Mercurial > vba-clojure
view clojure/com/aurellem/run/image.clj @ 491:2304906d443b
added function to pack gb-rgb bytes
author | Robert McIntyre <rlm@mit.edu> |
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date | Thu, 24 May 2012 17:33:25 -0500 |
parents | 09b3bc0b71b5 |
children | 716752719a78 |
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1 (ns com.aurellem.run.image2 (:use (com.aurellem.gb saves gb-driver util constants3 items vbm characters money4 rlm-assembly))5 (:use (com.aurellem.run util title save-corruption6 bootstrap-0 bootstrap-1))7 (:require clojure.string)8 (:import [com.aurellem.gb.gb_driver SaveState])9 (:import java.io.File))11 ;; want to display an image onto the screen.12 ;; probably will be the six ponies, possibly with scrolling.14 ;; probably don't need hi-color mode since the images shuld be15 ;; simple.17 ;; use background tiles? they provide greater color depth than18 ;; sprites, and can still be scrolled, so why not?21 ;; First of all, RGB colors in an image are not the same as those in a22 ;; GameBoy, so I need to convert them. Fortunately, this code is23 ;; already written for me in this C-code from the public domain24 ;; hi-color converter by Glen Cook, Jeff Frohwein, and Rob Jones.26 ;; the code snipped itself is by Brett Bibby and is translated here27 ;; from C into clojure.30 ;; This section of code is used to convert an RGB (pc) triplet into31 ;; a RGB (gameboy) triplet. This section of code was kindly donated32 ;; by Brett Bibby (GameBrains).34 ;; BYTE intensity[32] = {35 ;; 0x00, 0x10, 0x20, 0x30, 0x40, 0x50, 0x5e, 0x6c, 0x7a, 0x88, 0x94,36 ;; 0xa0, 0xae, 0xb7, 0xbf, 0xc6, 0xce, 0xd3, 0xd9, 0xdf, 0xe3, 0xe7,37 ;; 0xeb, 0xef, 0xf3, 0xf6, 0xf9, 0xfb, 0xfd, 0xfe, 0xff, 0xff };39 ;; unsigned char influence[3][3] =40 ;; {41 ;; {16,4,4},42 ;; {8,16,8},43 ;; {0,8,16}44 ;; };46 ;; RGBQUAD translate(BYTE rgb[3])47 ;; {48 ;; RGBQUAD color;49 ;; BYTE tmp[3];50 ;; BYTE m[3][3];51 ;; BYTE i,j;53 ;; for (i=0;i<3;i++)54 ;; for (j=0;j<3;j++)55 ;; m[i][j] = (intensity[rgb[i]>>3]*influence[i][j]) >> 5;57 ;; for (i=0;i<3;i++)58 ;; {59 ;; if (m[0][i]>m[1][i])60 ;; {61 ;; j=m[0][i];62 ;; m[0][i]=m[1][i];63 ;; m[1][i]=j;64 ;; }66 ;; if (m[1][i]>m[2][i])67 ;; {68 ;; j=m[1][i];69 ;; m[1][i]=m[2][i];70 ;; m[2][i]=j;71 ;; }73 ;; if (m[0][i]>m[1][i])74 ;; {75 ;; j=m[0][i];76 ;; m[0][i]=m[1][i];77 ;; m[1][i]=j;78 ;; }80 ;; tmp[i]=(((m[0][i]+m[1][i]*2+m[2][i]*4)*5) >> 4)+32;81 ;; }83 ;; color.rgbRed = tmp[0];84 ;; color.rgbGreen = tmp[1];85 ;; color.rgbBlue = tmp[2];87 ;; return color;88 ;; }93 (def image-program-target 0xB000)96 (def display-width 160)97 (def display-height 144)101 ;{:r :g :b }103 (def character-data 0x8000)104 (def character-data-end 0x97FF)109 (def BG-data-1 0x9800)111 (def BG-data-2 0x9C00)113 (def OAM 0xFE00)116 (def bg-pallet-select 0xFF68)117 (def bg-pallet-data 0xFF69)119 (def obj-palette-select 0xFF6A)120 (def obj-palette-data 0xFF6B)124 (def video-bank-select-register 0xFF4F)128 (defn gb-rgb->bits [r g b]129 (assert (< 0 r 32))130 (assert (< 0 g 32))131 (assert (< 0 b 32))132 [(bit-and133 0xFF134 (+135 r136 (bit-shift-left g 5)))138 (+139 (bit-shift-right g 3)140 (bit-shift-left b 2))])145 )147 (defn display-one-color148 "Displayes a single color onto the gameboy screen. input rgb in149 gameboy rgb."150 [r g b]156 )