Mercurial > vba-clojure
diff clojure/com/aurellem/run/adv_choreo.clj @ 550:23572082c4a5
going to explore a cool new idea for the final video.
author | Robert McIntyre <rlm@mit.edu> |
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date | Thu, 30 Aug 2012 09:32:57 -0500 |
parents | |
children | b69a3dba8045 |
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1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/clojure/com/aurellem/run/adv_choreo.clj Thu Aug 30 09:32:57 2012 -0500 1.3 @@ -0,0 +1,30 @@ 1.4 +;;;; "Advanced Choreography" -- this is the final video for this project. 1.5 + 1.6 +(ns com.aurellem.run.adv-choreo 1.7 + (:use (com.aurellem.gb saves gb-driver util constants 1.8 + items vbm characters money 1.9 + rlm-assembly)) 1.10 + (:use (com.aurellem.run util music title save-corruption 1.11 + bootstrap-0 bootstrap-1 image 1.12 + ram-display final-cut basic-choreo)) 1.13 + (:require clojure.string) 1.14 + (:import [com.aurellem.gb.gb_driver SaveState]) 1.15 + (:import java.io.File)) 1.16 + 1.17 + 1.18 + 1.19 +;; Use the gameboy's screen to display the new programming 1.20 +;; instead of a side window. This will make it look much 1.21 +;; cooler and create a terminal-like effect as the game is 1.22 +;; being reprogramed. To do this, use a fixed data entry 1.23 +;; region in ram, and run a program that translates this 1.24 +;; region into the screen. Every time this data entry region 1.25 +;; is full, run a program that copies the data to the 1.26 +;; appropriate region in memory. This will cost ~15 seconds 1.27 +;; at the beginning to set up, and then should have minimal 1.28 +;; overhead (~5%) for the rest of the data transfer, but 1.29 +;; will have a good psychological effect for the viewer 1.30 +;; since he can see that something is actually happening in 1.31 +;; the game. 1.32 + 1.33 +