Running Rust on the Arduboy miniature game system.
The most important first. I didn't create this project from scratch, @Seeker14491 the legend has already done a lot in his old project ArduboyRust
I just updated and completed the project.
I provided all the important functions from the Arduboy2 library in a safe Rust API.
Most of the Arduboy2 funktions can be called the same way like in C.
First clone the repo
git clone https://github.com/ZennDev1337/Rust-for-Arduboy
Install PlatformIO Core on your system. I recommend the pip install if you don't want to configure a new path variable for pio. Otherwise, you will know how to do that.
The rust-analyzer will complain about a missing test crate to fix this add the following rule to the lsp settings :
{
"rust-analyzer.checkOnSave.allTargets": false
}
If your using Visual Studio Code: Create a folder named .vscode
and a file named settings.json
inside. Past the
setting above in the new file. (I have excluded my .vscode
folder because I have many different settings there that
you don't need)
Your game is located in the Project/game folder. This is also the folder you are working in
Inside the game folder you will find a lib.rs file which contains the setup and loop function as you know it from a normal Arduboy C project.
You can find the Docs here:
or you can use the following command to open the arduboy-rust Crate docs locally
cargo doc -p arduboy-rust --open
Most of the time you will use the prelude. There is listed witch funktionality you will have.
And last but not least there are multiple examples inside of the Examples folder which shows you how to use the functions. I will from time to time also upload my projects to the Example folder so you have as much ressurces as possible.
The run script only work if you use the given folder structure!
requirements:
- Python3.11 or higher
- PlatformIO Core must be installed
- The Arduboy must be plugged in
- You are in the root directory of this project
All builded .hex
files are saved inside of arduboy-rust/Wrapper-Project/build/<GAMENAME>.hex
after you uploaded them
to the Arduboy.
To upload your own game to the Arduboy use:
Linux:
python ./run.py <Project_Name>
Windows:
python .\run.py <Project_Name>
All commands:
Usage build and upload Project:
run.py list Get a list of all Projects
run.py new <Project-Name> Create a new game in the Project folder
run.py <Project-Name> For uploading a game
Usage FX-Data build and upload:
run.py fxbuild <Project-Name> Build your fxdata
run.py fxupload <Project-Name> Upload your fxdata
run.py fxall <Project-Name> Build and Upload your fxdata
and the game in one step
- drboy
- snake
- rustacean
- Make Your Own Arduboy Game: Part 1 - Setting Up Your Computer
- [demo2] Make Your Own Arduboy Game: Part 2 - Printing Text
- [demo3] Make Your Own Arduboy Game: Part 3 - Storing Data & Loops
- [demo4] Make Your Own Arduboy Game: Part 4 - Questions & Button Input
- [demo5] Make Your Own Arduboy Game: Part 5 - Your First Game!
- [demo6] Make Your Own Arduboy Game: Part 6 - Graphics! Link for the ZennDev1337 Tile Converter
- [demo7] Make Your Own Arduboy Game: Part 7 - Make Pong From Scratch!
- Prepare for demo9 Make Your Own Arduboy Game: Part 8 - Starting DinoSmasher
- [demo9] Make Your Own Arduboy Game: Part 9 - Mapping DinoSmasher
- [eeprom] Help, I’m struggling with EEPROM!
- [eeprom-byte] Help, I’m struggling with EEPROM!
- [progmem] Usage of the big 28'000 Bytes flash memory for Bitmaps Sound sequeces and Text.
- [tone] ArduboyTonesTest
requirements:
python3 -m pip install pyserial pillow
You need to create a fxdata folder in your project directory.
Don't forget to uncomment the ArduboyFX_Library
line in the import_config.h
file.
run Commands:
|Project_Dir
->fxdata
->fxdata.txt
->src
->lib.rs
>cargo.toml
You also need a fxdata.txt file in this new folder.
See the examples in Examples/ArduboyFX
.
More information:
run Commands:
fxbuild
is used to build the fxdata.dat file.fxupload
is used to upload the fxdata.dat file.fxall
is used to build and upload the fxdata.dat file and build and upload the game all in one step.
Linux:
python ./run.py fxbuild <Project_Name>
python ./run.py fxupload <Project_Name>
python ./run.py fxall <Project_Name>
Windows:
python .\run.py fxbuild <Project_Name>
python .\run.py fxupload <Project_Name>
python .\run.py fxall <Project_Name>
FXdata Converter by ZennDev1337
In the root of the repo use the command:
python ./run.py new <Project-Name>
To run and upload your game use the run tool
# Linux
python ./run.py <Project-Name>
# Windows
python .\run.py <Project-Name>
You can find instructions on how all build steps work in detail here ArduboyRust creating and building an arduboy crate
Instructions on how to link all the static libraries in the Arduino C++ project can be found here ArduboyRust linking the static library to the arduino c++ project
Thanks to @Seeker14491 who wrote ArduboyRust, the starting point for me to create my own project based on this project. (you are a hero <3)
Thanks to @simon-i1-h who wrote arduboy-hello-rs, the proof of concept that inspired me to try Rust on the Arduboy.
You can license it under either one of those licenses:
- Apache License, Version 2.0 (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
- MIT license (LICENSE-MIT or http://opensource.org/licenses/MIT)
Whichever you may prefer.
Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.