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>
61 lines
1.8 KiB
Rust
61 lines
1.8 KiB
Rust
use gba_core::{
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io::*,
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memory::{Memory, MemoryError, OAM_START as OAM, PALETTE_START as PAL, VRAM_START as VRAM},
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video::{rgb555_to_rgb888 as rgb, Framebuffer, HEIGHT, WIDTH},
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};
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#[path = "effects/colors.rs"]
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mod colors;
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#[path = "effects/demo.rs"]
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mod demo;
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#[path = "effects/windows.rs"]
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mod windows;
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fn setup() -> Memory {
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let mut m = Memory::new(vec![]).unwrap();
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m.write16(DISPCNT, 0x700).unwrap();
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m.write16(PAL, 0x4210).unwrap();
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for (bg, color) in [0x001f, 0x03e0, 0x7c00].into_iter().enumerate() {
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let bg = bg as u32;
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m.write16(PAL + (bg + 1) * 2, color).unwrap();
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m.write16(BG0CNT + bg * 2, (((24 + bg) << 8) | (bg << 2) | bg) as u16)
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.unwrap();
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for offset in (0..32).step_by(2) {
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m.write16(VRAM + bg * 0x4000 + offset, (bg as u16 + 1) * 0x1111)
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.unwrap();
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}
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}
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for obj in 0..128 {
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m.write16(OAM + obj * 8, 0x200).unwrap();
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}
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for offset in (0..32).step_by(2) {
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m.write16(VRAM + 0x10000 + offset, 0x1111).unwrap();
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}
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m.write16(PAL + 0x202, 0x7fff).unwrap();
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m
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}
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fn render(m: &Memory) -> Framebuffer {
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let mut f = Framebuffer::default();
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m.render_frame(&mut f).unwrap();
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f
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}
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fn pixel(m: &Memory, x: usize, y: usize) -> u32 {
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render(m).pixels()[y * WIDTH + x]
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}
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fn object(m: &mut Memory, index: u32, a: u16, b: u16, c: u16) {
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m.write16(OAM + index * 8, a).unwrap();
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m.write16(OAM + index * 8 + 2, b).unwrap();
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m.write16(OAM + index * 8 + 4, c).unwrap();
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}
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fn window(m: &mut Memory, h: u16, v: u16, inside: u16, outside: u16) {
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m.write16(DISPCNT, m.read16(DISPCNT).unwrap() | 0x2000)
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.unwrap();
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m.write16(WIN0H, h).unwrap();
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m.write16(WIN0V, v).unwrap();
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m.write16(WININ, inside).unwrap();
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m.write16(WINOUT, outside).unwrap();
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}
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