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233 lines
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233 lines
14 KiB
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<title>Introduction - 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"><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/object_basics.html"><strong aria-hidden="true">5.4.</strong> Object Basics</a></li><li><a href="ch03/gba_rng.html"><strong aria-hidden="true">5.5.</strong> GBA RNG</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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<h1 class="menu-title">Rust GBA Guide</h1>
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<main>
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<a class="header" href="#introduction" id="introduction"><h1>Introduction</h1></a>
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<p>Here's a book that'll help you program in Rust on the Game Boy Advance (GBA).</p>
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<p>It's a work in progress of course, but so is most of everything in Rust.</p>
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<a class="header" href="#style-and-purpose" id="style-and-purpose"><h2>Style and Purpose</h2></a>
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<p>I'm out to teach you how to program in Rust on the GBA, obviously. However,
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while there <em>is</em> a <a href="https://github.com/rust-console/gba">gba</a> crate, and while I
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genuinely believe it to be a good and useful crate for GBA programming, we <em>will
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not</em> be using the <code>gba</code> crate within this book. In fact we won't be using any
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crates at all. We can call it the <a href="https://handmadehero.org/">Handmade Hero</a>
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approach, if you like.</p>
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<p>I don't want to just teach you how to use the <code>gba</code> crate, I want to teach you
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what you'd need to know to write the crate from scratch if it wasn't there.</p>
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<p>Each chapter of the book will focus on a few things you'll need to know about
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GBA programming and then present a fully self-contained example that puts those
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ideas into action. Just one file per example, no dependencies, no external
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assets, no fuss. The examples will be in the text of the book within code
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blocks, but also you can find them in the <a href="https://github.com/rust-console/gba/tree/master/examples">examples
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directory</a> of the repo
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if you want to get them that way.</p>
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<a class="header" href="#expected-knowledge" id="expected-knowledge"><h2>Expected Knowledge</h2></a>
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<p>I will try not to ask too much of the reader ahead of time, but you are expected
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to have already read <a href="https://doc.rust-lang.org/book/">The Rust Book</a>.</p>
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<p>It's very difficult to know when you've said something that someone else won't
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already know about, or if you're presenting ideas out of order. If things aren't
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clear please <a href="https://github.com/rust-console/gba/issues">file an issue</a> and
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we'll try to address it.</p>
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<a class="header" href="#getting-help" id="getting-help"><h2>Getting Help</h2></a>
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<p>If you want to contact us you should join the <a href="https://discordapp.com/invite/aVESxV8">Rust Community
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Discord</a> and ask in the <code>#gamedev</code>
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channel.</p>
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<ul>
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<li><code>Ketsuban</code> is the wizard who knows much more about how it all works</li>
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<li><code>Lokathor</code> is the fool who decided to write a crate and book for it.</li>
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</ul>
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<p>If it's <em>not</em> a GBA specific question then you can probably ask any of the other
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folks in the server as well (there's a few hundred folks).</p>
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<a class="header" href="#further-reading" id="further-reading"><h2>Further Reading</h2></a>
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<p>If you want to read more about developing on the GBA there are some other good
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resources as well:</p>
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<ul>
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<li><a href="https://www.coranac.com/tonc/text/toc.htm">Tonc</a>, a tutorial series written
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for C, but it's what I based the ordering of this book's sections on.</li>
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<li><a href="http://problemkaputt.de/gbatek.htm">GBATEK</a>, a homebrew tech manual for
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GBA/NDS/DSi. We will regularly link to parts of it when talking about various
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bits of the GBA.</li>
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<li><a href="https://www.cs.rit.edu/%7Etjh8300/CowBite/CowBiteSpec.htm">CowBite</a> is another
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tech specification that's more GBA specific. It's sometimes got more ASCII
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art diagrams and example C struct layouts than GBATEK does.</li>
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</ul>
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