//! Module for all things relating to the Video RAM. //! //! Note that the GBA has six different display modes available, and the //! _meaning_ of Video RAM depends on which display mode is active. In all //! cases, Video RAM is **96kb** from `0x0600_0000` to `0x0601_7FFF`. //! //! # Safety //! //! Note that all possible bit patterns are technically allowed within Video //! Memory. If you write the "wrong" thing into video memory you don't crash the //! GBA, instead you just get graphical glitches (or perhaps nothing at all). //! Accordingly, the "safe" functions here will check that you're in bounds, but //! they won't bother to check that you've set the video mode they're designed //! for. /// The physical width in pixels of the GBA screen. pub const SCREEN_WIDTH: isize = 240; /// The physical height in pixels of the GBA screen. pub const SCREEN_HEIGHT: isize = 160; /// The start of VRAM. /// /// Depending on what display mode is currently set there's different ways that /// your program should interpret the VRAM space. Accordingly, we give the raw /// value as just being a `usize`. pub const VRAM_BASE_ADDRESS: usize = 0x0600_0000; /// Draws a pixel to the screen while in Display Mode 3, with bounds checks. pub fn mode3_pixel(col: isize, row: isize, color: u16) { assert!(col >= 0 && col < SCREEN_WIDTH); assert!(row >= 0 && row < SCREEN_HEIGHT); unsafe { mode3_pixel_unchecked(col, row, color) } } /// Draws a pixel to the screen while in Display Mode 3. /// /// Coordinates are relative to the top left corner. /// /// If you're in another mode you'll get something weird drawn, but it's memory /// safe in the rust sense as long as you stay in bounds. /// /// # Safety /// /// * `col` must be in `0..SCREEN_WIDTH` /// * `row` must be in `0..SCREEN_HEIGHT` pub unsafe fn mode3_pixel_unchecked(col: isize, row: isize, color: u16) { core::ptr::write_volatile((VRAM_BASE_ADDRESS as *mut u16).offset(col + row * SCREEN_WIDTH), color); }