else {
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} else {
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// draw the new part of the line
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// draw the new part of the line
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Mode3::write_pixel(px, py, color);
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Mode3::write(px, py, color);
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Mode3::write_pixel(px, py + 1, color);
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Mode3::write(px, py + 1, color);
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Mode3::write_pixel(px + 1, py, color);
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Mode3::write(px + 1, py, color);
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Mode3::write_pixel(px + 1, py + 1, color);
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Mode3::write(px + 1, py + 1, color);
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}
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}
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}
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}
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spin_until_vdraw();
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spin_until_vdraw();
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56
examples/hello_world.rs
Normal file
56
examples/hello_world.rs
Normal file
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@ -0,0 +1,56 @@
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#![no_std]
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#![feature(start)]
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#![forbid(unsafe_code)]
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use gba::{
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fatal,
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io::display::{DisplayControlSetting, DisplayMode, DISPCNT},
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vram::bitmap::{Mode3, Mode4, Mode5, Page},
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warn, Color,
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};
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#[panic_handler]
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fn panic(info: &core::panic::PanicInfo) -> ! {
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fatal!("{}", info);
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loop {}
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}
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#[start]
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fn main(_argc: isize, _argv: *const *const u8) -> isize {
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const SETTING: DisplayControlSetting =
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DisplayControlSetting::new().with_mode(DisplayMode::Mode5).with_bg2(true);
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DISPCNT.write(SETTING);
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use gba::io::timers::*;
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let tcs0 = TimerControlSetting::new().with_enabled(true);
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let tcs1 = TimerControlSetting::new().with_tick_rate(TimerTickRate::Cascade).with_enabled(true);
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TM1CNT_H.write(tcs1);
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TM0CNT_H.write(tcs0);
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let start = TM0CNT_L.read();
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Mode5::clear_to(Page::Zero, Color(0));
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let end0 = TM0CNT_L.read();
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let end1 = TM1CNT_L.read();
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warn!("CLEAR_TO: start:{}, end0:{}, end1:{}", start, end0, end1);
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// reset
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TM1CNT_H.write(TimerControlSetting::new());
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TM0CNT_H.write(TimerControlSetting::new());
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TM1CNT_H.write(tcs1);
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TM0CNT_H.write(tcs0);
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let start = TM0CNT_L.read();
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Mode5::dma_clear_to(Page::Zero, Color(0));
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let end0 = TM0CNT_L.read();
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let end1 = TM1CNT_L.read();
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warn!("DMA_CLEAR_TO: start:{}, end0:{}, end1:{}", start, end0, end1);
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DISPCNT.write(DisplayControlSetting::new().with_mode(DisplayMode::Mode3).with_bg2(true));
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loop {
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let this_frame_keys = gba::io::keypad::read_key_input();
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gba::io::display::spin_until_vblank();
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Mode3::dma_clear_to(Color(111));
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Mode3::draw_line(5, 5, 240, 160, Color(0b0_11111_11111_11111));
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gba::io::display::spin_until_vdraw();
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}
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}
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