gba/docs/index.html
2018-11-20 02:57:43 -07:00

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