#![feature(start)] #![no_std] #[panic_handler] fn panic(_info: &core::panic::PanicInfo) -> ! { loop {} } #[start] fn main(_argc: isize, _argv: *const *const u8) -> isize { unsafe { DISPCNT.write(MODE3 | BG2); } let mut px = SCREEN_WIDTH / 2; let mut py = SCREEN_HEIGHT / 2; let mut color = rgb16(31, 0, 0); loop { // read the input for this frame let this_frame_keys = key_input(); // adjust game state and wait for vblank px += 2 * this_frame_keys.column_direction() as isize; py += 2 * this_frame_keys.row_direction() as isize; wait_until_vblank(); // draw the new game and wait until the next frame starts. unsafe { if px < 0 || py < 0 || px == SCREEN_WIDTH || py == SCREEN_HEIGHT { // out of bounds, reset the screen and position. mode3_clear_screen(0); color = color.rotate_left(5); px = SCREEN_WIDTH / 2; py = SCREEN_HEIGHT / 2; } else { let color_here = mode3_read_pixel(px, py); if color_here != 0 { // crashed into our own line, reset the screen mode3_clear_screen(0); color = color.rotate_left(5); } else { // draw the new part of the line mode3_draw_pixel(px, py, color); mode3_draw_pixel(px, py + 1, color); mode3_draw_pixel(px + 1, py, color); mode3_draw_pixel(px + 1, py + 1, color); } } } wait_until_vdraw(); } } #[derive(Debug, Clone, Copy, Hash, PartialEq, Eq, PartialOrd, Ord)] #[repr(transparent)] pub struct VolatilePtr(pub *mut T); impl VolatilePtr { pub unsafe fn read(&self) -> T { core::ptr::read_volatile(self.0) } pub unsafe fn write(&self, data: T) { core::ptr::write_volatile(self.0, data); } pub unsafe fn offset(self, count: isize) -> Self { VolatilePtr(self.0.wrapping_offset(count)) } } pub const DISPCNT: VolatilePtr = VolatilePtr(0x04000000 as *mut u16); pub const MODE3: u16 = 3; pub const BG2: u16 = 0b100_0000_0000; pub const VRAM: usize = 0x06000000; pub const SCREEN_WIDTH: isize = 240; pub const SCREEN_HEIGHT: isize = 160; pub const fn rgb16(red: u16, green: u16, blue: u16) -> u16 { blue << 10 | green << 5 | red } pub unsafe fn mode3_clear_screen(color: u16) { let color = color as u32; let bulk_color = color << 16 | color; let mut ptr = VolatilePtr(VRAM as *mut u32); for _ in 0..SCREEN_HEIGHT { for _ in 0..(SCREEN_WIDTH / 2) { ptr.write(bulk_color); ptr = ptr.offset(1); } } } pub unsafe fn mode3_draw_pixel(col: isize, row: isize, color: u16) { VolatilePtr(VRAM as *mut u16).offset(col + row * SCREEN_WIDTH).write(color); } pub unsafe fn mode3_read_pixel(col: isize, row: isize) -> u16 { VolatilePtr(VRAM as *mut u16).offset(col + row * SCREEN_WIDTH).read() } pub const KEYINPUT: VolatilePtr = VolatilePtr(0x400_0130 as *mut u16); /// A newtype over the key input state of the GBA. #[derive(Debug, Clone, Copy, Default, PartialEq, Eq)] #[repr(transparent)] pub struct KeyInputSetting(u16); /// A "tribool" value helps us interpret the arrow pad. #[derive(Debug, Clone, Copy, PartialEq, Eq)] #[repr(i32)] pub enum TriBool { Minus = -1, Neutral = 0, Plus = 1, } pub fn key_input() -> KeyInputSetting { unsafe { KeyInputSetting(KEYINPUT.read() ^ 0b0000_0011_1111_1111) } } pub const KEY_A: u16 = 1 << 0; pub const KEY_B: u16 = 1 << 1; pub const KEY_SELECT: u16 = 1 << 2; pub const KEY_START: u16 = 1 << 3; pub const KEY_RIGHT: u16 = 1 << 4; pub const KEY_LEFT: u16 = 1 << 5; pub const KEY_UP: u16 = 1 << 6; pub const KEY_DOWN: u16 = 1 << 7; pub const KEY_R: u16 = 1 << 8; pub const KEY_L: u16 = 1 << 9; impl KeyInputSetting { pub fn contains(&self, key: u16) -> bool { (self.0 & key) != 0 } pub fn difference(&self, other: KeyInputSetting) -> KeyInputSetting { KeyInputSetting(self.0 ^ other.0) } pub fn column_direction(&self) -> TriBool { if self.contains(KEY_RIGHT) { TriBool::Plus } else if self.contains(KEY_LEFT) { TriBool::Minus } else { TriBool::Neutral } } pub fn row_direction(&self) -> TriBool { if self.contains(KEY_DOWN) { TriBool::Plus } else if self.contains(KEY_UP) { TriBool::Minus } else { TriBool::Neutral } } } pub const VCOUNT: VolatilePtr = VolatilePtr(0x0400_0006 as *mut u16); pub fn vcount() -> u16 { unsafe { VCOUNT.read() } } pub fn wait_until_vblank() { while vcount() < SCREEN_HEIGHT as u16 {} } pub fn wait_until_vdraw() { while vcount() >= SCREEN_HEIGHT as u16 {} } #[derive(Debug, Clone, Copy, Default)] #[repr(transparent)] pub struct Tile4bpp { data: [u32; 8], } #[derive(Debug, Clone, Copy, Default)] #[repr(transparent)] pub struct Tile8bpp { data: [u32; 16], } #[derive(Clone, Copy)] #[repr(transparent)] pub struct Charblock4bpp { data: [Tile4bpp; 512], } #[derive(Clone, Copy)] #[repr(transparent)] pub struct Charblock8bpp { data: [Tile8bpp; 256], }