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@553: (:import java.awt.image.BufferedImage) rlm@553: (:import (javax.imageio ImageWriteParam IIOImage ImageIO)) 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: rlm@551: ;; Symbol size and type. rlm@551: rlm@551: ;; use fonts from zophar's domain: rlm@551: ;; http://www.zophar.net/utilities/fonts/8x8-font-archive.html rlm@551: rlm@551: ;; Green font on black background for matrix look. rlm@551: rlm@551: rlm@551: (defn program-data [base-address] rlm@551: (let [image-program rlm@551: (display-image-kernel rlm@551: base-address rlm@554: rlm@576: ;;pinkie-pie-mark rlm@576: test-image-color rlm@554: rlm@554: ) rlm@554: rlm@551: rlm@551: music-base-address (+ (count image-program) base-address) rlm@551: rlm@551: initial-music-data rlm@551: (midi-bytes pony-csv 0 0 0 0) rlm@551: rlm@551: data-lengths rlm@551: (map (comp count :data) rlm@551: [(:kernel initial-music-data) rlm@551: (:voice-1 initial-music-data) rlm@551: (:voice-2 initial-music-data)]);; noise not needed rlm@551: addresses rlm@551: (map (partial + music-base-address) (reductions + 0 data-lengths)) rlm@551: rlm@551: final-music-data rlm@551: (apply (partial midi-bytes pony-csv) addresses) rlm@551: rlm@551: music-program rlm@551: (concat rlm@551: (:data (:kernel final-music-data)) rlm@551: (:data (:voice-1 final-music-data)) rlm@551: (:data (:voice-2 final-music-data)) rlm@551: (:data (:noise final-music-data)))] rlm@551: rlm@551: (concat rlm@551: image-program ;; image program falls through to music program rlm@554: rlm@576: (infinite-loop) rlm@576: ;;music-program rlm@554: rlm@554: ))) rlm@551: rlm@551: rlm@551: rlm@553: rlm@553: (def glyphs rlm@553: "The sixteen 8x8 glyphs which make up the \"terminal\" font." rlm@553: (mapv #(ImageIO/read rlm@553: (File. user-home (str "proj/vba-clojure/font/" % ".png"))) rlm@553: ["0" "1" "2" "3" "4" "5" "6" "7" "8" "9" "A" "B" "C" "D" "E" "F"])) rlm@553: rlm@554: (defn glyph-init-program rlm@553: [start-address] rlm@553: (let [zero-glyph (image->gb-image (glyphs 0)) rlm@553: rlm@553: ;; write same pallet information to all pallettes rlm@553: A (flatten rlm@554: [(write-byte LCD-control-register 0x00);; disable LCD protection rlm@553: (set-palettes bg-palette-select bg-palette-data rlm@553: (repeat 8 (first (:palettes zero-glyph)))) rlm@553: (select-LCD-bank 0) rlm@553: (write-byte SCX-register 0) rlm@553: (write-byte SCY-register 0)]) rlm@553: B (flatten rlm@553: [(write-data rlm@553: (+ start-address (count A)) rlm@553: character-data-address rlm@553: (flatten rlm@553: (map (comp gb-tile->bytes first :tiles image->gb-image) rlm@554: glyphs))) rlm@553: rlm@554: rlm@554: (write-byte rlm@554: LCD-control-register rlm@554: (Integer/parseInt rlm@554: (str rlm@554: "1" ;; LCDC on/off rlm@554: "0" ;; Window code area rlm@554: "0" ;; Windowing on? rlm@554: "1" ;; BG tile base (1 = 0x8000) rlm@554: "0" ;; BG-1 or BG-2 ? rlm@554: "0" ;; OBJ-block composition rlm@554: "0" ;; OBJ-on flag rlm@554: "1") ;; no-effect rlm@554: 2))])] rlm@554: (concat A B ))) rlm@553: rlm@558: rlm@560: rlm@553: (defn glyph-display-program rlm@577: [start-address] rlm@556: (let [data-start (+ 2 start-address) rlm@557: load-data rlm@557: (flatten rlm@557: [;; data region rlm@557: 0x18 rlm@576: 2 rlm@571: 0 0 ;; current row and column rlm@557: ;; save all registers rlm@557: 0xC5 0xD5 0xE5 0xF5 rlm@557: rlm@557: ;; load data from data region into registers rlm@562: rlm@577: 0xF5 ;; push A, which contains current glyph rlm@577: rlm@577: 0x21 rlm@558: (reverse (disect-bytes-2 data-start)) rlm@577: ;; load row and column into DE rlm@577: 0x2A 0x57 ;; row -> D rlm@577: 0x2A 0x5F ;; column -> E rlm@557: rlm@577: rlm@557: ]) rlm@557: rlm@560: rlm@562: display-glyph rlm@568: (let [init* rlm@563: (flatten rlm@577: [(repeat 100 0) rlm@565: ;; Reset HL to initial value rlm@567: rlm@568: ;; clear screen if we are at 0,0 rlm@568: 0x57 0xB3 ;; D->A, OR E A ==> (= D E 0) rlm@571: 0x20 ;; skip clear-screen if D and E are not both zero rlm@572: :clear-screen-length]) rlm@562: rlm@563: clear-screen rlm@568: (flatten rlm@569: [;; save all registers rlm@569: 0xC5 0xD5 0xE5 0xF5 rlm@569: rlm@570: (select-LCD-bank 0) rlm@570: ;; write 0x00 to memory locations rlm@570: ;; 0x9800 to 0x9A34 rlm@570: 0x21 rlm@570: 0x00 0x98 ;; load 0x9800 into HL rlm@570: rlm@570: rlm@570: 0x16 3 ;; 3 -> D rlm@570: 0x1E 190 ;; 188 -> E rlm@570: rlm@570: 0x3E 0 ;; 0-> A rlm@570: rlm@570: ;; begin of do-while loop rlm@570: 0x22 ;; load 0 to 0x9800 rlm@570: 0x1D ;; dec E rlm@570: 0x20 rlm@570: (->signed-8-bit -4) rlm@570: 0x15 ;; dec D rlm@570: 0x1E 190 ;; 188 -> E rlm@570: 0x20 rlm@570: (->signed-8-bit -8) rlm@570: ;; end of do-while-loop rlm@572: rlm@569: ;; restore all registers rlm@572: 0xF1 0xE1 0xD1 0xC1]) rlm@572: rlm@577: ;; RLM: for TESTING ONLY!!! rlm@577: clear-screen (repeat 10 0) rlm@573: increment-row-column rlm@573: [;; D contains row and E contains column rlm@573: rlm@573: ;; every time column (E) reaches 20, set rlm@573: ;; column to 0 and increment row rlm@573: 0x1C ;; inc E rlm@573: 0x3E 20 0xBB ;; compare E to 20 rlm@573: 0x20 ;; if E is 20 rlm@573: 3 rlm@573: 0x1E 0 ;; set E to zero rlm@573: 0x14 ;; (inc D) -> D rlm@573: rlm@573: ;; every time row (D) reaches 18, set row to 0 rlm@573: 0x3E 18 0xBA ;; compare D to 18 rlm@573: 0x20 ;; if D is 18 rlm@573: 2 rlm@573: 0x16 0] ;; set D to zero rlm@573: rlm@573: set-HL-from-row-and-column rlm@573: [;; formula for memory offset is: rlm@577: ;; (+ 0x9800 (* 32 row) column) == rlm@577: ;; (+ 0x97E0 (* 32 (+ 1 row)) column) rlm@574: 0xD5 0xC5 ;; push D E B C rlm@573: rlm@577: 0x21 0xE0 0x97 ;; load HL with 0x97E0 rlm@577: rlm@577: 0x06 0 rlm@577: 0x0E 32 ;; load 32 into BC rlm@573: rlm@577: 0x14 ;; inc D to handle case where D == 0 rlm@577: ;; D will never be > 20, so this will never overflow. rlm@574: rlm@574: ;; do rlm@577: 0x09 ;; HL += 32 rlm@577: 0x15 ;; dec D rlm@574: ;; while D != 0 rlm@574: 0x20 rlm@574: (->signed-8-bit -4) rlm@577: rlm@574: 0xC1 0xD1 ;; pop C B E D rlm@573: ] rlm@573: rlm@572: render-glyph rlm@572: (flatten rlm@577: [;; Render each nybble of A as a character rlm@577: ;; there are two characters to a glyph. rlm@577: rlm@577: set-HL-from-row-and-column rlm@575: 0xF1 ;; pop A, now A is equal to key input rlm@575: 0xF5 ;; save A rlm@575: rlm@575: 0xE6 0xF0 ;; clear second nybble rlm@575: 0xCB 0x37 ;; swap nybbles rlm@577: 0x22 ;; store A in video RAM as a character (pun) rlm@577: increment-row-column rlm@577: rlm@577: set-HL-from-row-and-column rlm@575: 0xF1 ;; restore A rlm@575: 0xE6 0x0F ;; select second nybble rlm@577: 0x22 ;; store second nybble as character rlm@575: increment-row-column rlm@577: ]) rlm@563: rlm@572: rlm@568: init (replace rlm@568: {:clear-screen-length (count clear-screen)} init*) rlm@568: ] rlm@568: rlm@572: (concat init clear-screen render-glyph)) rlm@563: rlm@557: cleanup rlm@557: ;; restore all registers rlm@562: (flatten rlm@576: [;; Reset HL to initial value rlm@558: 0x21 rlm@558: (reverse (disect-bytes-2 data-start)) rlm@573: 0x7A 0x22 ;; D -> rows -> to RAM rlm@569: 0x7B 0x22 ;; E -> columns rlm@558: ]) rlm@558: rlm@558: stack-cleanup rlm@557: [0xF1 0xE1 0xD1 0xC1] rlm@576: ] rlm@558: (concat load-data rlm@558: display-glyph rlm@558: cleanup stack-cleanup))) rlm@556: rlm@556: (def main-program-base-address 0xC000) rlm@553: rlm@553: (defn glyph-bootstrap-program rlm@553: [start-address delay-count total-glyph-count] rlm@553: (let [init [0xAF 0x4F 0x47] ;; 0->A; 0->C; 0->B rlm@554: header (concat (frame-metronome) (read-user-input)) rlm@553: rlm@553: glyph-display (glyph-display-program rlm@559: (+ (count init) rlm@562: (count header) rlm@577: start-address)) rlm@558: ;;(- (count (program-data 0)) 100)) rlm@553: rlm@553: state-machine-start-address rlm@553: (+ start-address (count init) (count header) (count glyph-display)) rlm@553: state-machine rlm@553: (bootstrap-state-machine state-machine-start-address) rlm@553: rlm@553: return-to-header rlm@553: (flatten rlm@564: [0xC3 rlm@564: (reverse (disect-bytes-2 rlm@564: (+ (count init) start-address)))])] rlm@562: (concat init header glyph-display state-machine return-to-header))) rlm@553: rlm@556: rlm@551: rlm@558: (defn-memo begin-glyph-bootstrap rlm@554: ([] (begin-glyph-bootstrap (launch-main-bootstrap-program))) rlm@554: ([script] rlm@554: (let [glyph-init (glyph-init-program relocated-bootstrap-start) rlm@554: main-glyph-start (+ relocated-bootstrap-start rlm@554: (count glyph-init)) rlm@554: glyph-program (glyph-bootstrap-program rlm@554: main-glyph-start 0 0)] rlm@554: (->> script rlm@554: (do-nothing 2) rlm@554: ;; begin glyph program rlm@554: (write-RAM 0xFF1A [0 0 0]) ;; silence remnant music rlm@554: rlm@554: (write-RAM rlm@554: relocated-bootstrap-start rlm@554: (concat glyph-init glyph-program)) rlm@554: (transfer-control relocated-bootstrap-start) rlm@555: (do-nothing 1) rlm@553: rlm@554: )))) rlm@553: rlm@551: (defn write-all-program-data rlm@554: ([] (write-all-program-data (begin-glyph-bootstrap))) rlm@551: ([script] rlm@551: (let [base-address main-program-base-address] rlm@551: (->> script rlm@551: (write-RAM base-address (program-data base-address)))))) rlm@551: rlm@551: (defn activate-program rlm@551: ([] (activate-program (write-all-program-data))) rlm@551: ([script] rlm@551: (->> script rlm@551: (transfer-control main-program-base-address) rlm@554: ;;(do-nothing 1800) rlm@554: (do-nothing 50) rlm@554: ))) rlm@552: rlm@552: rlm@552: ;; possible screen writing programs rlm@552: rlm@552: ;; (program needs to stop executing at some point) rlm@552: ;; maybe have total length counter or something? rlm@552: rlm@552: ;; automatic counter that reads from program-start and clears the rlm@552: ;; screen every 360 (* 18 20) gliphs rlm@552: rlm@552: ;; advantages -- very simple and low bandwidth rlm@552: ;; disadvantages -- hard to align counter rlm@552: rlm@552: ;; implementation -- refactor main-bootstrap-program to provide a rlm@552: ;; state-machine code-section which can be recombined into another rlm@552: ;; program.