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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"><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" class="active"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
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<main>
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<a class="header" href="#making-a-memory-game" id="making-a-memory-game"><h1>Making A Memory Game</h1></a>
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<p>For this example to show off our new skills we'll make a "memory" game. The idea
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is that there's some face down cards and you pick one, it flips, you pick a
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second, if they match they both go away, if they don't match they both turn back
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face down. The player keeps going until all the cards are gone, then we'll deal
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the cards again.</p>
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<p>There are many steps to do to get such a simple seeming game going. In fact I
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stumbled a bit myself when trying to get things set up and going despite having
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written and explained all the parts so far. Accordingly, we'll take each part
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very slowly, and review things as we build up our game.</p>
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<p>We'll start back with a nearly blank file, calling it <code>memory_game.rs</code>:</p>
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<pre><pre class="playpen"><code class="language-rust">#![feature(start)]
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#![no_std]
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#[panic_handler]
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fn panic(_info: &core::panic::PanicInfo) -> ! {
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loop {}
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}
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#[start]
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fn main(_argc: isize, _argv: *const *const u8) -> isize {
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loop {
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// TODO the whole thing
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}
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}
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</code></pre></pre>
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<a class="header" href="#displaying-a-background" id="displaying-a-background"><h2>Displaying A Background</h2></a>
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<p>First let's try to get a background going. We'll display a simple checker
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pattern just so that we know that we did something.</p>
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<p>Remember, backgrounds have the following essential components:</p>
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<ul>
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<li>Background Palette</li>
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<li>Background Tiles</li>
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<li>Screenblock</li>
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<li>IO Registers</li>
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</ul>
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<a class="header" href="#background-palette" id="background-palette"><h3>Background Palette</h3></a>
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<p>To write to the background palette memory we'll want to name a <code>VolatilePtr</code> for
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it. We'll probably also want to be able to cast between different types either
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right away or later in this program, so we'll add a method for that.</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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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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#[repr(transparent)]
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pub struct VolatilePtr<T>(pub *mut T);
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impl<T> VolatilePtr<T> {
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pub unsafe fn read(&self) -> T {
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core::ptr::read_volatile(self.0)
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}
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pub unsafe fn write(&self, data: T) {
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core::ptr::write_volatile(self.0, data);
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}
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pub fn offset(self, count: isize) -> Self {
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VolatilePtr(self.0.wrapping_offset(count))
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}
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pub fn cast<Z>(self) -> VolatilePtr<Z> {
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VolatilePtr(self.0 as *mut Z)
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}
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}
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#}</code></pre></pre>
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<p>Now we give ourselves an easy way to write a color into a palbank slot.</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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pub const BACKGROUND_PALETTE: VolatilePtr<u16> = VolatilePtr(0x500_0000 as *mut u16);
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pub fn set_bg_palette_4bpp(palbank: usize, slot: usize, color: u16) {
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assert!(palbank < 16);
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assert!(slot > 0 && slot < 16);
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unsafe {
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BACKGROUND_PALETTE
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.cast::<[u16; 16]>()
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.offset(palbank as isize)
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.cast::<u16>()
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.offset(slot as isize)
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.write(color);
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}
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}
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#}</code></pre></pre>
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<p>And of course we need to bring back in our ability to build color values, as
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well as a few named colors to start us off:</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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pub const fn rgb16(red: u16, green: u16, blue: u16) -> u16 {
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blue << 10 | green << 5 | red
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}
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pub const WHITE: u16 = rgb16(31, 31, 31);
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pub const LIGHT_GRAY: u16 = rgb16(25, 25, 25);
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pub const DARK_GRAY: u16 = rgb16(15, 15, 15);
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#}</code></pre></pre>
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<p>Which <em>finally</em> allows us to set our palette colors in <code>main</code>:</p>
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<pre><pre class="playpen"><code class="language-rust">fn main(_argc: isize, _argv: *const *const u8) -> isize {
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set_bg_palette_4bpp(0, 1, WHITE);
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set_bg_palette_4bpp(0, 2, LIGHT_GRAY);
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set_bg_palette_4bpp(0, 3, DARK_GRAY);
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</code></pre></pre>
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<a class="header" href="#background-tiles" id="background-tiles"><h3>Background Tiles</h3></a>
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<p>So we'll want some light gray tiles and some dark gray tiles. We could use a
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single tile and then swap it between palbanks to do the color selection, but for
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now we'll just use two different tiles, since we've got tons of tile space to
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spare.</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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#[derive(Debug, Clone, Copy, Default)]
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#[repr(transparent)]
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pub struct Tile4bpp {
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pub data: [u32; 8],
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}
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pub const ALL_TWOS: Tile4bpp = Tile4bpp {
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data: [
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0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222, 0x22222222,
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],
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};
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pub const ALL_THREES: Tile4bpp = Tile4bpp {
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data: [
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0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333, 0x33333333,
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],
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};
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#}</code></pre></pre>
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<p>And then we have to have a way to put the tiles into video memory:</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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#[derive(Clone, Copy)]
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#[repr(transparent)]
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pub struct Charblock4bpp {
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pub data: [Tile4bpp; 512],
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}
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pub const VRAM: VolatilePtr<Charblock4bpp> = VolatilePtr(0x0600_0000 as *mut Charblock4bpp);
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pub fn set_bg_tile_4bpp(charblock: usize, index: usize, tile: Tile4bpp) {
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assert!(charblock < 4);
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assert!(index < 512);
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unsafe { VRAM.offset(charblock as isize).cast::<Tile4bpp>().offset(index as isize).write(tile) }
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}
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#}</code></pre></pre>
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<p>And finally, we can call that within <code>main</code>:</p>
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<pre><pre class="playpen"><code class="language-rust">fn main(_argc: isize, _argv: *const *const u8) -> isize {
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// bg palette
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set_bg_palette_4bpp(0, 1, WHITE);
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set_bg_palette_4bpp(0, 2, LIGHT_GRAY);
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set_bg_palette_4bpp(0, 3, DARK_GRAY);
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// bg tiles
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set_bg_tile_4bpp(0, 0, ALL_TWOS);
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set_bg_tile_4bpp(0, 1, ALL_THREES);
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</code></pre></pre>
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<a class="header" href="#setup-a-screenblock" id="setup-a-screenblock"><h3>Setup A Screenblock</h3></a>
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<p>Screenblocks are a little weird because they take the same space as the
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charblocks (8 screenblocks per charblock). The GBA will let you mix and match
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and it's up to you to keep it all straight. We're using tiles at the base of
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charblock 0, so we'll place our screenblock at the base of charblock 1.</p>
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<p>First, we have to be able to make one single screenblock entry at a time:</p>
|
|
<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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#[derive(Debug, Clone, Copy, Default)]
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#[repr(transparent)]
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pub struct RegularScreenblockEntry(u16);
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impl RegularScreenblockEntry {
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pub const SCREENBLOCK_ENTRY_TILE_ID_MASK: u16 = 0b11_1111_1111;
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pub fn from_tile_id(id: u16) -> Self {
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RegularScreenblockEntry(id & Self::SCREENBLOCK_ENTRY_TILE_ID_MASK)
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}
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}
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#}</code></pre></pre>
|
|
<p>And then with 32x32 of these things we'll have a whole screenblock. Now, we
|
|
probably won't actually make values of the screenblock type itself, but we at
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least need it to have the type declared with the correct size so that we can
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|
move our pointers around by the right amount.</p>
|
|
<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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#[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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#}</code></pre></pre>
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<p>Alright, so, as I said those things are kinda big, we don't really want to be
|
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building them up on the stack if we can avoid it, so we'll write one straight
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into memory at the correct location.</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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pub fn checker_screenblock(slot: usize, a_entry: RegularScreenblockEntry, b_entry: RegularScreenblockEntry) {
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let mut p = VRAM.cast::<RegularScreenblock>().offset(slot as isize).cast::<RegularScreenblockEntry>();
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let mut checker = true;
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for _row in 0..32 {
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for _col in 0..32 {
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unsafe { p.write(if checker { a_entry } else { b_entry }) };
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p = p.offset(1);
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checker = !checker;
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}
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checker = !checker;
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}
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}
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#}</code></pre></pre>
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<p>And then we add this into <code>main</code></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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// screenblock
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let light_entry = RegularScreenblockEntry::from_tile_id(0);
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let dark_entry = RegularScreenblockEntry::from_tile_id(1);
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checker_screenblock(8, light_entry, dark_entry);
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#}</code></pre></pre>
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<a class="header" href="#background-io-registers" id="background-io-registers"><h3>Background IO Registers</h3></a>
|
|
<p>Our most important step is of course the IO register step. There's four
|
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different background layers, but each of them has the same format for their
|
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control register. For the moment, all that we care about is being able to set
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the "screen base block" value.</p>
|
|
<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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#[derive(Clone, Copy, Default, PartialEq, Eq)]
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#[repr(transparent)]
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pub struct BackgroundControlSetting(u16);
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impl BackgroundControlSetting {
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pub fn from_base_block(sbb: u16) -> Self {
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BackgroundControlSetting(sbb << 8)
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}
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}
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pub const BG0CNT: VolatilePtr<BackgroundControlSetting> = VolatilePtr(0x400_0008 as *mut BackgroundControlSetting);
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#}</code></pre></pre>
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<p>And... that's all it takes for us to be able to add a line into <code>main</code></p>
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|
<pre><pre class="playpen"><code class="language-rust">
|
|
# #![allow(unused_variables)]
|
|
#fn main() {
|
|
// bg0 control
|
|
unsafe { BG0CNT.write(BackgroundControlSetting::from_base_block(8)) };
|
|
#}</code></pre></pre>
|
|
<a class="header" href="#set-the-display-control-register" id="set-the-display-control-register"><h3>Set The Display Control Register</h3></a>
|
|
<p>We're finally ready to set the display control register and get things going.</p>
|
|
<p>We've slightly glossed over it so far, but when the GBA is first booted most
|
|
everything within the address space will be all zeroed. However, the display
|
|
control register has the "Force VBlank" bit enabled by the BIOS, giving you a
|
|
moment to put the memory in place that you'll need for the first frame.</p>
|
|
<p>So, now that have got all of our memory set, we'll overwrite the initial
|
|
display control register value with what we'll call "just enable bg0".</p>
|
|
<pre><pre class="playpen"><code class="language-rust">
|
|
# #![allow(unused_variables)]
|
|
#fn main() {
|
|
#[derive(Clone, Copy, Default, PartialEq, Eq)]
|
|
#[repr(transparent)]
|
|
pub struct DisplayControlSetting(u16);
|
|
|
|
impl DisplayControlSetting {
|
|
pub const JUST_ENABLE_BG0: DisplayControlSetting = DisplayControlSetting(1 << 8);
|
|
}
|
|
|
|
pub const DISPCNT: VolatilePtr<DisplayControlSetting> = VolatilePtr(0x0400_0000 as *mut DisplayControlSetting);
|
|
#}</code></pre></pre>
|
|
<p>And so finally we have a complete <code>main</code></p>
|
|
<pre><pre class="playpen"><code class="language-rust">#[start]
|
|
fn main(_argc: isize, _argv: *const *const u8) -> isize {
|
|
// bg palette
|
|
set_bg_palette_4bpp(0, 1, WHITE);
|
|
set_bg_palette_4bpp(0, 2, LIGHT_GRAY);
|
|
set_bg_palette_4bpp(0, 3, DARK_GRAY);
|
|
// bg tiles
|
|
set_bg_tile_4bpp(0, 0, ALL_TWOS);
|
|
set_bg_tile_4bpp(0, 1, ALL_THREES);
|
|
// screenblock
|
|
let light_entry = RegularScreenblockEntry::from_tile_id(0);
|
|
let dark_entry = RegularScreenblockEntry::from_tile_id(1);
|
|
checker_screenblock(8, light_entry, dark_entry);
|
|
// bg0 control
|
|
unsafe { BG0CNT.write(BackgroundControlSetting::from_base_block(8)) };
|
|
// Display Control
|
|
unsafe { DISPCNT.write(DisplayControlSetting::JUST_ENABLE_BG0) };
|
|
loop {
|
|
// TODO the whole thing
|
|
}
|
|
}
|
|
</code></pre></pre>
|
|
<p>And <em>It works, Marty! It works!</em></p>
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