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1 (ns com.aurellem.run.image
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2 (:use (com.aurellem.gb saves gb-driver util constants
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3 items vbm characters money
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4 rlm-assembly))
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5 (:use (com.aurellem.run util title save-corruption
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6 bootstrap-0 bootstrap-1))
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7 (:require clojure.string)
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8 (:import [com.aurellem.gb.gb_driver SaveState])
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9 (:import java.io.File))
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10
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11 ;; want to display an image onto the screen.
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12 ;; probably will be the six ponies, possibly with scrolling.
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13
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14 ;; probably don't need hi-color mode since the images shuld be
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15 ;; simple.
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16
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17 ;; use background tiles? they provide greater color depth than
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18 ;; sprites, and can still be scrolled, so why not?
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19
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20
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21 ;; First of all, RGB colors in an image are not the same as those in a
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22 ;; GameBoy, so I need to convert them. Fortunately, this code is
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23 ;; already written for me in this C-code from the public domain
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24 ;; hi-color converter by Glen Cook, Jeff Frohwein, and Rob Jones.
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25
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26 ;; the code snipped itself is by Brett Bibby and is translated here
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27 ;; from C into clojure.
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28
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29
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30 ;; This section of code is used to convert an RGB (pc) triplet into
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31 ;; a RGB (gameboy) triplet. This section of code was kindly donated
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32 ;; by Brett Bibby (GameBrains).
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33
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34 ;; BYTE intensity[32] = {
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35 ;; 0x00, 0x10, 0x20, 0x30, 0x40, 0x50, 0x5e, 0x6c, 0x7a, 0x88, 0x94,
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36 ;; 0xa0, 0xae, 0xb7, 0xbf, 0xc6, 0xce, 0xd3, 0xd9, 0xdf, 0xe3, 0xe7,
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37 ;; 0xeb, 0xef, 0xf3, 0xf6, 0xf9, 0xfb, 0xfd, 0xfe, 0xff, 0xff };
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38
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39 ;; unsigned char influence[3][3] =
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40 ;; {
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41 ;; {16,4,4},
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42 ;; {8,16,8},
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43 ;; {0,8,16}
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44 ;; };
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45
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46 ;; RGBQUAD translate(BYTE rgb[3])
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47 ;; {
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48 ;; RGBQUAD color;
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49 ;; BYTE tmp[3];
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50 ;; BYTE m[3][3];
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51 ;; BYTE i,j;
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52
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53 ;; for (i=0;i<3;i++)
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54 ;; for (j=0;j<3;j++)
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55 ;; m[i][j] = (intensity[rgb[i]>>3]*influence[i][j]) >> 5;
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56
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57 ;; for (i=0;i<3;i++)
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58 ;; {
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59 ;; if (m[0][i]>m[1][i])
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60 ;; {
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61 ;; j=m[0][i];
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62 ;; m[0][i]=m[1][i];
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63 ;; m[1][i]=j;
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64 ;; }
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65
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66 ;; if (m[1][i]>m[2][i])
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67 ;; {
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68 ;; j=m[1][i];
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69 ;; m[1][i]=m[2][i];
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70 ;; m[2][i]=j;
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71 ;; }
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72
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73 ;; if (m[0][i]>m[1][i])
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74 ;; {
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75 ;; j=m[0][i];
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76 ;; m[0][i]=m[1][i];
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77 ;; m[1][i]=j;
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78 ;; }
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79
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80 ;; tmp[i]=(((m[0][i]+m[1][i]*2+m[2][i]*4)*5) >> 4)+32;
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81 ;; }
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82
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83 ;; color.rgbRed = tmp[0];
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84 ;; color.rgbGreen = tmp[1];
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85 ;; color.rgbBlue = tmp[2];
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86
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87 ;; return color;
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88 ;; }
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89
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90
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91
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92
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93 (def image-program-target 0xB000)
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94
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95
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96 (def display-width 160)
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97 (def display-height 144)
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98
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99
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100
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101 ;{:r :g :b }
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102
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103 (def character-data 0x8000)
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104 (def character-data-end 0x97FF)
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105
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106
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107
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108
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109 (def BG-data-1 0x9800)
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110
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111 (def BG-data-2 0x9C00)
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112
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113 (def OAM 0xFE00)
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114
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115
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116 (def bg-pallet-select 0xFF68)
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117 (def bg-pallet-data 0xFF69)
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118
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119 (def obj-palette-select 0xFF6A)
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120 (def obj-palette-data 0xFF6B)
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121
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122
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123
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124 (def video-bank-select-register 0xFF4F)
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125
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126
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127
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128 (defn gb-rgb->bits [r g b]
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129 (assert (< 0 r 32))
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130 (assert (< 0 g 32))
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131 (assert (< 0 b 32))
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132 [(bit-and
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133 0xFF
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134 (+
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135 r
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136 (bit-shift-left g 5)))
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137
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138 (+
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139 (bit-shift-right g 3)
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140 (bit-shift-left b 2))])
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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 )
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146
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147 (defn display-one-color
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148 "Displayes a single color onto the gameboy screen. input rgb in
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149 gameboy rgb."
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150 [r g b]
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151
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152
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153
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154
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155
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156 ) |