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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" class="active"><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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<h1 class="menu-title">Rust GBA Guide</h1>
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<main>
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<a class="header" href="#tile-data" id="tile-data"><h1>Tile Data</h1></a>
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<p>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.</p>
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<a class="header" href="#tiles" id="tiles"><h2>Tiles</h2></a>
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<p>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.</p>
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<p>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.</p>
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<ul>
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<li>With 4 bits per pixel, the PALRAM is imagined to be 16 <strong>palbank</strong> 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.</li>
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<li>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.</li>
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</ul>
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<p>Knowing this, we can write the following definitions:</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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#[derive(Debug, Clone, Copy, Default)]
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#[repr(transparent)]
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pub struct Tile8bpp {
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pub data: [u32; 16]
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}
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#}</code></pre></pre>
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<p>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 <code>u32</code> 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 <code>u32</code> then it'll already be aligned for fast <code>u32</code> bulk copies.</p>
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<p>Keeping track of the current color depth is naturally the <em>programmer's</em>
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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.</p>
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<a class="header" href="#charblocks" id="charblocks"><h2>Charblocks</h2></a>
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<p>Tiles don't just sit on their own, they get grouped into <strong>charblocks</strong>. 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.</p>
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<p>A charblock is 16kb long (<code>0x4000</code> 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:</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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#[derive(Clone, Copy)]
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#[repr(transparent)]
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pub struct Charblock8bpp {
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pub data: [Tile8bpp; 256],
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}
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#}</code></pre></pre>
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<p>You'll note that we can't even derive <code>Debug</code> or <code>Default</code> 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 <em>absolutely</em> had to,
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we could call <code>core::mem::zeroed()</code>, 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 <code>const</code> charblock values (or even parts of charblock values) that we then
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load out of the game pak ROM at runtime.</p>
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<p>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.</p>
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<a class="header" href="#image-editing" id="image-editing"><h2>Image Editing</h2></a>
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<p>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.</p>
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<p>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 <em>2nd row of the first tile</em>, not the 1st row of the
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2nd tile.</p>
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<p>So, how do we fix this?</p>
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<p>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.</p>
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<p>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.</p>
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<p>Ketsuban uses the <a href="http://www.coranac.com/projects/grit/">grit</a> tool, with the
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following suggestions:</p>
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<ol>
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<li>Include an actual resource file and a file describing it somewhere in your
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project (see <a href="http://www.coranac.com/man/grit/html/index.htm">the grit
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manual</a> for all details
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involved here).</li>
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<li>In a <code>build.rs</code> you run <code>grit</code> on each resource+description pair, such as in
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this <a href="https://gist.github.com/ketsuban/526fa55fbef0a3ccd4c7cd6204f29f94">old gist
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example</a></li>
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<li>Then within your rust code you use the
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<a href="https://doc.rust-lang.org/core/macro.include_bytes.html">include_bytes!</a>
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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.</li>
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</ol>
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