Mercurial > vba-clojure
view clojure/com/aurellem/run/image.clj @ 518:bb4434c5a8f3
generated gameboy palette for gimp for Dylan.
author | Robert McIntyre <rlm@mit.edu> |
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date | Sat, 23 Jun 2012 14:27:01 -0500 |
parents | bc24e4d605e9 |
children | fd1ae0047a1a |
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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 music 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?20 ;; could also use sprites to get 3 more colors per tile for a total of21 ;; 7 colors per tile, although not for all tiles...25 ;; want a function to27 ;; 1. read an image28 ;; 2. split into a grid of 8x8 pixels29 ;; 3. convert all RGB colors to gb-RGB colors30 ;; 4. determine efficient color palletes for the image31 ;; 5. output efficient assembly code to draw the image to the gb32 ;; screen.35 (def image-program-target 0xB000)37 (def display-width 160)38 (def display-height 144)42 ;{:r :g :b }44 (def character-data 0x8000)45 (def character-data-end 0x97FF)50 (def BG-data-1 0x9800)52 (def BG-data-2 0x9C00)54 (def OAM 0xFE00)58 (def video-bank-select-register 0xFF4F)60 (defn gb-rgb->bits [[r g b]]61 (assert (<= 0 r 31))62 (assert (<= 0 g 31))63 (assert (<= 0 b 31))64 [(bit-and65 0xFF66 (+67 r68 (bit-shift-left g 5)))69 (+70 (bit-shift-right g 3)71 (bit-shift-left b 2))])74 (def bg-palette-select 0xFF68)75 (def bg-palette-data 0xFF69)77 (def obj-palette-select 0xFF6A)78 (def obj-palette-data 0xFF6B)80 (def max-palettes 8)82 (defn write-byte [target data]83 (flatten84 [0x3E ;; load literal to A85 data86 0xEA ;; load A into target87 (reverse (disect-bytes-2 target))]))89 (defn begin-sequential-palette-write90 [palette-num palette-select-address]91 (assert (<= 0 palette-num max-palettes))92 (assert93 (or (= palette-select-address bg-palette-select)94 (= palette-select-address obj-palette-select)))95 (let [palette-write-data96 (Integer/parseInt97 (str "1" ;; auto increment98 "0" ;; not used99 (format100 "%03d"101 (Integer/parseInt102 (Integer/toBinaryString palette-num) 10))103 "00" ;; color num104 "0" ;; H/L105 ) 2)]106 (write-byte palette-select-address palette-write-data)))108 (defn set-palettes [palette-select palette-data palettes]109 (assert (<= (count palettes)) max-palettes)110 (flatten111 [(begin-sequential-palette-write 0 palette-select)113 0x21 ;; target address to HL114 (reverse (disect-bytes-2 palette-data))117 (for [palette palettes]118 (map (fn [byte]119 [0x3E ;; literal to A120 byte121 0x77]) ;; A -> (HL)123 (flatten124 (map #(gb-rgb->bits (get palette % [0 0 0]))125 (range 4)))))]))128 (defn display-one-color129 "Displayes a single color onto the gameboy screen. Input rgb in130 gameboy rgb."131 ([state [r g b]]132 ;; construct a kernel that displays a single color133 (let134 [palettes (repeat 8 [[r g b] [r g b] [r g b] [r g b]])135 kernel-address 0xC000136 kernel137 [0xF3 ;; disable interrupts138 (clear-music-registers)139 (frame-metronome)140 ;;(set-palettes141 ;; obj-palette-select obj-palette-data palettes)142 (set-palettes143 bg-palette-select bg-palette-data palettes)144 (infinite-loop)]]145 (-> (set-memory-range state146 kernel-address (flatten kernel))147 (PC! kernel-address))))148 ([[r g b]]149 (display-one-color @current-state [r g b])))151 ;;(require 'cortex.sense)152 (import java.awt.image.BufferedImage)154 ;; (defn show-screenshot []155 ;; (let [im (BufferedImage. 160 144 BufferedImage/TYPE_INT_RGB)156 ;; pix (vec (pixels))157 ;; view (cortex.sense/view-image)]158 ;; (dorun (for [x (range 160) y (range 144)]159 ;; (.setRGB im x y (pix (+ x (* 160 y))))))160 ;; (view im)))162 (defn gb-rgb->vga-rgb [[r g b]]163 (let [vga-rgb164 (first (pixels165 (run-moves166 (display-one-color167 (tick @current-state)168 [r g b])169 [[][]])))]170 [(bit-shift-right (bit-and vga-rgb 0xFF0000) 16)171 (bit-shift-right (bit-and vga-rgb 0xFF00) 8)172 (bit-and vga-rgb 0xFF)]))174 (defn generate-gb-color-map []175 (set-state! (mid-game))176 (let [gb-colors177 (for [r (range 32)178 g (range 32)179 b (range 32)]180 [r g b])]181 (zipmap gb-colors182 (map gb-rgb->vga-rgb183 gb-colors))))185 (import java.io.FileWriter)187 (def gb-color-map-file188 (File. user-home "proj/vba-clojure/gb-color-map"))190 (defn write-gb-color-map! []191 (binding [*out*(FileWriter. gb-color-map-file)]192 (let [out-str193 (.replace194 (str195 (into (sorted-map) (generate-gb-color-map)))196 "," ",\n")]197 (println out-str))))199 (def gb-color-map200 (read-string (slurp gb-color-map-file)))202 (import javax.imageio.stream.FileImageOutputStream)203 (import '(javax.imageio ImageWriteParam IIOImage ImageIO))206 (defn gen-gb-color-image! []207 (let [im (BufferedImage. 68 69 BufferedImage/TYPE_INT_RGB)208 pix (vec210 (reduce211 concat212 (map (partial213 sort-by214 (fn [[r g b]]215 (let [s (max r g b)216 det217 (cond218 (= s r)219 (+ -1000 (- g) b)220 (= s b)221 (+ (- r) g)222 (= s g)223 (+ 1000 (- b) r))]224 det)))225 (partition226 68 68 []227 (sort-by228 (fn euclidean-distance [[r g b]]229 (Math/sqrt (+ (* r r) (* g g) (* b b))))230 (filter231 (fn [[r g b]]232 (= (max r g b) b ))234 (seq (set (vals gb-color-map)))))))))235 ;;view (cortex.sense/view-image)236 target237 (File. user-home "proj/vba-clojure/gb-color-map-unique.png")]238 (dorun (for [x (range 68) y (range 69)]239 (let [[r g b] (get pix (+ x (* 68 y)) [0 0 0])240 rgb (+ (bit-shift-left r 16)241 (bit-shift-left g 8)242 b)]243 (.setRGB im x y rgb))))244 ;;(view im)245 (doto246 (.next (ImageIO/getImageWritersByFormatName "png"))247 (.setOutput (FileImageOutputStream. target))248 (.write (IIOImage. im nil nil))249 (.dispose))250 im))252 (defn gen-gb-color-image*! []253 (let [im (BufferedImage. 213 213 BufferedImage/TYPE_INT_RGB)254 squares255 (vec256 (for [r (range 32)]257 (vec258 (for [b (range 32) g (range 32)]259 (gb-color-map [r g b])))))260 ;;view (cortex.sense/view-image)261 target (File. user-home "proj/vba-clojure/gb-color-map.png")]263 (dorun264 (for [s-index (range 32)]265 (dorun266 (for [x (range 32) y (range 32)]268 (let [[r g b] ((squares s-index) (+ x (* 32 y)))269 rgb (+ (bit-shift-left r 16)270 (bit-shift-left g 8)271 b)]272 (.setRGB im273 (+ 3 (* 35 (rem s-index 6)) x)274 (+ 3 (* 35 (int (/ s-index 6))) y)275 rgb))))))276 ;;(view im)277 (doto278 (.next (ImageIO/getImageWritersByFormatName "png"))279 (.setOutput (FileImageOutputStream. target))280 (.write (IIOImage. im nil nil))281 (.dispose))282 im))284 (defn gen-gimp-palette! []285 (let [target286 (File. user-home "proj/vba-clojure/Gameboy-Color.gpl")]287 (spit288 target289 (apply290 str291 (concat292 ["GIMP Palette\n"293 "Name: GameBoy\n"294 "#\n"]295 (map (fn [[r g b]]296 (format "%3d %3d %3d\n" r g b))297 (sort (set (vals gb-color-map)))))))))299 (def test-image300 (ImageIO/read301 (File. user-home "/proj/vba-clojure/images/test-gb-image.png")))303 (def test-image-2304 (ImageIO/read305 (File. user-home "/proj/vba-clojure/images/test-gb-image-2.png")))307 (def test-image-color308 (ImageIO/read309 (File. user-home "/proj/vba-clojure/images/colors-test.png")))311 (defn rgb->triplet [rgb]312 (let [r (bit-shift-right (bit-and rgb 0xFF0000) 16)313 g (bit-shift-right (bit-and rgb 0xFF00) 8)314 b (bit-and rgb 0xFF)]315 [r g b]))317 (def reverse-gb-color-map318 (zipmap (vals gb-color-map)319 (keys gb-color-map)))321 (defn vga-rgb->gb-rgb [[r g b]]322 (reverse-gb-color-map [r g b]))324 (defn gb-tiles [^BufferedImage image]325 (for [tile (range 360)]326 (for [y (range 8) x (range 8)]327 (vga-rgb->gb-rgb328 (rgb->triplet329 (.getRGB image (+ x (* 8 (rem tile 20)))330 (+ y (* 8 (int (/ tile 20))))))))))332 (defn tile->palette [tile]333 (vec (sort (set tile))))335 (require 'clojure.set)337 (defn absorb-contract [objs]338 (reduce339 (fn [accepted new-element]340 (if (some341 (fn [obj]342 (clojure.set/subset? (set new-element) (set obj)))343 accepted)344 accepted345 (conj accepted new-element)))346 []347 (sort-by (comp - count) objs)))349 (defn palettes [^BufferedImage image]350 (let [palettes (map tile->palette (gb-tiles image))351 unique-palettes (absorb-contract (set palettes))]352 unique-palettes))354 (defn tile-pallete355 "find the first appropirate palette for the tile in the356 provided list of palettes."357 [tile palettes]358 (let [tile-colors (set tile)]359 (swank.util/find-first360 #(clojure.set/subset? tile-colors (set %))361 palettes)))364 (defn image->gb-image365 "Returns the image in a format amenable to the gameboy's366 internal representation. The format is:367 {:width -- width of the image368 :height -- height of the image369 :palettes -- vector of all the palettes the image370 needs, in proper order371 :tiles -- vector of all the tiles the image needs,372 in proper order. A tile is 64 palette373 indices.374 :data -- vector of pairs of the format:375 [tile-index, palette-index]376 in row-oriented order}"377 [^BufferedImage image]378 (let [image-palettes (palettes image)379 palette-index (zipmap380 image-palettes381 (range (count image-palettes)))382 tiles (gb-tiles image)383 unique-tiles (vec (distinct tiles))384 tile-index (zipmap unique-tiles385 (range (count unique-tiles)))]386 {:width (.getWidth image)387 :height (.getHeight image)388 :palettes image-palettes389 :tiles390 (vec391 (for [tile unique-tiles]392 (let [colors393 (vec (tile-pallete tile image-palettes))394 color-index395 (zipmap colors (range (count colors)))]396 (mapv color-index tile))))397 :data398 (vec399 (for [tile tiles]400 (let [tile-colors (set (tile->palette tile))]401 [(tile-index tile)402 (palette-index403 (tile-pallete tile image-palettes))])))}))405 (defn wait-until-v-blank406 "Modified version of frame-metronome. waits untill LY == 144,407 indicating start of v-blank period."408 []409 (let [timing-loop410 [0x01 ; \411 0x44 ; | load 0xFF44 into BC412 0xFF ; /413 0x0A] ;; (BC) -> A, now A = LY (vertical line coord)414 continue-if-144415 [0xFE416 144 ;; compare LY (in A) with 144417 0x20 ;; jump back to beginning if LY != 144 (not-v-blank)418 (->signed-8-bit419 (+ -4 (- (count timing-loop))))]]420 (concat timing-loop continue-if-144)))422 (def bg-character-data 0x9000)424 (defn gb-tile->bytes425 "Tile is a vector of 64 numbers between 0 and 3 that426 represent a single 8x8 color tile in the GB screen.427 It gets bit-packed into to 16 8-bit numbers in the following428 form:430 0-low 1-low ... 7-low431 0-high 1-high ... 7-high432 .433 .434 .435 55-low ........ 63-low436 55-high ........ 63-high"437 [tile]438 (let [row->bits439 (fn [row]440 (mapv441 (fn [row*]442 (Integer/parseInt (apply str row*) 2))443 [(map #(bit-and 0x01 %) row)444 (map #(bit-shift-right (bit-and 0x02 %) 1)445 row)]))]446 (vec447 (flatten448 (map row->bits449 (partition 8 tile))))))451 (defn write-data452 "Efficient assembly to write a sequence of values to453 memory, starting at a target address."454 [base-address target-address data]455 (let [len (count data)456 program-length 21] ;; change this if program length457 ;; below changes!458 (flatten459 [0x21 ;; load data address start into HL460 (reverse (disect-bytes-2 (+ base-address program-length)))462 0x01 ;; load target address into BC463 (reverse (disect-bytes-2 target-address))465 0x11 ;; load len into DE466 (reverse (disect-bytes-2 len))469 ;; data x-fer loop start470 0x2A ;; (HL) -> A; HL++;471 0x02 ;; A -> (BC);472 0x03 ;; INC BC;473 0x1B ;; DEC DE475 0xAF476 0xB2 ;; (OR D E) -> A477 0xB3480 0x20 ;; if DE is not now 0,481 (->signed-8-bit -9) ;; GOTO start483 0xC3484 (reverse485 (disect-bytes-2486 (+ len base-address program-length)))487 data])))489 (defn write-image490 "Assume the image data is specified as 360 blocks."491 [base-address target-address image-data]493 (let [len (count image-data)494 gen-program495 (fn [program-length]496 (flatten497 [0x01 ;; load data address start into BC498 (reverse499 (disect-bytes-2 (+ base-address program-length)))501 0x21 ;; load target address into HL502 (reverse (disect-bytes-2 target-address))504 0x1E ;; total-rows (18) -> E505 18507 0x16 ;; total columns (20) -> D508 20510 ;; data x-fer loop start511 0x0A ;; (BC) -> A;512 0x03 ;; INC BC;513 0x22 ;; A -> (HL); HL++;517 0x15 ;; dec D518 0x20519 (->signed-8-bit -6) ;; continue writing row521 ;; row is complete, advance to next row522 ;; HL += 12524 0xC5 ;; push BC526 0x06 ;; 0 -> B527 0529 0x0E530 12 ;; 12 -> C532 0x09 ;; HL + BC -> HL534 0xC1 ;; pop BC536 0x1D ;; dec E537 0x20538 (->signed-8-bit -18) ;; contunue writing image540 0xC3541 (reverse542 (disect-bytes-2543 (+ len base-address program-length)))]))]544 (flatten (concat545 (gen-program (count (gen-program 0)))546 image-data))))548 (defn test-write-data []549 (let [test-data (concat (range 256)550 (reverse (range 256)))551 base-address 0xC000552 target-address 0xD000554 test-kernel555 (flatten556 [0xF3 ;; disable interrupts557 (write-data (+ 1 base-address)558 target-address test-data)559 (infinite-loop)])]560 (assert561 (= test-data562 (-> (mid-game)563 tick tick tick564 (set-memory-range base-address test-kernel)565 (PC! base-address)566 (run-moves (repeat 100 []))567 (memory)568 vec569 (subvec target-address570 (+ target-address571 (count test-data))))))))573 (def LCD-bank-select-address 0xFF4F)575 (def BG-1-address 0x9800)576 (def BG-2-address 0x9C00)577 (def character-data-address 0x8000)579 (def LCD-control-register 0xFF40)580 (def STAT-register 0xFF41)582 (def SCX-register 0xFF42)583 (def SCY-register 0xFF43)585 (defn select-LCD-bank [n]586 (assert (or (= n 0) (= n 1)))587 (write-byte LCD-bank-select-address n))589 (defn write-image* [_ _ _] [])591 (defn display-image-kernel [base-address ^BufferedImage image]592 (let [gb-image (image->gb-image image)594 A [(clear-music-registers)596 ;; [X] disable LCD protection circuit.597 (write-byte LCD-control-register 0x00)598 ;; now we can write to all video RAM anytime with599 ;; impunity.601 ;; [ ] We're only using background palettes; just set the602 ;; minimum required bg palettes for this image, starting603 ;; with palette #0.605 (set-palettes bg-palette-select bg-palette-data606 (:palettes gb-image))608 ;; [X] switch to bank 0 to set BG character data.609 (select-LCD-bank 0)610 ;; [X] set SCX and SCY to 0611 (write-byte SCX-register 0)612 (write-byte SCY-register 0)613 ]614 A (flatten A)616 B [;; [X] write minimum amount of tiles to BG character617 ;; section618 (write-data619 (+ base-address (count A))620 character-data-address621 (flatten622 (map gb-tile->bytes (:tiles gb-image))))623 (select-LCD-bank 0)]624 B (flatten B)627 C [;; [X] write image to the screen in terms of tiles628 (write-image629 (+ base-address (+ (count A) (count B)))630 BG-1-address631 (map first (:data gb-image)))632 (select-LCD-bank 1)]634 C (flatten C)636 D [;; [X] specifiy pallets for each character637 (write-image638 (+ base-address (+ (count A) (count B) (count C)))639 BG-1-address640 (map second (:data gb-image)))643 ;; [X] reactivate the LCD display644 ;; we're using only BG images, located at645 ;; BG-1 (0x9800), with background character data646 ;; stored starting at 0x8000648 (write-byte649 LCD-control-register650 (Integer/parseInt651 (str652 "1" ;; LCDC on/off653 "0" ;; Window code area654 "0" ;; Windowing on?655 "1" ;; BG tile base (1 = 0x8000)656 "0" ;; BG-1 or BG-2 ?657 "0" ;; OBJ-block composition658 "0" ;; OBJ-on flag659 "1") ;; no-effect660 2))662 (infinite-loop)]663 D (flatten D)]665 (concat A B C D)))667 (defn display-image [#^BufferedImage image]668 (let [kernel-address 0xB000]669 (-> (tick (tick (tick (mid-game))))670 (set-memory-range671 kernel-address672 (display-image-kernel kernel-address image))673 (PC! kernel-address))))