My actor.rpg avatar walking around on a GBA game
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GBA bot 00e08dbe 92d44fac

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Cargo.toml
··· 7 7 # See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html 8 8 9 9 [dependencies] 10 - agb = "0.15.0" 10 + agb = "0.16.0" 11 11 12 12 [profile.dev] 13 13 opt-level = 3 ··· 17 17 opt-level = 3 18 18 lto = "fat" 19 19 debug = true 20 - codegen-units = 1
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README.md
··· 12 12 You will need the following installed in order to build and run this project: 13 13 14 14 * A recent version of `rustup`. See the [rust website](https://www.rust-lang.org/tools/install) for instructions for your operating system 15 - * `arm-none-eabi-binutils` for assembling and linking 16 - * Windows: [GNU Arm Embedded Toolchain](https://developer.arm.com/tools-and-software/open-source-software/developer-tools/gnu-toolchain/gnu-rm/downloads). 17 - Make sure you select "Add path to environment variable" during the install 18 - * Debian and derivatives (e.g. Ubuntu, raspberry pi OS, linux mint): `sudo apt install binutils-arm-none-eabi` 19 - * Arch linux and derivatives: `sudo pacman -S arm-none-eabi-binutils` 20 15 21 16 You will also want to install an emulator. The best support in agb is with [mgba](https://mgba.io), with 22 17 `println!` support via `agb::println!` but any emulator should work. You'll get the best experience if
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gba.ld
··· 15 15 16 16 __text_start = ORIGIN(rom); 17 17 18 - INPUT (agb.a) 19 - 20 18 SECTIONS { 21 19 . = __text_start; 22 20
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gba_mb.ld
··· 14 14 15 15 __text_start = ORIGIN(ewram); 16 16 17 - INPUT (agb.a) 18 - 19 17 SECTIONS { 20 18 . = __text_start; 21 19
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src/main.rs
··· 14 14 #![cfg_attr(test, reexport_test_harness_main = "test_main")] 15 15 #![cfg_attr(test, test_runner(agb::test_runner::test_runner))] 16 16 17 - use agb::{display, syscall}; 18 - 19 17 // The main function must take 1 arguments and never return. The agb::entry decorator 20 18 // ensures that everything is in order. `agb` will call this after setting up the stack 21 19 // and interrupt handlers correctly. It will also handle creating the `Gba` struct for you. 22 20 #[agb::entry] 23 21 fn main(mut gba: agb::Gba) -> ! { 24 - let mut bitmap = gba.display.video.bitmap3(); 25 - 26 - for x in 0..display::WIDTH { 27 - let y = syscall::sqrt(x << 6); 28 - let y = (display::HEIGHT - y).clamp(0, display::HEIGHT - 1); 29 - bitmap.draw_point(x, y, 0x001F); 30 - } 31 - 32 - loop { 33 - syscall::halt(); 34 - } 22 + agb::no_game(gba); 35 23 }