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1 ;;;; "Advanced Choreography" -- this is the final video for this project.
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2
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3 (ns com.aurellem.run.adv-choreo
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4 (:use (com.aurellem.gb saves gb-driver util constants
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5 items vbm characters money
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6 rlm-assembly))
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7 (:use (com.aurellem.run util music title save-corruption
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8 bootstrap-0 bootstrap-1 image
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9 ram-display final-cut basic-choreo))
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10 (:require clojure.string)
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11 (:import java.awt.image.BufferedImage)
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12 (:import (javax.imageio ImageWriteParam IIOImage ImageIO))
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13 (:import [com.aurellem.gb.gb_driver SaveState])
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14 (:import java.io.File))
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15
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16
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17
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18 ;; Use the gameboy's screen to display the new programming
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19 ;; instead of a side window. This will make it look much
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20 ;; cooler and create a terminal-like effect as the game is
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21 ;; being reprogramed. To do this, use a fixed data entry
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22 ;; region in ram, and run a program that translates this
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23 ;; region into the screen. Every time this data entry region
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24 ;; is full, run a program that copies the data to the
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25 ;; appropriate region in memory. This will cost ~15 seconds
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26 ;; at the beginning to set up, and then should have minimal
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27 ;; overhead (~5%) for the rest of the data transfer, but
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28 ;; will have a good psychological effect for the viewer
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29 ;; since he can see that something is actually happening in
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30 ;; the game.
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31
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32
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33 ;; Symbol size and type.
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34
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35 ;; use fonts from zophar's domain:
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36 ;; http://www.zophar.net/utilities/fonts/8x8-font-archive.html
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37
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38 ;; Green font on black background for matrix look.
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39
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40
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41 (defn program-data [base-address]
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42 (let [image-program
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43 (display-image-kernel
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44 base-address
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45 pinkie-pie-mark)
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46
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47 music-base-address (+ (count image-program) base-address)
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48
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49 initial-music-data
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50 (midi-bytes pony-csv 0 0 0 0)
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51
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52 data-lengths
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53 (map (comp count :data)
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54 [(:kernel initial-music-data)
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55 (:voice-1 initial-music-data)
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56 (:voice-2 initial-music-data)]);; noise not needed
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57 addresses
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58 (map (partial + music-base-address) (reductions + 0 data-lengths))
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59
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60 final-music-data
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61 (apply (partial midi-bytes pony-csv) addresses)
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62
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63 music-program
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64 (concat
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65 (:data (:kernel final-music-data))
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66 (:data (:voice-1 final-music-data))
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67 (:data (:voice-2 final-music-data))
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68 (:data (:noise final-music-data)))]
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69
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70 (concat
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71 image-program ;; image program falls through to music program
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72 music-program)))
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73
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74
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75
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76
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77 (def glyphs
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78 "The sixteen 8x8 glyphs which make up the \"terminal\" font."
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79 (mapv #(ImageIO/read
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80 (File. user-home (str "proj/vba-clojure/font/" % ".png")))
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81 ["0" "1" "2" "3" "4" "5" "6" "7" "8" "9" "A" "B" "C" "D" "E" "F"]))
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82
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83 (defn glyphs-init-program
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84 [start-address]
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85 (let [zero-glyph (image->gb-image (glyphs 0))
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86
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87 ;; write same pallet information to all pallettes
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88 A (flatten
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89 [(write-byte LCD-control-register 0x00)
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90 (set-palettes bg-palette-select bg-palette-data
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91 (repeat 8 (first (:palettes zero-glyph))))
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92 (select-LCD-bank 0)
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93 (write-byte SCX-register 0)
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94 (write-byte SCY-register 0)])
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95 B (flatten
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96 [(write-data
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97 (+ start-address (count A))
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98 character-data-address
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99 (flatten
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100 (map (comp gb-tile->bytes first :tiles image->gb-image)
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101 glyphs)))])]
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102 (concat A B)))
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103
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104
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105 (defn glyph-display-program
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106 [start-address
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107 delay-count
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108 total-glyph-count]
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109 (glyphs-init-program start-address) ;; ONLY for testing!
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110 )
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111
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112
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113 (defn glyph-bootstrap-program
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114 [start-address delay-count total-glyph-count]
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115 (let [init [0xAF 0x4F 0x47] ;; 0->A; 0->C; 0->B
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116 header (concat (frame-metronome) (read-user-input))
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117
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118 glyph-display (glyph-display-program
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119 (+ (count init) (count header)
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120 start-address)
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121 0 0) ;; ONLY FOR TESTING
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122
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123 state-machine-start-address
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124 (+ start-address (count init) (count header) (count glyph-display))
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125 state-machine
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126 (bootstrap-state-machine state-machine-start-address)
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127
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128 return-to-header
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129 (flatten
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130 [0x18
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131 (->signed-8-bit
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132 (- (count init)
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133 2 ;; this command length
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134 3 ;; I have no idea why we need a 3 here
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135 ;; need to investigate.
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136 (count glyph-display)
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137 (count header)
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138 (count state-machine)))])]
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139
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140 (concat init glyph-display header state-machine return-to-header)))
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141
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142
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143
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144
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145 (def main-program-base-address 0xC000)
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146
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147
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148
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149 ;; RLM want to transfer control here --- this is where I left off.
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150 (defn begin-glyph-bootstrap
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151 ([] (begin-glyph-bootstrap (relocate-main-bootstrap)))
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152 ([script]
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153 (let [glyph-program (glyph-bootstrap-program
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154 0xDF00 0 0)
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155
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156
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157
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158
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159
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160 (defn write-all-program-data
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161 ([] (write-all-program-data (relocate-main-bootstrap)))
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162 ([script]
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163 (let [base-address main-program-base-address]
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164 (->> script
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165 (write-RAM 0xFF1A [0 0 0]) ;; silence remnant music
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166 (write-RAM base-address (program-data base-address))))))
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167
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168 (defn activate-program
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169 ([] (activate-program (write-all-program-data)))
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170 ([script]
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171 (->> script
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172 (transfer-control main-program-base-address)
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173 (do-nothing 1800))))
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174
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175
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176 ;; possible screen writing programs
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177
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178 ;; (program needs to stop executing at some point)
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179 ;; maybe have total length counter or something?
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180
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181 ;; automatic counter that reads from program-start and clears the
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182 ;; screen every 360 (* 18 20) gliphs
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183
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184 ;; advantages -- very simple and low bandwidth
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185 ;; disadvantages -- hard to align counter
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186
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187 ;; implementation -- refactor main-bootstrap-program to provide a
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188 ;; state-machine code-section which can be recombined into another
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189 ;; program.
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