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<title>GBA Memory Mapping - Rust GBA Guide</title>
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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/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</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><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html" class="active"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/regular_objects.html"><strong aria-hidden="true">5.4.</strong> Regular Objects</a></li><li><a href="../ch03/gba_prng.html"><strong aria-hidden="true">5.5.</strong> GBA PRNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
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<a class="header" href="#gba-memory-mapping" id="gba-memory-mapping"><h1>GBA Memory Mapping</h1></a>
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<p>The <a href="http://problemkaputt.de/gbatek.htm#gbamemorymap">GBA Memory Map</a> has
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several memory portions to it, each with their own little differences. Most of
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the memory has pre-determined use according to the hardware, but there is also
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space for games to use as a scratch pad in whatever way the game sees fit.</p>
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<p>The memory ranges listed here are <em>inclusive</em>, so they end with a lot of F's
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and E's.</p>
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<p>We've talked about volatile memory before, but just as a reminder I'll say that
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all of the memory we'll talk about here should be accessed using volatile with
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two exceptions:</p>
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<ol>
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<li>Work RAM (both internal and external) can be used normally, and if the
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compiler is able to totally elide some reads and writes that's okay.</li>
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<li>However, if you set aside any space in Work RAM where an interrupt will
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communicate with the main program then that specific location will have to
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keep using volatile access, since the compiler never knows when an interrupt
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will actually happen.</li>
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</ol>
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<a class="header" href="#bios--system-rom" id="bios--system-rom"><h2>BIOS / System ROM</h2></a>
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<ul>
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<li><code>0x0</code> to <code>0x3FFF</code> (16k)</li>
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</ul>
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<p>This is special memory for the BIOS. It is "read-only", but even then it's only
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accessible when the program counter is pointing into the BIOS region. At all
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other times you get a <a href="http://problemkaputt.de/gbatek.htm#gbaunpredictablethings">garbage
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value</a> back when you
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try to read out of the BIOS.</p>
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<a class="header" href="#external-work-ram--ewram" id="external-work-ram--ewram"><h2>External Work RAM / EWRAM</h2></a>
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<ul>
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<li><code>0x2000000</code> to <code>0x203FFFF</code> (256k)</li>
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</ul>
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<p>This is a big pile of space, the use of which is up to each game. However, the
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external work ram has only a 16-bit bus (if you read/write a 32-bit value it
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silently breaks it up into two 16-bit operations) and also 2 wait cycles (extra
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CPU cycles that you have to expend <em>per 16-bit bus use</em>).</p>
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<p>It's most helpful to think of EWRAM as slower, distant memory, similar to the
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"heap" in a normal application. You can take the time to go store something
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within EWRAM, or to load it out of EWRAM, but if you've got several operations
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to do in a row and you're worried about time you should pull that value into
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local memory, work on your local copy, and then push it back out to EWRAM.</p>
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<a class="header" href="#internal-work-ram--iwram" id="internal-work-ram--iwram"><h2>Internal Work RAM / IWRAM</h2></a>
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<ul>
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<li><code>0x3000000</code> to <code>0x3007FFF</code> (32k)</li>
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</ul>
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<p>This is a smaller pile of space, but it has a 32-bit bus and no wait.</p>
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<p>By default, <code>0x3007F00</code> to <code>0x3007FFF</code> is reserved for interrupt and BIOS use.
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The rest of it is totally up to you. The user's stack space starts at
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<code>0x3007F00</code> and proceeds <em>down</em> from there. For best results you should probably
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start at <code>0x3000000</code> and then go upwards. Under normal use it's unlikely that
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the two memory regions will crash into each other.</p>
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<a class="header" href="#io-registers" id="io-registers"><h2>IO Registers</h2></a>
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<ul>
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<li><code>0x4000000</code> to <code>0x40003FE</code></li>
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</ul>
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<p>We've touched upon a few of these so far, and we'll get to more later. At the
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moment it is enough to say that, as you might have guessed, all of them live in
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this region. Each individual register is a <code>u16</code> or <code>u32</code> and they control all
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sorts of things. We'll actually be talking about some more of them in this very
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chapter, because that's how we'll control some of the background and object
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stuff.</p>
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<a class="header" href="#palette-ram--palram" id="palette-ram--palram"><h2>Palette RAM / PALRAM</h2></a>
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<ul>
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<li><code>0x5000000</code> to <code>0x50003FF</code> (1k)</li>
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</ul>
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<p>Palette RAM has a 16-bit bus, which isn't really a problem because it
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conceptually just holds <code>u16</code> values. There's no automatic wait state, but if
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you try to access the same location that the display controller is accessing you
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get bumped by 1 cycle. Since the display controller can use the palette ram any
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number of times per scanline it's basically impossible to predict if you'll have
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to do a wait or not during VDraw. During VBlank you won't have any wait of
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course.</p>
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<p>PALRAM is among the memory where there's weirdness if you try to write just one
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byte: if you try to write just 1 byte, it writes that byte into <em>both</em> parts of
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the larger 16-bit location. This doesn't really affect us much with PALRAM,
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because palette values are all supposed to be <code>u16</code> anyway.</p>
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<p>The palette memory actually contains not one, but <em>two</em> sets of palettes. First
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there's 256 entries for the background palette data (starting at <code>0x5000000</code>),
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and then there's 256 entries for object palette data (starting at <code>0x5000200</code>).</p>
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<p>The GBA also has two modes for palette access: 8-bits-per-pixel (8bpp) and
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4-bits-per-pixel (4bpp).</p>
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<ul>
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<li>In 8bpp mode an 8-bit palette index value within a background or sprite
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simply indexes directly into the 256 slots for that type of thing.</li>
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<li>In 4bpp mode a 4-bit palette index value within a background or sprite
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specifies an index within a particular "palbank" (16 palette entries each),
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and then a <em>separate</em> setting outside of the graphical data determines which
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palbank is to be used for that background or object (the screen entry data for
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backgrounds, and the object attributes for objects).</li>
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</ul>
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<a class="header" href="#transparency" id="transparency"><h3>Transparency</h3></a>
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<p>When a pixel within a background or object specifies index 0 as its palette
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entry it is treated as a transparent pixel. This means that in 8bpp mode there's
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only 255 actual color options (0 being transparent), and in 4bpp mode there's
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only 15 actual color options available within each palbank (the 0th entry of
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<em>each</em> palbank is transparent).</p>
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<p>Individual backgrounds, and individual objects, each determine if they're 4bpp
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or 8bpp separately, so a given overall palette slot might map to a used color in
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8bpp and an unused/transparent color in 4bpp. If you're a palette wizard.</p>
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<p>Palette slot 0 of the overall background palette is used to determine the
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"backdrop" color. That's the color you see if no background or object ends up
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being rendered within a given pixel.</p>
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<p>Since display mode 3 and display mode 5 don't use the palette, they cannot
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benefit from transparency.</p>
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<a class="header" href="#video-ram--vram" id="video-ram--vram"><h2>Video RAM / VRAM</h2></a>
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<ul>
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<li><code>0x6000000</code> to <code>0x6017FFF</code> (96k)</li>
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</ul>
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<p>We've used this before! VRAM has a 16-bit bus and no wait. However, the same as
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with PALRAM, the "you might have to wait if the display controller is looking at
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it" rule applies here.</p>
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<p>Unfortunately there's not much more exact detail that can be given about VRAM.
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The use of the memory depends on the video mode that you're using.</p>
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<p>One general detail of note is that you can't write individual bytes to any part
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of VRAM. Depending on mode and location, you'll either get your bytes doubled
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into both the upper and lower parts of the 16-bit location targeted, or you
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won't even affect the memory. This usually isn't a big deal, except in two
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situations:</p>
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<ul>
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<li>In Mode 4, if you want to change just 1 pixel, you'll have to be very careful
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to read the old <code>u16</code>, overwrite just the byte you wanted to change, and then
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write that back.</li>
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<li>In any display mode, avoid using <code>memcopy</code> to place things into VRAM.
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It's written to be byte oriented, and only does 32-bit transfers under select
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conditions. The rest of the time it'll copy one byte at a time and you'll get
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either garbage or nothing at all.</li>
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</ul>
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<a class="header" href="#object-attribute-memory--oam" id="object-attribute-memory--oam"><h2>Object Attribute Memory / OAM</h2></a>
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<ul>
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<li><code>0x7000000</code> to <code>0x70003FF</code> (1k)</li>
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</ul>
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<p>The Object Attribute Memory has a 32-bit bus and no default wait, but suffers
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from the "you might have to wait if the display controller is looking at it"
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rule. You cannot write individual bytes to OAM at all, but that's not really a
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problem because all the fields of the data types within OAM are either <code>i16</code> or
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<code>u16</code> anyway.</p>
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<p>Object attribute memory is the wildest yet: it conceptually contains two types
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of things, but they're <em>interlaced</em> with each other all the way through.</p>
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<p>Now, <a href="http://problemkaputt.de/gbatek.htm#lcdobjoamattributes">GBATEK</a> and
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<a href="https://www.cs.rit.edu/%7Etjh8300/CowBite/CowBiteSpec.htm#OAM%20(sprites)">CowByte</a>
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doesn't quite give names to the two data types here.
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<a href="https://www.coranac.com/tonc/text/regobj.htm#sec-oam">TONC</a> calls them
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<code>OBJ_ATTR</code> and <code>OBJ_AFFINE</code>, but we'll be giving them names fitting with the
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Rust naming convention. Just know that if you try to talk about it with others
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they might not be using the same names. In Rust terms their layout would look
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|
like this:</p>
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<pre><pre class="playpen"><code class="language-rust">
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# #![allow(unused_variables)]
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#fn main() {
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#[repr(C)]
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pub struct ObjectAttributes {
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attr0: u16,
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attr1: u16,
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attr2: u16,
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filler: i16,
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}
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#[repr(C)]
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pub struct AffineMatrix {
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filler0: [u16; 3],
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pa: i16,
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filler1: [u16; 3],
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pb: i16,
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filler2: [u16; 3],
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pc: i16,
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filler3: [u16; 3],
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pd: i16,
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}
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#}</code></pre></pre>
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<p>(Note: the <code>#[repr(C)]</code> part just means that Rust must lay out the data exactly
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in the order we specify, which otherwise it is not required to do).</p>
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<p>So, we've got 1024 bytes in OAM and each <code>ObjectAttributes</code> value is 8 bytes, so
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naturally we can support up to 128 objects.</p>
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<p><em>At the same time</em>, we've got 1024 bytes in OAM and each <code>AffineMatrix</code> is 32
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bytes, so we can have 32 of them.</p>
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<p>But, as I said, these things are all <em>interlaced</em> with each other. See how
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there's "filler" fields in each struct? If we imagine the OAM as being just an
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array of one type or the other, indexes 0/1/2/3 of the <code>ObjectAttributes</code> array
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would line up with index 0 of the <code>AffineMatrix</code> array. It's kinda weird, but
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that's just how it works. When we setup functions to read and write these values
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we'll have to be careful with how we do it. We probably <em>won't</em> want to use
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those representations above, at least not with the <code>AffineMatrix</code> type, because
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they're quite wasteful if you want to store just object attributes or just
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affine matrices.</p>
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<a class="header" href="#game-pak-rom--flash-rom" id="game-pak-rom--flash-rom"><h2>Game Pak ROM / Flash ROM</h2></a>
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<ul>
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<li><code>0x8000000</code> to <code>0x9FFFFFF</code> (wait 0)</li>
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<li><code>0xA000000</code> to <code>0xBFFFFFF</code> (wait 1)</li>
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<li><code>0xC000000</code> to <code>0xDFFFFFF</code> (wait 2)</li>
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<li>Max of 32Mb</li>
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</ul>
|
|
<p>These portions of the memory are less fixed, because they depend on the precise
|
|
details of the game pak you've inserted into the GBA. In general, they connect
|
|
to the game pak ROM and/or Flash memory, using a 16-bit bus. The ROM is
|
|
read-only, but the Flash memory (if any) allows writes.</p>
|
|
<p>The game pak ROM is listed as being in three sections, but it's actually the
|
|
same memory being effectively mirrored into three different locations. The
|
|
mirror that you choose to access the game pak through affects which wait state
|
|
setting it uses (configured via IO register of course). Unfortunately, the
|
|
details come down more to the game pak hardware that you load your game onto
|
|
than anything else, so there's not much I can say right here. We'll eventually
|
|
talk about it more later when I'm forced to do the boring thing and just cover
|
|
all the IO registers that aren't covered anywhere else.</p>
|
|
<p>One thing of note is the way that the 16-bit bus affects us: the instructions to
|
|
execute are coming through the same bus as the rest of the game data, so we want
|
|
them to be as compact as possible. The ARM chip in the GBA supports two
|
|
different instruction sets, "thumb" and "non-thumb". The thumb mode instructions
|
|
are 16-bit, so they can each be loaded one at a time, and the non-thumb
|
|
instructions are 32-bit, so we're at a penalty if we execute them directly out
|
|
of the game pak. However, some things will demand that we use non-thumb code, so
|
|
we'll have to deal with that eventually. It's possible to switch between modes,
|
|
but it's a pain to keep track of what mode you're in because there's not
|
|
currently support for it in Rust itself (perhaps some day). So we'll stick with
|
|
thumb code as much as we possibly can, that's why our target profile for our
|
|
builds starts with <code>thumbv4</code>.</p>
|
|
<a class="header" href="#game-pak-sram" id="game-pak-sram"><h2>Game Pak SRAM</h2></a>
|
|
<ul>
|
|
<li><code>0xE000000</code> to <code>0xE00FFFF</code> (64k)</li>
|
|
</ul>
|
|
<p>The game pak SRAM has an 8-bit bus. Why did Pokémon always take so long to save?
|
|
Saving the whole game one byte at a time is why. The SRAM also has some amount
|
|
of wait, but as with the ROM, the details depend on your game pak hardware (and
|
|
also as with ROM, you can adjust the settings with an IO register, should you
|
|
need to).</p>
|
|
<p>One thing to note about the SRAM is that the GBA has a Direct Memory Access
|
|
(DMA) feature that can be used for bulk memory movements in some cases, but the
|
|
DMA <em>cannot</em> access the SRAM region. You really are stuck reading and writing
|
|
one byte at a time when you're using the SRAM.</p>
|
|
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