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131 lines
5.6 KiB
Markdown
131 lines
5.6 KiB
Markdown
# Tile Data
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When using the GBA's hardware graphics, if you want to let the hardware do most
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of the work you have to use Modes 0, 1 or 2. However, to do that we first have
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to learn about how tile data works inside of the GBA.
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## Tiles
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Fundamentally, a tile is an 8x8 image. If you want anything bigger than 8x8 you
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need to arrange several tiles so that it looks like whatever you're trying to
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draw.
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As was already mentioned, the GBA supports two different color modes: 4 bits per
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pixel and 8 bits per pixel. This means that we have two types of tile that we
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need to model. The pixel bits always represent an index into the PALRAM.
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* With 4 bits per pixel, the PALRAM is imagined to be 16 **palbank** sections of
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16 palette entries each. The image data selects the index within the palbank,
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and an external configuration selects which palbank is used.
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* With 8 bits per pixel, the PALRAM is imagined to be a single 256 entry array
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and the index just directly picks which of the 256 colors is used.
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Knowing this, we can write the following definitions:
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```rust
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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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data: [u32; 8]
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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 Tile8bpp {
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data: [u32; 16]
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}
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```
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I hope this makes sense so far. At 4bpp, we have 4 bits per pixel, times 8
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pixels per line, times 8 lines: 256 bits required. Similarly, at 8 bits per
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pixel we'll need 512 bits. Why are we defining them as arrays of `u32` values?
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Because when it comes time to do bulk copies the fastest way to it will be to go
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one whole machine word at a time. If we make the data inside the type be an
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array of `u32` then it'll already be aligned for fast `u32` bulk copies.
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Keeping track of the current color depth is naturally the _programmer's_
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problem. If you get it wrong you'll see a whole ton of garbage pixels all over
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the screen, and you'll probably be able to guess why. You know, unless you did
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one of the other things that can make a bunch of garbage pixels show up all over
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the screen. Graphics programming is fun like that.
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## Charblocks
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Tiles don't just sit on their own, they get grouped into **charblocks**. Long
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ago in the distant past, video games were built with hardware that was also used
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to make text terminals. So tile image data was called "character data". In fact
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some guides will even call the regular mode for the background layers "text
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mode", despite the fact that you obviously don't have to show text at all.
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A charblock is 16kb long (`0x4000` bytes), which means that the number of tiles
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that fit into a charblock depends on your color depth. With 4bpp you get 512
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tiles, and with 8bpp there's 256 tiles. So they'd be something like this:
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```rust
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#[derive(Clone, Copy)]
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#[repr(transparent)]
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pub struct Charblock4bpp {
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data: [Tile4bpp; 512],
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}
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#[derive(Clone, Copy)]
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#[repr(transparent)]
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pub struct Charblock8bpp {
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data: [Tile8bpp; 256],
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}
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```
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You'll note that we can't even derive `Debug` or `Default` any more because the
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arrays are so big. Rust supports Clone and Copy for arrays of any size, but the
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rest is still size 32 or less. We won't generally be making up an entire
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Charblock on the fly though, so it's not a big deal. If we _absolutely_ had to,
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we could call `core::mem::zeroed()`, but we really don't want to be trying to
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build a whole charblock at runtime. We'll usually want to define our tile data
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as `const` charblock values (or even parts of charblock values) that we then
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load out of the game pak ROM at runtime.
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Anyway, with 16k per charblock and only 96k total in VRAM, it's easy math to see
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that there's 6 different charblocks in VRAM when in a tiled mode. The first four
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of these are for backgrounds, and the other two are for objects. There's rules
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for how a tile ID on a background or object selects a tile within a charblock,
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but since they're different between backgrounds and objects we'll cover that on
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their own pages.
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## Image Editing
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It's very important to note that if you use a normal image editor you'll get
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very bad results if you translate that directly into GBA memory.
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Imagine you have part of an image that's 16 by 16 pixels, aka 2 tiles by 2
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tiles. The data for that bitmap is the 1st row of the 1st tile, then the 1st row
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of the 2nd tile. However, when we translate that into the GBA, the first 8
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pixels will indeed be the first 8 tile pixels, but then the next 8 pixels in
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memory will be used as the _2nd row of the first tile_, not the 1st row of the
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2nd tile.
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So, how do we fix this?
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Well, the simple but annoying way is to edit your tile image as being an 8 pixel
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wide image and then have the image get super tall as you add more and more
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tiles. It can work, but it's really impractical if you have any multi-tile
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things that you're trying to do.
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Instead, there are some image conversion tools that devkitpro provides in their
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gba-dev section. They let you take normal images and then repackage them and
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export it in various formats that you can then compile into your project.
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Ketsuban uses the [grit](http://www.coranac.com/projects/grit/) tool, with the
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following suggestions:
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1) Include an actual resource file and a file describing it somewhere in your
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project (see [the grit
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manual](http://www.coranac.com/man/grit/html/index.htm) for all details
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involved here).
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2) In a `build.rs` you run `grit` on each resource+description pair, such as in
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this [old gist
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example](https://gist.github.com/ketsuban/526fa55fbef0a3ccd4c7cd6204f29f94)
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3) Then within your rust code you use the
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[include_bytes!](https://doc.rust-lang.org/core/macro.include_bytes.html)
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macro to have the formatted resource be available as a const value you can
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load at runtime.
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