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314 lines
13 KiB
Markdown
314 lines
13 KiB
Markdown
# Regular Backgrounds
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So, backgrounds, they're cool. Why do we call the ones here "regular"
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backgrounds? Because there's also "affine" backgrounds. However, affine math
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stuff adds a complication, so for now we'll just work with regular backgrounds.
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The non-affine backgrounds are sometimes called "text mode" backgrounds by other
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guides.
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To get your background image working you generally need to perform all of the
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following steps, though I suppose the exact ordering is up to you.
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## Tiled Video Modes
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When you want regular tiled display, you must use video mode 0 or 1.
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* Mode 0 allows for using all four BG layers (0 through 3) as regular
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backgrounds.
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* Mode 1 allows for using BG0 and BG1 as regular backgrounds, BG2 as an affine
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background, and BG3 not at all.
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* Mode 2 allows for BG2 and BG3 to be used as affine backgrounds, while BG0 and
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BG1 cannot be used at all.
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We will not cover affine backgrounds in this chapter, so we will naturally be
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using video mode 0.
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Also, note that you have to enable each background layer that you want to use
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within the display control register.
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## Get Your Palette Ready
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Background palette starts at `0x5000000` and is 256 `u16` values long. It'd
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potentially be possible declare a static array starting at a fixed address and
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use a linker script to make sure that it ends up at the right spot in the final
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program, but since we have to use volatile reads and writes with PALRAM anyway,
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we'll just reuse our `VolatilePtr` type. Something like this:
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```rust
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pub const PALRAM_BG_BASE: VolatilePtr<u16> = VolatilePtr(0x500_0000 as *mut u16);
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pub fn bg_palette(slot: usize) -> u16 {
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assert!(slot < 256);
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unsafe { PALRAM_BG_BASE.offset(slot as isize).read() }
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}
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pub fn set_bg_palette(slot: usize, color: u16) {
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assert!(slot < 256);
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unsafe { PALRAM_BG_BASE.offset(slot as isize).write(color) }
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}
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```
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As we discussed with the tile color depths, the palette can be utilized as a
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single block of palette values (`[u16; 256]`) or as 16 palbanks of 16 palette
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values each (`[[u16;16]; 16]`). This setting is assigned per background layer
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via IO register.
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## Get Your Tiles Ready
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Tile data is placed into charblocks. A charblock is always 16kb, so depending on
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color depth it will have either 256 or 512 tiles within that charblock.
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Charblocks 0, 1, 2, and 3 are all for background tiles. That's a maximum of 2048
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tiles for backgrounds, but as you'll see in a moment a particular tilemap entry
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can't even index that high. Instead, each background layer is assigned a
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"character base block", and then tilemap entries index relative to the character
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base block of that background layer.
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Now, if you want to move in a lot of tile data you'll probably want to use a DMA
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routine, or at least write a function like memcopy32 for fast `u32` copying from
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ROM into VRAM. However, for now, and because we're being very explicit since
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this is our first time doing it, we'll write it as functions for individual tile
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reads and writes.
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The math works like indexing a pointer, except that we have two sizes we need to
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go by. First you take the base address for VRAM (`0x600_0000`), then add the
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size of a charblock (16kb) times the charblock you want to place the tile
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within, and then you add the index of the tile slot you're placing it into times
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the size of that type of tile. Like this:
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```rust
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pub fn bg_tile_4bpp(base_block: usize, tile_index: usize) -> Tile4bpp {
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assert!(base_block < 4);
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assert!(tile_index < 512);
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let address = VRAM + size_of::<Charblock4bpp>() * base_block + size_of::<Tile4bpp>() * tile_index;
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unsafe { VolatilePtr(address as *mut Tile4bpp).read() }
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}
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pub fn set_bg_tile_4bpp(base_block: usize, tile_index: usize, tile: Tile4bpp) {
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assert!(base_block < 4);
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assert!(tile_index < 512);
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let address = VRAM + size_of::<Charblock4bpp>() * base_block + size_of::<Tile4bpp>() * tile_index;
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unsafe { VolatilePtr(address as *mut Tile4bpp).write(tile) }
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}
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pub fn bg_tile_8bpp(base_block: usize, tile_index: usize) -> Tile8bpp {
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assert!(base_block < 4);
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assert!(tile_index < 256);
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let address = VRAM + size_of::<Charblock8bpp>() * base_block + size_of::<Tile8bpp>() * tile_index;
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unsafe { VolatilePtr(address as *mut Tile8bpp).read() }
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}
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pub fn set_bg_tile_8bpp(base_block: usize, tile_index: usize, tile: Tile8bpp) {
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assert!(base_block < 4);
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assert!(tile_index < 256);
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let address = VRAM + size_of::<Charblock8bpp>() * base_block + size_of::<Tile8bpp>() * tile_index;
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unsafe { VolatilePtr(address as *mut Tile8bpp).write(tile) }
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}
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```
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For bulk operations, you'd do the exact same math to get your base destination
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pointer, and then you'd get the base source pointer for the tile you're copying
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out of ROM, and then you'd do the bulk copy for the correct number of `u32`
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values that you're trying to move (8 per tile moved for 4bpp, or 16 per tile
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moved for 8bpp).
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**GBA Limitation Note:** on a modern PC (eg: `x86` or `x86_64`) you're probably
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used to index based loops and iterator based loops being the same speed. The CPU
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has the ability to do a "fused multiply add", so the base address of the array
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plus desired index * size per element is a single CPU operation to compute. It's
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slightly more complicated if there's arrays within arrays like there are here,
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but with normal arrays it's basically the same speed to index per loop cycle as
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it is to take a base address and then add +1 offset per loop cycle. However, the
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GBA's CPU _can't do any of that_. On the GBA, there's a genuine speed difference
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between looping over indexes and then indexing each loop (slow) compared to
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using an iterator that just stores an internal pointer and does +1 offset per
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loop until it reaches the end (fast). The repeated indexing itself can by itself
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be an expensive step. If it's like a 3 element array it's no big deal, but if
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you've got a big slice of data to process, be sure to go over it with `.iter()`
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and `.iter_mut()` if you can, instead of looping by index. This is Rust and all,
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so probably you were gonna do that anyway, but just a heads up.
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## Get your Tilemap ready
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I believe that at one point I alluded to a tilemap existing. Well, just as the
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tiles are arranged into charblocks, the data describing what tile to show in
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what location is arranged into a thing called a **screenblock**.
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A screenblock is placed into VRAM the same as the tile data charblocks. Starting
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at the base of VRAM (`0x600_0000`) there are 32 slots for the screenblock array.
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Each screenblock is 2048 bytes (`0x800`). Naturally, if our tiles are using up
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charblock space within VRAM and our tilemaps are using up screenblock space
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within the same VRAM... well it would just be a _disaster_ if they ran in to
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each other. Once again, it's up to you as the programmer to determine how much
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space you want to devote to each thing. Each complete charblock uses up 8
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screenblocks worth of space, but you don't have to fill a complete charblock
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with tiles, so you can be very fiddly with how you split the memory.
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Each screenblock is composed of a series of _screenblock entry_ values, which
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describe what tile index to use and if the tile should be flipped and what
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palbank it should use (if any). Because both regular backgrounds and affine
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backgrounds are composed of screenblocks with entries, and because the affine
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background has a smaller format for screenblock entries, we'll name
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appropriately.
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```rust
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#[derive(Clone, Copy)]
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#[repr(transparent)]
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pub struct RegularScreenblock {
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pub data: [RegularScreenblockEntry; 32 * 32],
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}
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#[derive(Debug, Clone, Copy, Default)]
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#[repr(transparent)]
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pub struct RegularScreenblockEntry(u16);
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```
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So, with one entry per tile, a single screenblock allows for 32x32 tiles worth of
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background.
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The format of a regular screenblock entry is quite simple compared to some of
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the IO register stuff:
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* 10 bits for tile index (base off of the character base block of the background)
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* 1 bit for horizontal flip
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* 1 bit for vertical flip
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* 4 bits for picking which palbank to use (if 4bpp, otherwise it's ignored)
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```rust
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impl RegularScreenblockEntry {
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pub fn tile_id(self) -> u16 {
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self.0 & 0b11_1111_1111
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}
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pub fn set_tile_id(&mut self, id: u16) {
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self.0 &= !0b11_1111_1111;
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self.0 |= id;
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}
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pub fn horizontal_flip(self) -> bool {
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(self.0 & (1 << 0xA)) > 0
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}
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pub fn set_horizontal_flip(&mut self, bit: bool) {
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if bit {
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self.0 |= 1 << 0xA;
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} else {
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self.0 &= !(1 << 0xA);
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}
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}
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pub fn vertical_flip(self) -> bool {
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(self.0 & (1 << 0xB)) > 0
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}
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pub fn set_vertical_flip(&mut self, bit: bool) {
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if bit {
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self.0 |= 1 << 0xB;
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} else {
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self.0 &= !(1 << 0xB);
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}
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}
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pub fn palbank_index(self) -> u16 {
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self.0 >> 12
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}
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pub fn set_palbank_index(&mut self, palbank_index: u16) {
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self.0 &= 0b1111_1111_1111;
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self.0 |= palbank_index << 12;
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}
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}
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```
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Now, at either 256 or 512 tiles per charblock, you might be thinking that with a
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10 bit index you can index past the end of one charblock and into the next.
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You'd be right, mostly.
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As long as you stay within the background memory region for charblocks (that is,
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0 through 3), then it all works out. However, if you try to get the background
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rendering to reach outside of the background charblocks you'll get an
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implementation defined result. It's not the dreaded "undefined behavior" we're
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often worried about in programming, but the results _are_ determined by what
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you're running the game on. With GBA hardware you get a bizarre result
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(basically another way to put garbage on the screen). With a DS it acts as if
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the tiles were all 0s. If you use an emulator it might or might not allow for
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you to do this, it's up to the emulator writers.
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## Set Your IO Registers
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Instead of being just a single IO register to learn about this time, there's two
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separate groups of related registers.
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### Background Control
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* BG0CNT (`0x400_0008`): BG0 Control
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* BG1CNT (`0x400_000A`): BG1 Control
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* BG2CNT (`0x400_000C`): BG2 Control
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* BG3CNT (`0x400_000E`): BG3 Control
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Each of these are a read/write `u16` location. This is where we get to all of
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the important details that we've been putting off.
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* 2 bits for the priority.
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* 2 bits for "character base block", the charblock that all of the tile indexes
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for this background are offset from.
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* 1 bit for mosaic effect being enabled (we'll get to that below).
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* 1 bit to enable 8bpp, otherwise 4bpp is used.
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* 5 bits to pick the "screen base block", the screen block that serves as the
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_base_ value for this background.
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* 1 bit that is _not_ used in regular mode, but in affine mode it can be enabled
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to cause the affine background to wrap around at the edges.
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* 2 bits for the background size.
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The size works a little funny. When size is 0 only the base screen block is
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used. If size is 1 or 2 then the base screenblock and the following screenblock
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are placed next to each other (horizontally for 1, vertically for 2). If the
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size is 3 then the base screenblock and the following three screenblocks are
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arranged into a 2x2 grid of screenblocks.
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### Background Offset
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* BG0HOFS (`0x400_0010`): BG0 X-Offset
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* BG0VOFS (`0x400_0012`): BG0 Y-Offset
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* BG1HOFS (`0x400_0014`): BG1 X-Offset
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* BG1VOFS (`0x400_0016`): BG1 Y-Offset
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* BG2HOFS (`0x400_0018`): BG2 X-Offset
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* BG2VOFS (`0x400_001A`): BG2 Y-Offset
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* BG3HOFS (`0x400_001C`): BG3 X-Offset
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* BG3VOFS (`0x400_001E`): BG3 Y-Offset
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Each of these are a _write only_ `u16` location. Bits 0 through 8 are used, so
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the offsets can be 0 through 511. They also only apply in regular backgrounds.
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If a background is in an affine state then you'll use different IO registers to
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control it (discussed in a later chapter).
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The offset that you assign determines the pixel offset of the display area
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relative to the start of the background scene, as if the screen was a camera
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looking at the scene. In other words, as a BG X offset value increases, you can
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think of it as the camera moving to the right, or as that background moving to
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the left. Like when mario walks toward the goal. Similarly, when a BG Y offset
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increases the camera is moving down, or the background is moving up, like when
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mario falls down from a high platform.
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Depending on how much the background is scrolled and the size of the background,
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it will loop.
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## Mosaic
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As a special effect, you can apply mosaic to backgrounds and objects. It's just
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a single flag for each background, so all backgrounds will use the same mosaic
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settings when they have it enabled. What it actually does is split the normal
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image into "blocks" and then each block gets the color of the top left pixel of
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that block. This is the effect you see when link hits an electric foe with his
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sword and the whole screen "buzzes" at you.
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The mosaic control is a _write only_ `u16` IO register at `0x400_004C`.
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There's 4 bits each for:
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* Horizontal BG stretch
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* Vertical BG stretch
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* Horizontal object stretch
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* Vertical object stretch
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The inputs should be 1 _less_ than the desired block size. So if you set a
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stretch value of 5 then pixels 0-5 would be part of the first block (6 pixels),
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then 6-11 is the next block (another 6 pixels) and so on.
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If you need to make a pixel other than the top left part of each block the one
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that determines the mosaic color you can carefully offset the background or
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image by a tiny bit, but of course that makes every mosaic block change its
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target pixel. You can't change the target pixel on a block by block basis.
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