book chapter directory rename (we'll get 10+ chapters)

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Lokathor 2018-11-14 19:53:21 -07:00
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@ -2,14 +2,15 @@
# Rust GBA Tutorials # Rust GBA Tutorials
* [Introduction](introduction.md) * [Introduction](introduction.md)
* [Ch 0: Development Setup](ch0/index.md) * [Ch 0: Development Setup](ch00/index.md)
* [Ch 1: Hello GBA](ch1/index.md) * [Ch 1: Hello GBA](ch01/index.md)
* [hello1](ch1/hello1.md) * [hello1](ch01/hello1.md)
* [IO Registers](ch1/io_registers.md) * [IO Registers](ch01/io_registers.md)
* [The Display Control Register](ch1/the_display_control_register.md) * [The Display Control Register](ch01/the_display_control_register.md)
* [Video Memory Intro](ch1/video_memory_intro.md) * [Video Memory Intro](ch01/video_memory_intro.md)
* [hello2](ch1/hello2.md) * [hello2](ch01/hello2.md)
* [Ch 2: User Input](ch2/index.md) * [Ch 2: User Input](ch02/index.md)
* [The Key Input Register](ch2/the_key_input_register.md) * [The Key Input Register](ch02/the_key_input_register.md)
* [The VCount Register](ch2/the_vcount_register.md) * [The VCount Register](ch02/the_vcount_register.md)
* [light_cycle](ch2/light_cycle.md) * [light_cycle](ch02/light_cycle.md)
* [Ch 3: Memory and Objects](ch03/index.md)

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@ -110,5 +110,6 @@ pub unsafe fn mode3_pixel(col: isize, row: isize, color: u16) {
Exact same program that we started with, but much easier to read. Exact same program that we started with, but much easier to read.
Of course, in the full `gba` crate that this book is a part of we have these and Of course, in the full `gba` crate that this book is a part of we have these and
other elements all labeled and sorted out for you. Still, for educational other elements all labeled and sorted out for you (not identically, but
purposes it's often best to do it yourself at least once. similarly). Still, for educational purposes it's often best to do it yourself at
least once.

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@ -113,7 +113,23 @@ it's not black that means we've been here before and the player has crashed into
their own line. In this case, we reset the game without moving them to a new their own line. In this case, we reset the game without moving them to a new
location. location.
Finally, if the player is in bounds and they haven't crashed, we write their color into memory at this position. Finally, if the player is in bounds and they haven't crashed, we write their
color into memory at this position.
Regardless of how it worked out, we hold here until vdraw starts before going to Regardless of how it worked out, we hold here until vdraw starts before going to
the next loop. the next loop. That's all there is to it.
## The gba crate doesn't quite work like this
Once again, as with the `hello1` and `hello2` examples, the `gba` crate covers
much of this same ground as our example here, but in slightly different ways.
Better organization and abstractions are usually only realized once you've used
more of the whole thing you're trying to work with. If we want to have a crate
where the whole thing is well integrated with itself, then the examples would
also end up having to explain about things we haven't really touched on much
yet. It becomes a lot harder to teach.
So, going forward, we will continue to teach concepts and build examples that
don't directly depend on the `gba` crate. This allows the crate to freely grow
without all the past examples becoming a great inertia upon it.

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@ -93,11 +93,13 @@ folded and refolded by the compiler, but we can just check.
It turns out that the `!=0` test is 4 instructions and the `==0` test is 6 It turns out that the `!=0` test is 4 instructions and the `==0` test is 6
instructions. Since we want to get savings where we can, and we'll probably instructions. Since we want to get savings where we can, and we'll probably
check the keys of an input often enough, we'll just always use a `!=0` test and check the keys of an input often enough, we'll just always use a `!=0` test and
then adjust how we initially read the register to compensate. then adjust how we initially read the register to compensate. By using xor with
a mask for only the 10 used bits we can flip the "low when pressed" values so
that the entire result has active bits in all positions where a key is pressed.
```rust ```rust
pub fn read_key_input() -> KeyInputSetting { pub fn read_key_input() -> KeyInputSetting {
unsafe { KeyInputSetting(KEYINPUT.read_volatile() ^ 0b1111_1111_1111_1111) } unsafe { KeyInputSetting(KEYINPUT.read_volatile() ^ 0b0000_0011_1111_1111) }
} }
``` ```

1
book/src/ch03/index.md Normal file
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# Ch 3: Memory and Objects

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@ -72,7 +72,7 @@
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@ -288,7 +288,7 @@ ROM is patched in place, so we don't even need to specify a new destination.</li
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@ -306,7 +306,7 @@ ROM is patched in place, so we don't even need to specify a new destination.</li
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@ -311,13 +311,13 @@ safety concerns.</p>
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@ -236,21 +236,22 @@ pub unsafe fn mode3_pixel(col: isize, row: isize, color: u16) {
</code></pre></pre> </code></pre></pre>
<p>Exact same program that we started with, but much easier to read.</p> <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 <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. Still, for educational other elements all labeled and sorted out for you (not identically, but
purposes it's often best to do it yourself at least once.</p> similarly). Still, for educational purposes it's often best to do it yourself at
least once.</p>
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@ -229,13 +229,13 @@ newtyping as we attempt a <code>hello2</code> program.</p>
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@ -239,13 +239,13 @@ binary to make sense of it.</p>
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@ -160,13 +160,13 @@ organized&quot; for the long term.</p>
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</script> </script>
<nav id="sidebar" class="sidebar" aria-label="Table of contents"> <nav id="sidebar" class="sidebar" aria-label="Table of contents">
<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch0/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch1/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch1/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch1/io_registers.html"><strong aria-hidden="true">3.2.</strong> IO Registers</a></li><li><a href="../ch1/the_display_control_register.html"><strong aria-hidden="true">3.3.</strong> The Display Control Register</a></li><li><a href="../ch1/video_memory_intro.html"><strong aria-hidden="true">3.4.</strong> Video Memory Intro</a></li><li><a href="../ch1/hello2.html"><strong aria-hidden="true">3.5.</strong> hello2</a></li></ol></li><li><a href="../ch2/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch2/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch2/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch2/light_cycle.html" class="active"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li></ol> <ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.2.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.3.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.4.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.5.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html" class="active"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li></ol>
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@ -236,21 +236,37 @@ different colors.</p>
it's not black that means we've been here before and the player has crashed into it's not black that means we've been here before and the player has crashed into
their own line. In this case, we reset the game without moving them to a new their own line. In this case, we reset the game without moving them to a new
location.</p> location.</p>
<p>Finally, if the player is in bounds and they haven't crashed, we write their color into memory at this position.</p> <p>Finally, if the player is in bounds and they haven't crashed, we write their
color into memory at this position.</p>
<p>Regardless of how it worked out, we hold here until vdraw starts before going to <p>Regardless of how it worked out, we hold here until vdraw starts before going to
the next loop.</p> the next loop. That's all there is to it.</p>
<a class="header" href="#the-gba-crate-doesnt-quite-work-like-this" id="the-gba-crate-doesnt-quite-work-like-this"><h2>The gba crate doesn't quite work like this</h2></a>
<p>Once again, as with the <code>hello1</code> and <code>hello2</code> examples, the <code>gba</code> crate covers
much of this same ground as our example here, but in slightly different ways.</p>
<p>Better organization and abstractions are usually only realized once you've used
more of the whole thing you're trying to work with. If we want to have a crate
where the whole thing is well integrated with itself, then the examples would
also end up having to explain about things we haven't really touched on much
yet. It becomes a lot harder to teach.</p>
<p>So, going forward, we will continue to teach concepts and build examples that
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@ -218,12 +218,14 @@ folded and refolded by the compiler, but we can just check.</p>
<p>It turns out that the <code>!=0</code> test is 4 instructions and the <code>==0</code> test is 6 <p>It turns out that the <code>!=0</code> test is 4 instructions and the <code>==0</code> test is 6
instructions. Since we want to get savings where we can, and we'll probably instructions. Since we want to get savings where we can, and we'll probably
check the keys of an input often enough, we'll just always use a <code>!=0</code> test and check the keys of an input often enough, we'll just always use a <code>!=0</code> test and
then adjust how we initially read the register to compensate.</p> then adjust how we initially read the register to compensate. By using xor with
a mask for only the 10 used bits we can flip the &quot;low when pressed&quot; values so
that the entire result has active bits in all positions where a key is pressed.</p>
<pre><pre class="playpen"><code class="language-rust"> <pre><pre class="playpen"><code class="language-rust">
# #![allow(unused_variables)] # #![allow(unused_variables)]
#fn main() { #fn main() {
pub fn read_key_input() -&gt; KeyInputSetting { pub fn read_key_input() -&gt; KeyInputSetting {
unsafe { KeyInputSetting(KEYINPUT.read_volatile() ^ 0b1111_1111_1111_1111) } unsafe { KeyInputSetting(KEYINPUT.read_volatile() ^ 0b0000_0011_1111_1111) }
} }
#}</code></pre></pre> #}</code></pre></pre>
<p>Now we add a method for seeing if a key is pressed. In the full library there's <p>Now we add a method for seeing if a key is pressed. In the full library there's
@ -339,13 +341,13 @@ stuff, but we'll cover that later on because it's not necessary right now.</p>
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@ -796,8 +796,9 @@ pub unsafe fn mode3_pixel(col: isize, row: isize, color: u16) {
</code></pre></pre> </code></pre></pre>
<p>Exact same program that we started with, but much easier to read.</p> <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 <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. Still, for educational other elements all labeled and sorted out for you (not identically, but
purposes it's often best to do it yourself at least once.</p> similarly). Still, for educational purposes it's often best to do it yourself at
least once.</p>
<a class="header" href="#ch-2-user-input" id="ch-2-user-input"><h1>Ch 2: User Input</h1></a> <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 <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> want them to do something, and for that we need to get some input from the user.</p>
@ -898,12 +899,14 @@ folded and refolded by the compiler, but we can just check.</p>
<p>It turns out that the <code>!=0</code> test is 4 instructions and the <code>==0</code> test is 6 <p>It turns out that the <code>!=0</code> test is 4 instructions and the <code>==0</code> test is 6
instructions. Since we want to get savings where we can, and we'll probably instructions. Since we want to get savings where we can, and we'll probably
check the keys of an input often enough, we'll just always use a <code>!=0</code> test and check the keys of an input often enough, we'll just always use a <code>!=0</code> test and
then adjust how we initially read the register to compensate.</p> then adjust how we initially read the register to compensate. By using xor with
a mask for only the 10 used bits we can flip the &quot;low when pressed&quot; values so
that the entire result has active bits in all positions where a key is pressed.</p>
<pre><pre class="playpen"><code class="language-rust"> <pre><pre class="playpen"><code class="language-rust">
# #![allow(unused_variables)] # #![allow(unused_variables)]
#fn main() { #fn main() {
pub fn read_key_input() -&gt; KeyInputSetting { pub fn read_key_input() -&gt; KeyInputSetting {
unsafe { KeyInputSetting(KEYINPUT.read_volatile() ^ 0b1111_1111_1111_1111) } unsafe { KeyInputSetting(KEYINPUT.read_volatile() ^ 0b0000_0011_1111_1111) }
} }
#}</code></pre></pre> #}</code></pre></pre>
<p>Now we add a method for seeing if a key is pressed. In the full library there's <p>Now we add a method for seeing if a key is pressed. In the full library there's
@ -1182,9 +1185,22 @@ different colors.</p>
it's not black that means we've been here before and the player has crashed into it's not black that means we've been here before and the player has crashed into
their own line. In this case, we reset the game without moving them to a new their own line. In this case, we reset the game without moving them to a new
location.</p> location.</p>
<p>Finally, if the player is in bounds and they haven't crashed, we write their color into memory at this position.</p> <p>Finally, if the player is in bounds and they haven't crashed, we write their
color into memory at this position.</p>
<p>Regardless of how it worked out, we hold here until vdraw starts before going to <p>Regardless of how it worked out, we hold here until vdraw starts before going to
the next loop.</p> the next loop. That's all there is to it.</p>
<a class="header" href="#the-gba-crate-doesnt-quite-work-like-this" id="the-gba-crate-doesnt-quite-work-like-this"><h2>The gba crate doesn't quite work like this</h2></a>
<p>Once again, as with the <code>hello1</code> and <code>hello2</code> examples, the <code>gba</code> crate covers
much of this same ground as our example here, but in slightly different ways.</p>
<p>Better organization and abstractions are usually only realized once you've used
more of the whole thing you're trying to work with. If we want to have a crate
where the whole thing is well integrated with itself, then the examples would
also end up having to explain about things we haven't really touched on much
yet. It becomes a lot harder to teach.</p>
<p>So, going forward, we will continue to teach concepts and build examples that
don't directly depend on the <code>gba</code> crate. This allows the crate to freely grow
without all the past examples becoming a great inertia upon it.</p>
<a class="header" href="#ch-3-memory-and-objects" id="ch-3-memory-and-objects"><h1>Ch 3: Memory and Objects</h1></a>
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