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38 lines
1.5 KiB
Markdown
38 lines
1.5 KiB
Markdown
# Broad Concepts
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The GameBoy Advance sits in a middle place between the chthonic game consoles of
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the ancient past and the "small PC in a funny case" consoles of the modern age.
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On the one hand, yeah, you're gonna find a few strange conventions as you learn
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all the ropes.
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On the other, at least we're writing in Rust at all, and not having to do all
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the assembly by hand.
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This chapter for "concepts" has a section for each part of the GBA's hardware
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memory map, going by increasing order of base address value. The sections try to
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explain as much as possible while sticking to just the concerns you might have
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regarding that part of the memory map.
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For an assessment of how to wrangle all three parts of the video system (PALRAM,
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VRAM, and OAM), along with the correct IO registers, into something that shows a
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picture, you'll want the Video chapter.
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Similarly, the "IO Registers" part of the GBA actually controls how you interact
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with every single bit of hardware connected to the GBA. A full description of
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everything is obviously too much for just one section of the book. Instead you
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get an overview of general IO register rules and advice. Each particular
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register is described in the appropriate sections of either the Video or
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Non-Video chapters.
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## Bus Size
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TODO: describe this
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## Minimum Write Size
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TODO: talk about parts where you can't write one byte at a time
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## Volatile or Not?
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TODO: discuss what memory should be used volatile style and what can be used normal style. |