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>
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 +