在GBA的开发中怎么实现存档

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原文 SammyF
译文 lrb2010

 如果你在寻找如何让你的数据文档保存到电池内存,那你就来对地方了。你会发现这很容易就可以办到, 就像我这样 :P

 在C/C++中,你只需要创建一个8位的指针在使用的地址范围内:
0x0E000000到0x0E00FFFF。这为您提供了64K的内存。
 在汇编语言中,同样如此。
 注意,这个区域只能同时读写8位,这代表它没有试图将数据写入给一个16位或者32位指针,于是那个起初的8位地址将被写入。
 为了更形象的让我们知道其中,在这里将告诉你用C++如何做到这一点:
 
#define GAMEPAK_RAM  ((u8*)0x0E000000)
u8 *pSaveMemory = GAMEPAK_RAM;


// 保存的初始数据到斐波那契序列 
pSaveMemory[0] = 1;
pSaveMemory[1] = 1;


for(int i = 2; i < 13; i++)
    pSaveMemory[i] = pSaveMemory[i-1] + pSaveMemory[i-2];

 在这里,我们代码写了13个数值在斐波那契数列中,这13个字节将保存到RAM。
请注意,在现实中,你不应该使用该内存用做于你的计算,而仅用于备份的持久性数据,
因为它的效率可能有会拖慢。

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gba开发文档。包括一份gba的cpu说明(文翻译版)和ads环境下的gba开发模板(包括一个gba模拟器tool)。 // // HAM (c) Emanuel Schleussinger 2001/2002 // all rights reserved. // // Includes Doxygen compatible documentation // http://www.doxygen.org // /* ---------------------------------------------------------- REG_ --> Register location absolute adress of a register. includes typecasting for direct c writes. example: R_DISPCNT = value; MEN_ --> MEMORY address V_ --> Value A register related value used by macros and functions. Register Masks are also treated as values, this is currently in- consistent with C_ (constants), which they should be really. Anyone want to clean up? :-) C_ --> Constant Helpers that will never need change. holds values for bitfields that are hard to remember Also note, C_'s might get declared only once for a set of registers. If so, two rules apply: - the C_ declaration always is in the first register of the set. - the number of the register (example BG0CNT, BG1CNT) is set to C_BGXCNT. F_ --> Function a function returns a value suchas true M_ --> Macro A macro does stuff on its own, suchas switching a display mode or enabling sprites. This is what you will be using most of the time. Example: M_INTMST_ENABLE will enable interrupts TOOL_ --> Tool function Usually a collection of macros and/or functions. Propably not the fastest on earth, but very convienient. These are found at the end of the file. For example TOOL_INIT_ALL(1) sets up the display for BGMode 1 and inits sound and interrupts. Notes: ------ Some of the functions/macros are not the fastest on earth, i know that. Most of them are built for convienience rather than speed, and will suffice in the most cases. Also, please do not mail me about the fact that using REG= A | B | C | D is faster than what is being done here. I know that ;-) First of all, that only applies sometimes (if you need to set whole bitfields), and second of all, you can still do it on your own using the R_ defines. I do the same in my code, but it proves handy to have the base cases covered. Disclaimer: ----------- I'd like to be greeted in your demo if you use this header :) Be fair. Also, this source file and any other part of HAM must NOT: - be changed and redistributed as new versions, I would like to keep the main distribution point on my end. Help with any suggestions please, though. You WILL be mentioned for any help you did on HAM, and also, you can join in the team. --------------------------------------------------------- */
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