rlm@550: ;;;; "Advanced Choreography" -- this is the final video for this project. rlm@550: rlm@550: (ns com.aurellem.run.adv-choreo rlm@550: (:use (com.aurellem.gb saves gb-driver util constants rlm@550: items vbm characters money rlm@550: rlm-assembly)) rlm@550: (:use (com.aurellem.run util music title save-corruption rlm@550: bootstrap-0 bootstrap-1 image rlm@550: ram-display final-cut basic-choreo)) rlm@550: (:require clojure.string) rlm@550: (:import [com.aurellem.gb.gb_driver SaveState]) rlm@550: (:import java.io.File)) rlm@550: rlm@550: rlm@550: rlm@550: ;; Use the gameboy's screen to display the new programming rlm@550: ;; instead of a side window. This will make it look much rlm@550: ;; cooler and create a terminal-like effect as the game is rlm@550: ;; being reprogramed. To do this, use a fixed data entry rlm@550: ;; region in ram, and run a program that translates this rlm@550: ;; region into the screen. Every time this data entry region rlm@550: ;; is full, run a program that copies the data to the rlm@550: ;; appropriate region in memory. This will cost ~15 seconds rlm@550: ;; at the beginning to set up, and then should have minimal rlm@550: ;; overhead (~5%) for the rest of the data transfer, but rlm@550: ;; will have a good psychological effect for the viewer rlm@550: ;; since he can see that something is actually happening in rlm@550: ;; the game. rlm@550: rlm@550: