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317 lines
9.2 KiB
Markdown
317 lines
9.2 KiB
Markdown
# Making A Memory Game
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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.
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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.
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We'll start back with a nearly blank file, calling it `memory_game.rs`:
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```rust
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#![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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```
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## Displaying A Background
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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.
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Remember, backgrounds have the following essential components:
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* Background Palette
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* Background Tiles
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* Screenblock
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* IO Registers
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### Background Palette
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To write to the background palette memory we'll want to name a `VolatilePtr` 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.
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```rust
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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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```
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Now we give ourselves an easy way to write a color into a palbank slot.
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```rust
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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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```
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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:
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```rust
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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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```
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Which _finally_ allows us to set our palette colors in `main`:
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```rust
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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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```
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### Background Tiles
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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.
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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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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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```
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And then we have to have a way to put the tiles into video memory:
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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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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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```
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And finally, we can call that within `main`:
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```rust
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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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```
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### Setup A Screenblock
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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.
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First, we have to be able to make one single screenblock entry at a time:
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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 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 const 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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```
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And then with 32x32 of these things we'll have a whole screenblock. Now, we
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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.
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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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```
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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.
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```rust
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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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```
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And then we add this into `main`
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```rust
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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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```
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### Background IO Registers
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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.
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```rust
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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 const SCREEN_BASE_BLOCK_MASK: u16 = 0b1_1111;
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pub const fn from_base_block(sbb: u16) -> Self {
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BackgroundControlSetting((sbb & Self::SCREEN_BASE_BLOCK_MASK) << 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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```
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And... that's all it takes for us to be able to add a line into `main`
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```rust
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// bg0 control
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unsafe { BG0CNT.write(BackgroundControlSetting::from_base_block(8)) };
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```
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### Set The Display Control Register
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We're finally ready to set the display control register and get things going.
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We've slightly glossed over it so far, but when the GBA is first booted most
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everything within the address space will be all zeroed. However, the display
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control register has the "Force VBlank" bit enabled by the BIOS, giving you a
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moment to put the memory in place that you'll need for the first frame.
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So, now that have got all of our memory set, we'll overwrite the initial
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display control register value with what we'll call "just enable bg0".
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```rust
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#[derive(Clone, Copy, Default, PartialEq, Eq)]
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#[repr(transparent)]
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pub struct DisplayControlSetting(u16);
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impl DisplayControlSetting {
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pub const JUST_ENABLE_BG0: DisplayControlSetting = DisplayControlSetting(1 << 8);
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}
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pub const DISPCNT: VolatilePtr<DisplayControlSetting> = VolatilePtr(0x0400_0000 as *mut DisplayControlSetting);
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```
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And so finally we have a complete `main`
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```rust
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#[start]
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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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// 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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// bg0 control
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unsafe { BG0CNT.write(BackgroundControlSetting::from_base_block(8)) };
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// Display Control
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unsafe { DISPCNT.write(DisplayControlSetting::JUST_ENABLE_BG0) };
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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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```
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And _It works, Marty! It works!_
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![screenshot_checkers](screenshot_checkers.png)
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We've got more to go, but we're well on our way.
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