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Cargo.lock
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+1 -1
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 = "0.8.0" 10 + agb = "0.9.1" 11 11 12 12 [profile.release] 13 13 panic = "abort"
+13 -3
src/main.rs
··· 1 + // Games made using `agb` are no_std which means you don't have access to the standard 2 + // rust library. This is because the game boy advance doesn't really have an operating 3 + // system, so most of the content of the standard library doesn't apply. 4 + // 5 + // Provided you haven't disabled it, agb does provide an allocator, so it is possible 6 + // to use both the `core` and the `alloc` built in crates. 1 7 #![no_std] 8 + // `agb` defines its own `main` function, so you must declare your game's main function 9 + // using the #[agb::entry] proc macro. Failing to do so will cause failure in linking 10 + // which won't be a particularly clear error message. 2 11 #![no_main] 3 12 4 - extern crate agb; 5 13 use agb::{display, syscall}; 6 14 15 + // The main function must take 1 arguments and never return. The agb::entry decorator 16 + // ensures that everything is in order. `agb` will call this after setting up the stack 17 + // and interrupt handlers correctly. It will also handle creating the `Gba` struct for you. 7 18 #[agb::entry] 8 - fn main() -> ! { 9 - let mut gba = agb::Gba::new(); 19 + fn main(mut gba: agb::Gba) -> ! { 10 20 let mut bitmap = gba.display.video.bitmap3(); 11 21 12 22 for x in 0..display::WIDTH {