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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" class="active"><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/io_registers.html"><strong aria-hidden="true">3.2.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.3.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.4.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.5.</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></ol>
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<h1 class="menu-title">Rust GBA Tutorials</h1>
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<a class="header" href="#chapter-0-development-setup" id="chapter-0-development-setup"><h1>Chapter 0: Development Setup</h1></a>
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<p>Before you can build a GBA game you'll have to follow some special steps to
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setup the development environment. Perhaps unfortunately, there's enough detail
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here to warrant a mini-chapter all on its own.</p>
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<p>Before we begin I'd like to give a special thanks to <strong>Ketsuban</strong>, who is the
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wizard that arranged for all of this to be able to happen and laid out the
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details of the plan to the rest of the world.</p>
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<a class="header" href="#per-system-setup" id="per-system-setup"><h2>Per System Setup</h2></a>
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<p>Obviously you need your computer to have a working rust installation. However,
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you'll also need to ensure that you're using a nightly toolchain. You can run
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<code>rustup default nightly</code> to set nightly as the system wide default toolchain, or
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you can use a <a href="https://github.com/rust-lang-nursery/rustup.rs#the-toolchain-file">toolchain
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file</a> to use
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nightly just on a specific project, but either way we'll be assuming nightly
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from now on.</p>
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<p>Next you need <a href="https://devkitpro.org/wiki/Getting_Started">devkitpro</a>. They've
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got a graphical installer for Windows, and <code>pacman</code> support on Linux. We'll be
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using a few of their binutils for the <code>arm-none-eabi</code> target, and we'll also be
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using some of their tools that are specific to GBA development, so <em>even if</em> you
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already have the right binutils for whatever reason, you'll still want devkitpro
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for the <code>gbafix</code> utility.</p>
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<ul>
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<li>On Windows you'll want something like <code>C:\devkitpro\devkitARM\bin</code> and
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<code>C:\devkitpro\tools\bin</code> to be <a href="https://stackoverflow.com/q/44272416/455232">added to your
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PATH</a>, depending on where you
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installed it to and such.</li>
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<li>On Linux you'll also want it to be added to your path, but if you're using
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Linux I'll just assume you know how to do all that.</li>
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</ul>
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<p>Finally, you'll need <code>cargo-xbuild</code>. Just run <code>cargo install cargo-xbuild</code> and
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cargo will figure it all out for you.</p>
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<a class="header" href="#per-project-setup" id="per-project-setup"><h2>Per Project Setup</h2></a>
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<p>Now you'll need some particular files each time you want to start a new project.
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You can find them in the root of the <a href="https://github.com/rust-console/gba">rust-console/gba
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repo</a>.</p>
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<ul>
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<li><code>thumbv4-none-agb.json</code> describes the overall GBA to cargo-xbuild so it knows
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what to do. This is actually a somewhat made up target name since there's no
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official target name. The GBA is essentially the same as a normal
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<code>thumbv4-none-eabi</code> device, but we give it the "agb" signifier so that later
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on we'll be able to use rust's <code>cfg</code> ability to allow our code to know if it's
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specifically targeting a GBA or some other similar device (like an NDS).</li>
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<li><code>crt0.s</code> describes some ASM startup stuff. If you have more ASM to place here
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later on this is where you can put it. You also need to build it into a
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<code>crt0.o</code> file before it can actually be used, but we'll cover that below.</li>
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<li><code>linker.ld</code> tells the linker more critical info about the layout expectations
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that the GBA has about our program.</li>
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</ul>
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<a class="header" href="#compiling" id="compiling"><h2>Compiling</h2></a>
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<p>The next steps only work once you've got some source code to build. If you need
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a quick test, copy the <code>hello1.rs</code> file from our examples directory in the
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repository.</p>
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<p>Once you've got something to build, you perform the following steps:</p>
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<ul>
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<li>
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<p><code>arm-none-eabi-as crt0.s -o crt0.o</code></p>
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<ul>
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<li>This builds your text format <code>crt0.s</code> file into object format <code>crt0.o</code>. You
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don't need to perform it every time, only when <code>crt0.s</code> changes, but you
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might as well do it every time so that you never forget to because it's a
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practically instant operation.</li>
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</ul>
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</li>
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<li>
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<p><code>cargo xbuild --target thumbv4-none-agb.json</code></p>
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<ul>
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<li>This builds your Rust source. It accepts <em>most of</em> the normal options, such
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as <code>--release</code>, and options, such as <code>--bin foo</code> or <code>--examples</code>, that you'd
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expect <code>cargo</code> to accept.</li>
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<li>You <strong>can not</strong> build and run tests this way, because they require <code>std</code>,
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which the GBA doesn't have. You can still run some of your project's tests
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with <code>cargo test</code>, but that builds for your local machine, so anything
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specific to the GBA (such as reading and writing registers) won't be
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testable that way. If you want to isolate and try out some piece code
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running on the GBA you'll unfortunately have to make a demo for it in your
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<code>examples/</code> directory and then run the demo in an emulator and see if it
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does what you expect.</li>
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<li>The file extension is important. <code>cargo xbuild</code> takes it as a flag to
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compile dependencies with the same sysroot, so you can include crates
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normally. Well, creates that work in the GBA's limited environment, but you
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get the idea.</li>
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</ul>
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</li>
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</ul>
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<p>At this point you have an ELF binary that some emulators can execute directly.
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This is helpful because it'll have debug symbols and all that, assuming a debug
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build. Specifically, <a href="https://mgba.io/2018/09/24/mgba-0.7-beta1/">mgba 0.7 beta
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1</a> can do it, and perhaps other
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emulators can also do it.</p>
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<p>However, if you want a "real" ROM that works in all emulators and that you could
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transfer to a flash cart there's a little more to do.</p>
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<ul>
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<li>
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<p><code>arm-none-eabi-objcopy -O binary target/thumbv4-none-agb/MODE/BIN_NAME target/ROM_NAME.gba</code></p>
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<ul>
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<li>This will perform an <a href="https://linux.die.net/man/1/objcopy">objcopy</a> on our
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program. Here I've named the program <code>arm-none-eabi-objcopy</code>, which is what
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devkitpro calls their version of <code>objcopy</code> that's specific to the GBA in the
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Windows install. If the program isn't found under that name, have a look in
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your installation directory to see if it's under a slightly different name
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or something.</li>
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<li>As you can see from reading the man page, the <code>-O binary</code> option takes our
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lovely ELF file with symbols and all that and strips it down to basically a
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bare memory dump of the program.</li>
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<li>The next argument is the input file. You might not be familiar with how
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<code>cargo</code> arranges stuff in the <code>target/</code> directory, and between RLS and
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<code>cargo doc</code> and stuff it gets kinda crowded, so it goes like this:
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<ul>
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<li>Since our program was built for a non-local target, first we've got a
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directory named for that target, <code>thumbv4-none-agb/</code></li>
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<li>Next, the "MODE" is either <code>debug/</code> or <code>release/</code>, depending on if we had
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the <code>--release</code> flag included. You'll probably only be packing release
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mode programs all the way into GBA roms, but it works with either mode.</li>
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<li>Finally, the name of the program. If your program is something out of the
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project's <code>src/bin/</code> then it'll be that file's name, or whatever name you
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configured for the bin in the <code>Cargo.toml</code> file. If your program is
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something out of the project's <code>examples/</code> directory there will be a
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similar <code>examples/</code> sub-directory first, and then the example's name.</li>
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</ul>
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</li>
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<li>The final argument is the output of the <code>objcopy</code>, which I suggest putting
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at just the top level of the <code>target/</code> directory. Really it could go
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anywhere, but if you're using git then it's likely that your <code>.gitignore</code>
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file is already setup to exclude everything in <code>target/</code>, so this makes sure
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that your intermediate game builds don't get checked into your git.</li>
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</ul>
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</li>
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<li>
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<p><code>gbafix target/ROM_NAME.gba</code></p>
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<ul>
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<li>The <code>gbafix</code> tool also comes from devkitpro. The GBA is very picky about a
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ROM's format, and <code>gbafix</code> patches the ROM's header and such so that it'll
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work right. Unlike <code>objcopy</code>, this tool is custom built for GBA development,
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so it works just perfectly without any arguments beyond the file name. The
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ROM is patched in place, so we don't even need to specify a new destination.</li>
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</ul>
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</li>
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</ul>
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<p>And you're finally done!</p>
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<p>Of course, you probably want to make a script for all that, but it's up to you.</p>
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