#![no_std] #![no_main] use core::fmt::Write; use gba::prelude::*; #[panic_handler] fn panic_handler(info: &core::panic::PanicInfo) -> ! { #[cfg(debug_assertions)] if let Ok(mut logger) = MgbaBufferedLogger::try_new(MgbaMessageLevel::Fatal) { writeln!(logger, "{info}").ok(); } loop {} } #[allow(dead_code)] const FOO: Align4<[u8; 3]> = include_aligned_bytes!("foo.txt"); #[link_section = ".ewram"] static FRAME_KEYS: GbaCell = GbaCell::new(KeyInput::new()); #[link_section = ".iwram"] extern "C" fn irq_handler(_: IrqBits) { // We'll read the keys during vblank and store it for later. FRAME_KEYS.write(KEYINPUT.read()); } const TILE_LAYOUT: [u32; 512] = { // Rust's const eval is limited at the moment, but with a bit of careful math // we can set up `u32` values that store the right data. Tile maps are 32x32 // `u16` values, so when packing it as `u32` instead we have to throw in some // `/2` stuff in a few places. Seperately, the tiles that we're using come // from an image that was drawn as a 16 by 16 tile sheet, so most of the // layout's area will be left as zero. Thankfully, tile index 0 is a blank // tile in this tileset, so it all works out. let mut data = [0; 512]; let mut r = 0; while r < 16 { let mut c = 0; while c < 16 { let index = r * (32 / 2) + (c / 2); let a = r * 16 + c; let b = r * 16 + c + 1; data[index] = (a as u32) | ((b as u32) << 16); // c += 2; } // r += 1; } data }; #[no_mangle] extern "C" fn main() -> ! { RUST_IRQ_HANDLER.write(Some(irq_handler)); DISPSTAT.write(DisplayStatus::new().with_irq_vblank(true)); IE.write(IrqBits::VBLANK); IME.write(true); if let Ok(mut logger) = MgbaBufferedLogger::try_new(MgbaMessageLevel::Debug) { writeln!(logger, "hello!").ok(); let fx_u: Fixed = Fixed::::wrapping_from(7) + Fixed::::from_raw(12); writeln!(logger, "fixed unsigned: {fx_u:?}").ok(); let fx_i1: Fixed = Fixed::::wrapping_from(8) + Fixed::::from_raw(15); writeln!(logger, "fixed signed positive: {fx_i1:?}").ok(); let fx_i2: Fixed = Fixed::::wrapping_from(0) - Fixed::::wrapping_from(3) - Fixed::::from_raw(17); writeln!(logger, "fixed signed negative: {fx_i2:?}").ok(); } { // get our tile data into memory. Cga8x8Thick.bitunpack_4bpp(CHARBLOCK0_4BPP.as_region(), 0); } { // get the the tilemap copied into place let tsb = TextScreenblockAddress::new(31); tsb.write_word_array(&TILE_LAYOUT); } { // Set BG0 to use the tilemap we just made, and set it to be shown. BG0CNT.write(BackgroundControl::new().with_screenblock(31)); DISPCNT.write(DisplayControl::new().with_show_bg0(true)); } let mut x_off = 0_u32; let mut y_off = 0_u32; let mut backdrop_color = Color(0); loop { VBlankIntrWait(); // show current frame BACKDROP_COLOR.write(backdrop_color); BG0HOFS.write(x_off as u16); BG0VOFS.write(y_off as u16); // prep next frame let k = FRAME_KEYS.read(); backdrop_color = Color(k.to_u16()); if k.up() { y_off = y_off.wrapping_add(1); } if k.down() { y_off = y_off.wrapping_sub(1); } if k.left() { x_off = x_off.wrapping_add(1); } if k.right() { x_off = x_off.wrapping_sub(1); } } }