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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
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46 pinkie-pie-mark
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47 ;;test-image-color
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48 )
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49
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50
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51 music-base-address (+ (count image-program) base-address)
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52
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53 initial-music-data
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54 (midi-bytes pony-csv 0 0 0 0)
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55
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56 data-lengths
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57 (map (comp count :data)
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58 [(:kernel initial-music-data)
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59 (:voice-1 initial-music-data)
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60 (:voice-2 initial-music-data)]);; noise not needed
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61 addresses
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62 (map (partial + music-base-address) (reductions + 0 data-lengths))
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63
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64 final-music-data
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65 (apply (partial midi-bytes pony-csv) addresses)
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66
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67 music-program
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68 (concat
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69 (:data (:kernel final-music-data))
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70 (:data (:voice-1 final-music-data))
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71 (:data (:voice-2 final-music-data))
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72 (:data (:noise final-music-data)))]
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73
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74 (concat
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75 image-program ;; image program falls through to music program
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76 music-program)))
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77
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78 (def glyphs
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79 "The sixteen 8x8 glyphs which make up the \"terminal\" font."
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80 (mapv #(ImageIO/read
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81 (File. user-home (str "proj/vba-clojure/font/" % ".png")))
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82 ["0" "1" "2" "3" "4" "5" "6" "7" "8"
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83 "9" "A" "B" "C" "D" "E" "F" "_"]))
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84
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85
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86 (defn glyph-init-program
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87 [start-address]
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88 (let [zero-glyph (image->gb-image (glyphs 0))
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89
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90 ;; write same pallet information to all pallettes
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91 A (flatten
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92 [(write-byte LCD-control-register 0x00);; disable LCD protection
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93 (set-palettes bg-palette-select bg-palette-data
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94 (repeat 8 (first (:palettes zero-glyph))))
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95 (select-LCD-bank 0)
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96 (write-byte SCX-register 0)
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97 (write-byte SCY-register 0)])
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98 B (flatten
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99 [(write-data
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100 (+ start-address (count A))
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101 character-data-address
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102 (flatten
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103 (map (comp gb-tile->bytes first :tiles image->gb-image)
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104 glyphs)))
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105
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106
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107 (write-byte
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108 LCD-control-register
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109 (Integer/parseInt
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110 (str
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111 "1" ;; LCDC on/off
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112 "0" ;; Window code area
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113 "0" ;; Windowing on?
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114 "1" ;; BG tile base (1 = 0x8000)
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115 "0" ;; BG-1 or BG-2 ?
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116 "0" ;; OBJ-block composition
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117 "0" ;; OBJ-on flag
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118 "1") ;; no-effect
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119 2))])]
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120 (concat A B )))
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121
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122
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123
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124 (defn glyph-display-program
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125 [start-address]
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126 (let [data-start (+ 2 start-address)
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127 load-data
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128 (flatten
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129 [;; data region
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130 0x18
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131 2
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132 0 0;; current row and column
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133 ;; save all registers
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134 0xC5 0xD5 0xE5 0xF5
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135
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136 ;; load data from data region into registers
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137
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138 0xF5 ;; push A, which contains current glyph
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139
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140 0x21
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141 (reverse (disect-bytes-2 data-start))
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142 ;; load row and column into DE
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143 0x2A 0x57 ;; row -> D
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144 0x2A 0x5F ;; column -> E
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145 ])
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146
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147
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148 display-glyph
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149 (let [init*
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150 (flatten
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151 [;; clear screen if we are at 0,0
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152 0x7A 0xB3 ;; D->A, OR E A ==> (= D E 0)
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153 0x20 ;; skip clear-screen if D and E are not both zero
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154 :clear-screen-length])
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155
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156 clear-screen
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157 (flatten
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158 [;; save all registers
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159 0xC5 0xD5 0xE5 0xF5
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160
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161 (select-LCD-bank 0)
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162 ;; write 0x00 to memory locations
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163 ;; 0x9800 to 0x9A34
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164 0x21
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165 0x00 0x98 ;; load 0x9800 into HL
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166
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167 0x16 3 ;; 3 -> D
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168 0x1E 190 ;; 190 -> E
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169
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170 ;; Empty space Character ID
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171 0x3E 16 ;; 0-> A
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172
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173 ;; begin of do-while loop
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174 0x22 ;; load A to 0x9800
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175 0x1D ;; dec E
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176 0x20
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177 (->signed-8-bit -4)
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178 0x15 ;; dec D
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179 0x1E 190 ;; 188 -> E
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180 0x20
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181 (->signed-8-bit -8)
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182 ;; end of do-while-loop
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183
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184 ;; restore all registers
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185 0xF1 0xE1 0xD1 0xC1])
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186
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187
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188 increment-row-column
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189 [;; D contains row and E contains column
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190
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191 ;; every time column (E) reaches 20, set
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192 ;; column to 0 and increment row
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193 0x1C ;; inc E
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194 0x3E 20 0xBB ;; compare E to 20
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195 0x20
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196 3
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197 0x14 ;; increment row
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198 0x1E 0 ;; set column to 0
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199
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200
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201 ;; if row==18, set row to 0
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202 0x3E 18
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203 0xBA
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204 0x20
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205 2
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206 0x16 0]
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207
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208 set-HL-from-row-and-column
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209 (flatten
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210 [;; formula for memory offset is:
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211 ;; (+ 0x9800 (* 32 row) column) ==
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212 0x21 0x00 0x98 ;; load HL with 0x9800
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213
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214 0x06 0
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215 0x4B ;; columns (E) -> BC
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216 0x09 ;; HL += columns
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217
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218
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219 0xAF ;; 0 -> A
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220
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221 0x06 0
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222 0x0E 32 ;; load 32 into BC
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223
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224 0xBA ;; CP A D
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225 0x28 ;; skip this next section if A == D
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226 4
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227 0x09 ;; HL += 32
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228 0x3C
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229 0x18
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230
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231 (->signed-8-bit -7)])
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232
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233 render-glyph
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234 (flatten
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235 [;; Render each nybble of A as a character
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236 ;; there are two characters to a glyph.
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237
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238 set-HL-from-row-and-column
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239
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240 0xF1 ;; pop A, now A is equal to key input
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241 0xF5 ;; save A
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242
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243 0xE6 0xF0 ;; clear second nybble
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244 0xCB 0x37 ;; swap nybbles
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245 0x77 ;; store A in video RAM as a character (pun)
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246 increment-row-column
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247
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248
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249 set-HL-from-row-and-column
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250
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251 0xF1 ;; restore A
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252 0xE6 0x0F ;; select second nybble
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253 0x77 ;; store second nybble as character
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254 increment-row-column])
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255
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256
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257 init (replace
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258 {:clear-screen-length (count clear-screen)} init*)
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259 ]
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260
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261 (concat init clear-screen render-glyph))
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262
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263 cleanup
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264 ;; restore all registers
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265 (flatten
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266 [;; Reset HL to initial data-start value
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267 0x21
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268 (reverse (disect-bytes-2 data-start))
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269 ;;0x23
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270 ;; write variables
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271 0x7A 0x22 ;; D -> rows -> to RAM
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272 0x7B 0x22 ;; E -> columns
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273 ])
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274
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275 stack-cleanup
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276 [0xF1 0xE1 0xD1 0xC1]
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277 ]
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278 (concat load-data
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279 display-glyph
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280 cleanup stack-cleanup)))
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281
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282 (def main-program-base-address 0xC000)
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283
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284 (defn glyph-bootstrap-program
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285 [start-address delay-count total-glyph-count]
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286 (let [init [0xAF 0x4F 0x47] ;; 0->A; 0->C; 0->B
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287 header (concat (frame-metronome) (read-user-input))
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288
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289 glyph-display (glyph-display-program
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290 (+ (count init)
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291 (count header)
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292 start-address))
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293
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294 state-machine-start-address
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295 (+ start-address (count init) (count header) (count glyph-display))
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296 state-machine
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297 (bootstrap-state-machine state-machine-start-address)
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298
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299 return-to-header
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300 (flatten
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301 [0xC3
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302 (reverse (disect-bytes-2
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303 (+ (count init) start-address)))])]
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304 (concat init header glyph-display state-machine return-to-header)))
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305
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306 (defn-memo begin-glyph-bootstrap
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307 ([] (begin-glyph-bootstrap (launch-main-bootstrap-program)))
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308 ([script]
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309 (let [glyph-init (glyph-init-program relocated-bootstrap-start)
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310 main-glyph-start (+ relocated-bootstrap-start
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311 (count glyph-init))
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312 glyph-program (glyph-bootstrap-program
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313 main-glyph-start 0 0)]
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314 (->> script
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315 (do-nothing 2)
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316 ;; begin glyph program
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317 (write-RAM 0xFF1A [0 0 0]) ;; silence remnant music
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318
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319 (write-RAM
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320 relocated-bootstrap-start
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321 (concat glyph-init glyph-program))
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322 (transfer-control relocated-bootstrap-start)
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323 (do-nothing 1)))))
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324
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325 (defn write-all-program-data
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326 ([] (write-all-program-data (begin-glyph-bootstrap)))
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327 ([script]
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328 (let [base-address main-program-base-address]
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329 (->> script
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330 (write-RAM base-address (program-data base-address))))))
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331
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332 (defn activate-program
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333 ([] (activate-program (write-all-program-data)))
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334 ([script]
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335 (->> script
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336 (transfer-control main-program-base-address)
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337 (do-nothing 1800))))
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338
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339 (def advanced-render-dir
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340 (File. user-home "proj/vba-clojure/render/advanced"))
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341
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342 (defn advanced-steps [] (first (activate-program)))
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343
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344 (defn advanced-step-1! []
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345 (render-files!
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346 advanced-render-dir
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347 (root) (advanced-steps)))
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348
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349 (defn advanced-step-2! []
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350 (generate-composite-frames!
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351 advanced-render-dir))
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352
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353 (defn advanced-step-3! [] (final-cut! advanced-render-dir))
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354
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355
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356
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357
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358 ;; possible screen writing programs
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359
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rlm@552
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360 ;; (program needs to stop executing at some point)
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rlm@552
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361 ;; maybe have total length counter or something?
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362
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363 ;; automatic counter that reads from program-start and clears the
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364 ;; screen every 360 (* 18 20) gliphs
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365
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366 ;; advantages -- very simple and low bandwidth
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367 ;; disadvantages -- hard to align counter
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368
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rlm@552
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369 ;; implementation -- refactor main-bootstrap-program to provide a
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370 ;; state-machine code-section which can be recombined into another
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371 ;; program.
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