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pub const VRAM_BEGIN: usize = 0x8000;
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pub const VRAM_END: usize = 0x9FFF;
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pub const VRAM_SIZE: usize = VRAM_END - VRAM_BEGIN + 1;
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// Tilemap locations in VRAM
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pub const TILEMAP_0_START: usize = 0x1800; // $9800 - $8000 = 0x1800
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pub const TILEMAP_1_START: usize = 0x1C00; // $9C00 - $8000 = 0x1C00
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pub const TILEMAP_SIZE: usize = 32 * 32; // 1024 bytes
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#[derive(Copy, Clone, Debug, PartialEq)]
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pub enum TilePixelValue {
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impl TilePixelValue {
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/// Convert pixel value to grayscale color (0-255)
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pub fn to_grayscale(&self) -> u8 {
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TilePixelValue::Zero => 255, // White
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TilePixelValue::One => 170, // Light gray (66% brightness)
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TilePixelValue::Two => 85, // Dark gray (33% brightness)
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TilePixelValue::Three => 0, // Black
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/// Convert pixel value to RGB color tuple
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pub fn to_rgb(&self) -> (u8, u8, u8) {
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let gray = self.to_grayscale();
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/// Convert pixel value to classic Game Boy green colors
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pub fn to_gameboy_green(&self) -> (u8, u8, u8) {
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TilePixelValue::Zero => (224, 248, 208), // Lightest green
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TilePixelValue::One => (136, 192, 112), // Light green
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TilePixelValue::Two => (52, 104, 86), // Dark green
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TilePixelValue::Three => (8, 24, 32), // Darkest green/black
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type Tile = [[TilePixelValue; 8]; 8];
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fn empty_tile() -> Tile {
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[[TilePixelValue::Zero; 8]; 8]
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vram: [u8; VRAM_SIZE],
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tile_set: [Tile; 384], // 384 tiles total (256 from first set + 128 from second set)
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pub fn new() -> Self {
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vram: [0; VRAM_SIZE],
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tile_set: [empty_tile(); 384],
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pub fn read_vram(&self, address: usize) -> u8 {
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pub fn write_vram(&mut self, index: usize, value: u8) {
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self.vram[index] = value;
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// If our index is greater than 0x1800, we're not writing to the tile set storage
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// so we can just return.
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if index >= 0x1800 {
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// Tiles rows are encoded in two bytes with the first byte always
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// on an even address. Bitwise ANDing the address with 0xffe
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// gives us the address of the first byte.
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let normalized_index = index & 0xFFFE;
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// First we need to get the two bytes that encode the tile row.
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let byte1 = self.vram[normalized_index];
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let byte2 = self.vram[normalized_index + 1];
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// A tile is 8 rows tall. Since each row is encoded with two bytes a tile
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// is therefore 16 bytes in total.
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let tile_index = index / 16;
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// Every two bytes is a new row
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let row_index = (index % 16) / 2;
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// Now we're going to loop 8 times to get the 8 pixels that make up a given row.
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for pixel_index in 0..8 {
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let mask = 1 << (7 - pixel_index);
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let lsb = byte1 & mask;
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let msb = byte2 & mask;
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let value = match (lsb != 0, msb != 0) {
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(true, true) => TilePixelValue::Three,
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(false, true) => TilePixelValue::Two,
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(true, false) => TilePixelValue::One,
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(false, false) => TilePixelValue::Zero,
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self.tile_set[tile_index][row_index][pixel_index] = value;
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/// Get a tile by its index, handling Game Boy's two addressing modes
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pub fn get_tile(&self, tile_index: u8, use_signed_addressing: bool) -> Option<&Tile> {
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let actual_index = if use_signed_addressing {
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// Signed addressing mode: $8800-$97FF
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// Index 0-127 maps to tiles 256-383, index 128-255 maps to tiles 0-127
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if tile_index < 128 {
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256 + tile_index as usize
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(tile_index as i8 as i16 + 256) as usize
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// Unsigned addressing mode: $8000-$8FFF
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tile_index as usize
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if actual_index < self.tile_set.len() {
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Some(&self.tile_set[actual_index])
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/// Read tilemap data from VRAM
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pub fn get_tilemap_data(&self, tilemap_select: bool) -> [u8; TILEMAP_SIZE] {
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let start_addr = if tilemap_select {
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let mut tilemap = [0u8; TILEMAP_SIZE];
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for i in 0..TILEMAP_SIZE {
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tilemap[i] = self.vram[start_addr + i];
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/// Render the entire tilemap to RGB (256x256 pixels)
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pub fn render_full_tilemap_to_rgb(
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tilemap_select: bool,
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use_signed_addressing: bool,
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) -> Vec<(u8, u8, u8)> {
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let tilemap_data = self.get_tilemap_data(tilemap_select);
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let total_pixels = 256 * 256; // 32x32 tiles, each 8x8 pixels
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let mut color_buffer = vec![(0, 0, 0); total_pixels];
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for tilemap_y in 0..32 {
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for tilemap_x in 0..32 {
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let tilemap_index = tilemap_y * 32 + tilemap_x;
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let tile_id = tilemap_data[tilemap_index];
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if let Some(tile) = self.get_tile(tile_id, use_signed_addressing) {
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// Render this tile into the color buffer
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for tile_row in 0..8 {
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for tile_col in 0..8 {
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let pixel_x = tilemap_x * 8 + tile_col;
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let pixel_y = tilemap_y * 8 + tile_row;
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let buffer_index = pixel_y * 256 + pixel_x;
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if buffer_index < color_buffer.len() {
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color_buffer[buffer_index] =
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tile[tile_row][tile_col].to_gameboy_green();
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/// Render a visible portion of the tilemap (160x144 pixels) with scrolling
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pub fn render_background_to_rgb(
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tilemap_select: bool,
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use_signed_addressing: bool,
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) -> Vec<(u8, u8, u8)> {
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let tilemap_data = self.get_tilemap_data(tilemap_select);
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let mut color_buffer = vec![(0, 0, 0); 160 * 144];
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for screen_y in 0..144 {
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for screen_x in 0..160 {
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// Calculate the position in the 256x256 tilemap with wrapping
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let bg_x = ((screen_x as u16 + scroll_x as u16) % 256) as u8;
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let bg_y = ((screen_y as u16 + scroll_y as u16) % 256) as u8;
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// Which tile are we in?
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let tile_x = (bg_x / 8) as usize;
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let tile_y = (bg_y / 8) as usize;
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let tilemap_index = tile_y * 32 + tile_x;
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// Which pixel within that tile?
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let pixel_x = (bg_x % 8) as usize;
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let pixel_y = (bg_y % 8) as usize;
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let tile_id = tilemap_data[tilemap_index];
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if let Some(tile) = self.get_tile(tile_id, use_signed_addressing) {
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let buffer_index = screen_y * 160 + screen_x;
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color_buffer[buffer_index] = tile[pixel_y][pixel_x].to_gameboy_green();
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/// Render a tile to a color buffer (64 pixels as RGB values)
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pub fn render_tile_to_rgb(&self, tile_index: usize) -> Option<[(u8, u8, u8); 64]> {
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if tile_index >= self.tile_set.len() {
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let tile = &self.tile_set[tile_index];
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let mut color_buffer = [(0, 0, 0); 64];
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for (row_idx, row) in tile.iter().enumerate() {
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for (col_idx, &pixel) in row.iter().enumerate() {
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let buffer_index = row_idx * 8 + col_idx;
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color_buffer[buffer_index] = pixel.to_gameboy_green();
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/// Debug function to print tilemap as hex values
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pub fn print_tilemap_hex(&self, tilemap_select: bool) {
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let tilemap_data = self.get_tilemap_data(tilemap_select);
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println!("Tilemap {} contents:", if tilemap_select { 1 } else { 0 });
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let index = row * 32 + col;
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print!("{:02X} ", tilemap_data[index]);
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/// Debug function to print a tile as ASCII art
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pub fn print_tile_ascii(&self, tile_index: usize) {
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if let Some(tile) = self.tile_set.get(tile_index) {
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println!("Tile {}:", tile_index);
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for &pixel in row {
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let char = match pixel {
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TilePixelValue::Zero => '░', // Light
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TilePixelValue::One => '▒', // Light gray
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TilePixelValue::Two => '▓', // Dark gray
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TilePixelValue::Three => '█', // Dark
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print!("{}", char);
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println!("Tile {} not found", tile_index);