refactor: split into gameboy-rust workspace with core, demos, and desktop crates
Move the emulator into crates/gba-core, the original demo programs into crates/gba-demos, and the minifb frontend into crates/desktop. The binary is now gameboy-rust. Imports change from gba_rust to gba_core/gba_demos; no behavior changes. gba-core has no dependencies. Its integration tests use gba-demos as a development dependency. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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113 changed files with 304 additions and 282 deletions
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use gba_rust::{
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cpu::Cpu,
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display::{CYCLES_PER_FRAME, CYCLES_PER_LINE, HBLANK_START, VBLANK_START},
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dma::DMA_BASE,
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input::{Button, Buttons},
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io::*,
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machine::{Machine, StepKind},
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memory::{Memory, OAM_START as OAM, PALETTE_START as PAL, ROM_START, VRAM_START as VRAM},
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raster_demo::{RasterDemo, RASTER_STATE, RASTER_TABLE},
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video::{rgb555_to_rgb888 as rgb, Framebuffer, VideoError, HEIGHT, WIDTH},
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};
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#[path = "scanlines/capture.rs"]
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mod capture;
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#[path = "scanlines/machine.rs"]
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mod machine;
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#[path = "scanlines/rendering.rs"]
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mod rendering;
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fn memory() -> Memory {
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let mut m = Memory::new(vec![]).unwrap();
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m.set_scanline_rendering(true);
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m
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}
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fn present(m: &Memory) -> Framebuffer {
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let mut f = Framebuffer::default();
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assert!(m.present_frame(&mut f).unwrap());
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f
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}
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fn at(f: &Framebuffer, x: usize, y: usize) -> u32 {
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f.pixels()[y * WIDTH + x]
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}
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fn word_rom(code: &[u32]) -> Vec<u8> {
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code.iter().flat_map(|v| v.to_le_bytes()).collect()
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}
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