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book chapter directory rename (we'll get 10+ chapters)
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@ -2,14 +2,15 @@
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# Rust GBA Tutorials
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# Rust GBA Tutorials
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* [Introduction](introduction.md)
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* [Introduction](introduction.md)
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* [Ch 0: Development Setup](ch0/index.md)
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* [Ch 0: Development Setup](ch00/index.md)
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* [Ch 1: Hello GBA](ch1/index.md)
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* [Ch 1: Hello GBA](ch01/index.md)
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* [hello1](ch1/hello1.md)
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* [hello1](ch01/hello1.md)
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* [IO Registers](ch1/io_registers.md)
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* [IO Registers](ch01/io_registers.md)
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* [The Display Control Register](ch1/the_display_control_register.md)
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* [The Display Control Register](ch01/the_display_control_register.md)
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* [Video Memory Intro](ch1/video_memory_intro.md)
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* [Video Memory Intro](ch01/video_memory_intro.md)
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* [hello2](ch1/hello2.md)
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* [hello2](ch01/hello2.md)
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* [Ch 2: User Input](ch2/index.md)
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* [Ch 2: User Input](ch02/index.md)
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* [The Key Input Register](ch2/the_key_input_register.md)
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* [The Key Input Register](ch02/the_key_input_register.md)
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* [The VCount Register](ch2/the_vcount_register.md)
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* [The VCount Register](ch02/the_vcount_register.md)
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* [light_cycle](ch2/light_cycle.md)
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* [light_cycle](ch02/light_cycle.md)
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* [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) {
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Exact same program that we started with, but much easier to read.
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Exact same program that we started with, but much easier to read.
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Of course, in the full `gba` crate that this book is a part of we have these and
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Of course, in the full `gba` crate that this book is a part of we have these and
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other elements all labeled and sorted out for you. Still, for educational
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other elements all labeled and sorted out for you (not identically, but
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purposes it's often best to do it yourself at least once.
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similarly). Still, for educational purposes it's often best to do it yourself at
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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
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their own line. In this case, we reset the game without moving them to a new
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their own line. In this case, we reset the game without moving them to a new
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location.
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location.
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Finally, if the player is in bounds and they haven't crashed, we write their color into memory at this position.
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Finally, if the player is in bounds and they haven't crashed, we write their
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color into memory at this position.
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Regardless of how it worked out, we hold here until vdraw starts before going to
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Regardless of how it worked out, we hold here until vdraw starts before going to
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the next loop.
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the next loop. That's all there is to it.
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## The gba crate doesn't quite work like this
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Once again, as with the `hello1` and `hello2` examples, the `gba` crate covers
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much of this same ground as our example here, but in slightly different ways.
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Better organization and abstractions are usually only realized once you've used
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more of the whole thing you're trying to work with. If we want to have a crate
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where the whole thing is well integrated with itself, then the examples would
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also end up having to explain about things we haven't really touched on much
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yet. It becomes a lot harder to teach.
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So, going forward, we will continue to teach concepts and build examples that
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don't directly depend on the `gba` crate. This allows the crate to freely grow
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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.
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It turns out that the `!=0` test is 4 instructions and the `==0` test is 6
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It turns out that the `!=0` test is 4 instructions and the `==0` test is 6
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instructions. Since we want to get savings where we can, and we'll probably
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instructions. Since we want to get savings where we can, and we'll probably
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check the keys of an input often enough, we'll just always use a `!=0` test and
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check the keys of an input often enough, we'll just always use a `!=0` test and
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then adjust how we initially read the register to compensate.
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then adjust how we initially read the register to compensate. By using xor with
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a mask for only the 10 used bits we can flip the "low when pressed" values so
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that the entire result has active bits in all positions where a key is pressed.
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```rust
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```rust
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pub fn read_key_input() -> KeyInputSetting {
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pub fn read_key_input() -> KeyInputSetting {
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unsafe { KeyInputSetting(KEYINPUT.read_volatile() ^ 0b1111_1111_1111_1111) }
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unsafe { KeyInputSetting(KEYINPUT.read_volatile() ^ 0b0000_0011_1111_1111) }
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}
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}
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```
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```
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1
book/src/ch03/index.md
Normal file
1
book/src/ch03/index.md
Normal file
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@ -0,0 +1 @@
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# Ch 3: Memory and Objects
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@ -72,7 +72,7 @@
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</script>
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</script>
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<nav id="sidebar" class="sidebar" aria-label="Table of contents">
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<nav id="sidebar" class="sidebar" aria-label="Table of contents">
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||||||
<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch0/index.html" class="active"><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"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html" 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/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"><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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<div id="page-wrapper" class="page-wrapper">
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<div id="page-wrapper" class="page-wrapper">
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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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<a rel="next" href="../ch1/index.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right">
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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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<a href="../ch1/index.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right">
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</a>
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@ -72,7 +72,7 @@
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</script>
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</script>
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<nav id="sidebar" class="sidebar" aria-label="Table of contents">
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<nav id="sidebar" class="sidebar" aria-label="Table of contents">
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<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" class="active"><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"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html" class="active"><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"><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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</nav>
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</nav>
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<div id="page-wrapper" class="page-wrapper">
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<div id="page-wrapper" class="page-wrapper">
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@ -311,13 +311,13 @@ safety concerns.</p>
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<nav class="nav-wrapper" aria-label="Page navigation">
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<nav class="nav-wrapper" aria-label="Page navigation">
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<!-- Mobile navigation buttons -->
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<a rel="prev" href="../ch1/index.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left">
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<a rel="next" href="../ch1/io_registers.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right">
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</a>
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@ -329,13 +329,13 @@ safety concerns.</p>
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<nav class="nav-wide-wrapper" aria-label="Page navigation">
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<a href="../ch1/io_registers.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right">
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@ -72,7 +72,7 @@
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</script>
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</script>
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<nav id="sidebar" class="sidebar" aria-label="Table of contents">
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<nav id="sidebar" class="sidebar" aria-label="Table of contents">
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<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" class="active"><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"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/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" class="active"><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"><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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</nav>
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<div id="page-wrapper" class="page-wrapper">
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<div id="page-wrapper" class="page-wrapper">
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@ -236,21 +236,22 @@ pub unsafe fn mode3_pixel(col: isize, row: isize, color: u16) {
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</code></pre></pre>
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</code></pre></pre>
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<p>Exact same program that we started with, but much easier to read.</p>
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<p>Exact same program that we started with, but much easier to read.</p>
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<p>Of course, in the full <code>gba</code> crate that this book is a part of we have these and
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<p>Of course, in the full <code>gba</code> crate that this book is a part of we have these and
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other elements all labeled and sorted out for you. Still, for educational
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other elements all labeled and sorted out for you (not identically, but
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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
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least once.</p>
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</main>
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</main>
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@ -262,13 +263,13 @@ purposes it's often best to do it yourself at least once.</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="../ch0/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch1/index.html" class="active"><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"><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" class="active"><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"><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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<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" class="active"><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"><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" class="active"><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"><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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<nav id="sidebar" class="sidebar" aria-label="Table of contents">
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<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" class="active"><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"><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" class="active"><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"><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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@ -229,13 +229,13 @@ newtyping as we attempt a <code>hello2</code> program.</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="../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" class="active"><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"><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" class="active"><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"><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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@ -257,13 +257,13 @@ binary to make sense of it.</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="../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" class="active"><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"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../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>
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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/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
|
||||||
|
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>
|
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@ -259,12 +275,16 @@ the next loop.</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="../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" class="active"><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"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/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" class="active"><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></ol>
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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 "low when pressed" 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() -> 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) }
|
||||||
}
|
}
|
||||||
#}</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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<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"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li></ol>
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<nav id="sidebar" class="sidebar" aria-label="Table of contents">
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<ol class="chapter"><li><a href="introduction.html" class="active"><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"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="introduction.html" class="active"><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"><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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@ -169,7 +169,7 @@ art diagrams and example C struct layouts than GBATEK does.</li>
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<a rel="next" href="ch0/index.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right">
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<a href="ch0/index.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right">
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</script>
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<nav id="sidebar" class="sidebar" aria-label="Table of contents">
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<nav id="sidebar" class="sidebar" aria-label="Table of contents">
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<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"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li></ol>
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<ol class="chapter"><li><a href="introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="ch01/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"><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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@ -796,8 +796,9 @@ pub unsafe fn mode3_pixel(col: isize, row: isize, color: u16) {
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</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
|
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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
|
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|
least once.</p>
|
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<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>
|
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|
@ -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 "low when pressed" values so
|
||||||
|
that the entire result has active bits in all positions where a key is pressed.</p>
|
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<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() -> 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) }
|
||||||
}
|
}
|
||||||
#}</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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</main>
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