gba/docs/01-quirks/01-no_std.html
2018-12-16 00:35:43 +00:00

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<ol class="chapter"><li><a href="../00-introduction/00-index.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><ol class="section"><li><a href="../00-introduction/01-requirements.html"><strong aria-hidden="true">1.1.</strong> Reader Requirements</a></li><li><a href="../00-introduction/02-goals_and_style.html"><strong aria-hidden="true">1.2.</strong> Book Goals and Style</a></li><li><a href="../00-introduction/03-development-setup.html"><strong aria-hidden="true">1.3.</strong> Development Setup</a></li><li><a href="../00-introduction/04-hello-magic.html"><strong aria-hidden="true">1.4.</strong> Hello, Magic</a></li><li><a href="../00-introduction/05-help_and_resources.html"><strong aria-hidden="true">1.5.</strong> Help and Resources</a></li></ol></li><li><a href="../01-quirks/00-index.html"><strong aria-hidden="true">2.</strong> Quirks</a></li><li><ol class="section"><li><a href="../01-quirks/01-no_std.html" class="active"><strong aria-hidden="true">2.1.</strong> No Std</a></li><li><a href="../01-quirks/02-fixed_only.html"><strong aria-hidden="true">2.2.</strong> Fixed Only</a></li><li><a href="../01-quirks/03-volatile_destination.html"><strong aria-hidden="true">2.3.</strong> Volatile Destination</a></li><li><a href="../01-quirks/04-newtype.html"><strong aria-hidden="true">2.4.</strong> Newtype</a></li></ol></li><li><a href="../02-concepts/00-index.html"><strong aria-hidden="true">3.</strong> Concepts</a></li><li><ol class="section"><li><a href="../02-concepts/01-cpu.html"><strong aria-hidden="true">3.1.</strong> CPU</a></li><li><a href="../02-concepts/02-bios.html"><strong aria-hidden="true">3.2.</strong> BIOS</a></li><li><a href="../02-concepts/03-wram.html"><strong aria-hidden="true">3.3.</strong> Work RAM</a></li><li><a href="../02-concepts/04-io-registers.html"><strong aria-hidden="true">3.4.</strong> IO Registers</a></li><li><a href="../02-concepts/05-palram.html"><strong aria-hidden="true">3.5.</strong> Palette RAM</a></li><li><a href="../02-concepts/06-vram.html"><strong aria-hidden="true">3.6.</strong> Video RAM</a></li><li><a href="../02-concepts/07-oam.html"><strong aria-hidden="true">3.7.</strong> Object Attribute Memory</a></li><li><a href="../02-concepts/08-rom.html"><strong aria-hidden="true">3.8.</strong> Game Pak ROM / Flash ROM</a></li><li><a href="../02-concepts/09-sram.html"><strong aria-hidden="true">3.9.</strong> Save RAM</a></li></ol></li><li><a href="../03-video/00-index.html"><strong aria-hidden="true">4.</strong> Video</a></li><li><ol class="section"><li><a href="../03-video/01-rgb15.html"><strong aria-hidden="true">4.1.</strong> RBG15 Color</a></li><li><a href="../03-video/TODO.html"><strong aria-hidden="true">4.2.</strong> TODO</a></li></ol></li><li><a href="../04-non-video/00-index.html"><strong aria-hidden="true">5.</strong> Non-Video</a></li><li><ol class="section"><li><a href="../04-non-video/01-buttons.html"><strong aria-hidden="true">5.1.</strong> Buttons</a></li><li><a href="../04-non-video/02-timers.html"><strong aria-hidden="true">5.2.</strong> Timers</a></li><li><a href="../04-non-video/03-dma.html"><strong aria-hidden="true">5.3.</strong> Direct Memory Access</a></li><li><a href="../04-non-video/04-sound.html"><strong aria-hidden="true">5.4.</strong> Sound</a></li><li><a href="../04-non-video/05-interrupts.html"><strong aria-hidden="true">5.5.</strong> Interrupts</a></li><li><a href="../04-non-video/06-network.html"><strong aria-hidden="true">5.6.</strong> Network</a></li><li><a href="../04-non-video/07-game_pak.html"><strong aria-hidden="true">5.7.</strong> Game Pak</a></li></ol></li><li><a href="../05-examples/00-index.html"><strong aria-hidden="true">6.</strong> Examples</a></li><li><ol class="section"><li><a href="../05-examples/01-hello_magic.html"><strong aria-hidden="true">6.1.</strong> hello_magic</a></li><li><a href="../05-examples/02-hello_world.html"><strong aria-hidden="true">6.2.</strong> hello_world</a></li><li><a href="../05-examples/03-light_cycle.html"><strong aria-hidden="true">6.3.</strong> light_cycle</a></li><li><a href="../05-examples/04-bg_demo.html"><strong aria-hidden="true">6.4.</strong> bg_demo</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="#no-std" id="no-std"><h1>No Std</h1></a>
<p>First up, as you already saw in the <code>hello_magic</code> code, we have to use the
<code>#![no_std]</code> outer attribute on our program when we target the GBA. You can find
some info about <code>no_std</code> in two official sources:</p>
<ul>
<li><a href="https://doc.rust-lang.org/unstable-book/language-features/lang-items.html#writing-an-executable-without-stdlib">unstable
book section</a></li>
<li><a href="https://rust-embedded.github.io/book/intro/no-std.html?highlight=no_std#a--no_std--rust-environment">embedded
book section</a></li>
</ul>
<p>The unstable book is borderline useless here because it's describing too many
things in too many words. The embedded book is much better, but still fairly
terse.</p>
<a class="header" href="#bare-metal" id="bare-metal"><h2>Bare Metal</h2></a>
<p>The GBA falls under what the Embedded Book calls &quot;Bare Metal Environments&quot;.
Basically, the machine powers on and immediately begins executing some ASM code.
Our ASM startup was provided by <code>Ketsuban</code> (check the <code>crt0.s</code> file). We'll go
over <em>how</em> it works much later on, for now it's enough to know that it does
work, and eventually control passes into Rust code.</p>
<p>On the rust code side of things, we determine our starting point with the
<code>#[start]</code> attribute on our <code>main</code> function. The <code>main</code> function also has a
specific type signature that's different from the usual <code>main</code> that you'd see in
Rust. I'd tell you to read the unstable-book entry on <code>#[start]</code> but they
<a href="https://doc.rust-lang.org/unstable-book/language-features/start.html">literally</a>
just tell you to look at the <a href="https://github.com/rust-lang/rust/issues/29633">tracking issue for
it</a> instead, and that's not very
helpful either. Basically it just <em>has</em> to be declared the way it is, even
though there's nothing passing in the arguments and there's no place that the
return value will go. The compiler won't accept it any other way.</p>
<a class="header" href="#no-standard-library" id="no-standard-library"><h2>No Standard Library</h2></a>
<p>The Embedded Book tells us that we can't use the standard library, but we get
access to something called &quot;libcore&quot;, which sounds kinda funny. What they're
talking about is just <a href="https://doc.rust-lang.org/core/index.html">the core
crate</a>, which is called <code>libcore</code>
within the rust repository for historical reasons.</p>
<p>The <code>core</code> crate is actually still a really big portion of Rust. The standard
library doesn't actually hold too much code (relatively speaking), instead it
just takes code form other crates and then re-exports it in an organized way. So
with just <code>core</code> instead of <code>std</code>, what are we missing?</p>
<p>In no particular order:</p>
<ul>
<li>Allocation</li>
<li>Clock</li>
<li>Network</li>
<li>File System</li>
</ul>
<p>The allocation system and all the types that you can use if you have a global
allocator are neatly packaged up in the
<a href="https://doc.rust-lang.org/alloc/index.html">alloc</a> crate. The rest isn't as
nicely organized.</p>
<p>It's <em>possible</em> to implement a fair portion of the entire standard library
within a GBA context and make the rest just panic if you try to use it. However,
do you really need all that? Eh... probably not?</p>
<ul>
<li>We don't need a file system, because all of our data is just sitting there in
the ROM for us to use. When programming we can organize our <code>const</code> data into
modules and such to keep it organized, but once the game is compiled it's just
one huge flat address space. TODO: Parasyte says that a FS can be handy even
if it's all just ReadOnly, so we'll eventually talk about how you might set up
such a thing I guess, since we'll already be talking about replacements for
three of the other four things we &quot;lost&quot;. Maybe we'll make Parasyte write that
section.</li>
<li>Networking, well, the GBA has a Link Cable you can use to communicate with
another GBA, but it's not really like a unix socket with TCP, so the standard
Rust networking isn't a very good match.</li>
<li>Clock is actually two different things at once. One is the ability to store
the time long term, which is a bit of hardware that some gamepaks have in them
(eg: pokemon ruby/sapphire/emerald). The GBA itself can't keep time while
power is off. However, the second part is just tracking time moment to moment,
which the GBA can totally do. We'll see how to access the timers soon enough.</li>
</ul>
<p>Which just leaves us with allocation. Do we need an allocator? Depends on your
game. For demos and small games you probably don't need one. For bigger games
you'll maybe want to get an allocator going eventually. It's in some sense a
crutch, but it's a very useful one.</p>
<p>So I promise that at some point we'll cover how to get an allocator going.
Either a Rust Global Allocator (if practical), which would allow for a lot of
the standard library types to be used &quot;for free&quot; once it was set up, or just a
custom allocator that's GBA specific if Rust's global allocator style isn't a
good fit for the GBA (I honestly haven't looked into it).</p>
<a class="header" href="#llvm-intrinsics" id="llvm-intrinsics"><h2>LLVM Intrinsics</h2></a>
<p>TODO: explain that we'll occasionally have to provide some intrinsics.</p>
<a class="header" href="#bare-metal-panic" id="bare-metal-panic"><h2>Bare Metal Panic</h2></a>
<p>TODO: expand this</p>
<ul>
<li>Write <code>0xC0DE</code> to <code>0x4fff780</code> (<code>u16</code>) to enable mGBA logging. Write any other
value to disable it.</li>
<li>Read <code>0x4fff780</code> (<code>u16</code>) to check mGBA logging status.
<ul>
<li>You get <code>0x1DEA</code> if debugging is active.</li>
<li>Otherwise you get standard open bus nonsense values.</li>
</ul>
</li>
<li>Write your message into the virtual <code>[u8; 255]</code> array starting at <code>0x4fff600</code>.
mGBA will interpret these bytes as a CString value.</li>
<li>Write <code>0x100</code> PLUS the message level to <code>0x4fff700</code> (<code>u16</code>) when you're ready
to send a message line:
<ul>
<li>0: Fatal (halts execution with a popup)</li>
<li>1: Error</li>
<li>2: Warning</li>
<li>3: Info</li>
<li>4: Debug</li>
</ul>
</li>
<li>Sending the message also automatically zeroes the output buffer.</li>
<li>View the output within the &quot;Tools&quot; menu, &quot;View Logs...&quot;. Note that the Fatal
message, if any doesn't get logged.</li>
</ul>
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