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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/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" class="active"><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="#hello2" id="hello2"><h1>hello2</h1></a>
<p>Okay so let's have a look again:</p>
<p><code>hello1</code></p>
<pre><pre class="playpen"><code class="language-rust">#![feature(start)]
#![no_std]
#[cfg(not(test))]
#[panic_handler]
fn panic(_info: &amp;core::panic::PanicInfo) -&gt; ! {
loop {}
}
#[start]
fn main(_argc: isize, _argv: *const *const u8) -&gt; isize {
unsafe {
(0x04000000 as *mut u16).write_volatile(0x0403);
(0x06000000 as *mut u16).offset(120 + 80 * 240).write_volatile(0x001F);
(0x06000000 as *mut u16).offset(136 + 80 * 240).write_volatile(0x03E0);
(0x06000000 as *mut u16).offset(120 + 96 * 240).write_volatile(0x7C00);
loop {}
}
}
</code></pre></pre>
<p>Now let's clean this up so that it's clearer what's going on.</p>
<p>First we'll label that display control stuff:</p>
<pre><pre class="playpen"><code class="language-rust">
# #![allow(unused_variables)]
#fn main() {
pub const DISPCNT: *mut u16 = 0x04000000 as *mut u16;
pub const MODE3: u16 = 3;
pub const BG2: u16 = 0b100_0000_0000;
#}</code></pre></pre>
<p>Next we make some const values for the actual pixel drawing</p>
<pre><pre class="playpen"><code class="language-rust">
# #![allow(unused_variables)]
#fn main() {
pub const VRAM: usize = 0x06000000;
pub const SCREEN_WIDTH: isize = 240;
#}</code></pre></pre>
<p>And then we want a small helper function for putting together a color value.</p>
<p>Happily, this one can even be declared as a const function. At the time of
writing, we've got the &quot;minimal const fn&quot; support in nightly. It really is quite
limited, but I'm happy to let rustc and LLVM pre-compute as much as they can
when it comes to the GBA's tiny CPU.</p>
<pre><pre class="playpen"><code class="language-rust">
# #![allow(unused_variables)]
#fn main() {
pub const fn rgb16(red: u16, green: u16, blue: u16) -&gt; u16 {
blue &lt;&lt; 10 | green &lt;&lt; 5 | red
}
#}</code></pre></pre>
<p>Finally, we'll make a function for drawing a pixel in Mode 3. Even though it's
just a one-liner, having the &quot;important parts&quot; be labeled as function arguments
usually helps you think about it a lot better.</p>
<pre><pre class="playpen"><code class="language-rust">
# #![allow(unused_variables)]
#fn main() {
pub unsafe fn mode3_pixel(col: isize, row: isize, color: u16) {
(VRAM as *mut u16).offset(col + row * SCREEN_WIDTH).write_volatile(color);
}
#}</code></pre></pre>
<p>So now we've got this:</p>
<p><code>hello2</code></p>
<pre><pre class="playpen"><code class="language-rust">#![feature(start)]
#![no_std]
#[cfg(not(test))]
#[panic_handler]
fn panic(_info: &amp;core::panic::PanicInfo) -&gt; ! {
loop {}
}
#[start]
fn main(_argc: isize, _argv: *const *const u8) -&gt; isize {
unsafe {
DISPCNT.write_volatile(MODE3 | BG2);
mode3_pixel(120, 80, rgb16(31, 0, 0));
mode3_pixel(136, 80, rgb16(0, 31, 0));
mode3_pixel(120, 96, rgb16(0, 0, 31));
loop {}
}
}
pub const DISPCNT: *mut u16 = 0x04000000 as *mut u16;
pub const MODE3: u16 = 3;
pub const BG2: u16 = 0b100_0000_0000;
pub const VRAM: usize = 0x06000000;
pub const SCREEN_WIDTH: isize = 240;
pub const fn rgb16(red: u16, green: u16, blue: u16) -&gt; u16 {
blue &lt;&lt; 10 | green &lt;&lt; 5 | red
}
pub unsafe fn mode3_pixel(col: isize, row: isize, color: u16) {
(VRAM as *mut u16).offset(col + row * SCREEN_WIDTH).write_volatile(color);
}
</code></pre></pre>
<p>Exact same program that we started with, but much easier to read.</p>
<p>Of course, in the full <code>gba</code> crate that this book is a part of we have these and
other elements all labeled and sorted out for you (not identically, but
similarly). Still, for educational purposes it's often best to do it yourself at
least once.</p>
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