mirror of
https://github.com/italicsjenga/gba.git
synced 2024-12-26 12:11:31 +11:00
22 lines
1 KiB
Markdown
22 lines
1 KiB
Markdown
# Non-Video
|
|
|
|
Besides video effects the GBA still has an okay amount of stuff going on.
|
|
|
|
Obviously you'll want to know how to read the user's button inputs. That can
|
|
almost go without saying, except that I said it.
|
|
|
|
Each other part can be handled in about any order you like.
|
|
|
|
Using interrupts is perhaps one of the hardest things for us as Rust programmers
|
|
due to quirks in our compilation process. Our code all gets compiled to 16-bit
|
|
THUMB instructions, and we don't have a way to mark a function to be compiled
|
|
using 32-bit ASM instructions instead. However, an interrupt handler _must_ be
|
|
written in 32-bit ASM instructions for it to work. That means that we have to
|
|
write our interrupt handler in 32-bit ASM by hand. We'll do it, but I don't
|
|
think we'll be too happy about it.
|
|
|
|
The Link Cable related stuff is also probably a little harder to test than
|
|
anything else. Just because link cable emulation isn't always the best, and or
|
|
you need two GBAs with two flash carts and the cable for hardware testing.
|
|
Still, we'll try to go over it eventually.
|