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authoryenatch <yenatch@gmail.com>2013-11-18 21:03:31 -0500
committeryenatch <yenatch@gmail.com>2013-11-18 21:03:31 -0500
commitdfc88b9ac0369632bfa93a3859bf26dc2828ae9e (patch)
tree6243ede1e0a5a0bc2a76abf8c5027e21f1a72471
parent9d01c85d3bac2a6a7b5826dc2139f69731a901ab (diff)
parent3027746bd69db504f8d0e311d9f81593337ff236 (diff)
Merge branch 'master' of github.com:kanzure/pokemon-reverse-engineering-tools
-rw-r--r--README.md46
-rw-r--r--pokemontools/__init__.py2
-rw-r--r--pokemontools/audio.py15
-rw-r--r--pokemontools/crystalparts/old_parsers.py2
-rw-r--r--pokemontools/data/__init__.py15
-rw-r--r--pokemontools/data/pokecrystal/wram.asm2293
-rw-r--r--pokemontools/gfx.py7
-rw-r--r--pokemontools/map_editor.py4
-rw-r--r--pokemontools/vba/autoplayer.py820
-rw-r--r--pokemontools/vba/battle.py521
-rw-r--r--pokemontools/vba/vba.py1093
-rw-r--r--pokemontools/wram.py17
-rw-r--r--setup.py2
-rw-r--r--tests/bootstrapping.py54
-rw-r--r--tests/integration/tests.py5
-rw-r--r--tests/setup_vba.py4
-rw-r--r--tests/test_vba.py276
-rw-r--r--tests/test_vba_battle.py117
-rw-r--r--tests/tests.py5
19 files changed, 4650 insertions, 648 deletions
diff --git a/README.md b/README.md
index 760731b..9c3ca92 100644
--- a/README.md
+++ b/README.md
@@ -1,3 +1,49 @@
+pokemontools
+==============================
+
+``pokemontools`` is a python module that provides various reverse engineering
+components for various Pokémon games. This includes:
+
+* a utility to disassemble bytes from games into asm
+* map editor
+* python bindings for Pokémon games running in the vba-linux emulator
+* in-game graphics converter (png, lz, 2bpp)
+* preprocessor that dumps out rgbds-compatible asm
+* stuff that parses and dumps data from ROMs
+
+# installing
+
+To install this python library in ``site-packages``:
+
+```
+pip install --upgrade pokemontools
+```
+
+And for local development work:
+
+```
+python setup.py develop
+```
+
+And of course local installation:
+
+```
+python setup.py install
+```
+
+# testing
+
+Run the tests with:
+
+```
+nosetests-2.7
+```
+
+# see also
+
+* [Pokémon Crystal source code](https://github.com/kanzure/pokecrystal)
+* [Pokémon Red source code](https://github.com/iimarckus/pokered)
+
Pokémon Crystal utilities and extras
==============================
diff --git a/pokemontools/__init__.py b/pokemontools/__init__.py
index 293e2f2..dc4346a 100644
--- a/pokemontools/__init__.py
+++ b/pokemontools/__init__.py
@@ -1,3 +1,5 @@
import configuration as config
import crystal
import preprocessor
+
+__version__ = "1.6.0"
diff --git a/pokemontools/audio.py b/pokemontools/audio.py
index 1cce1fe..38fd65f 100644
--- a/pokemontools/audio.py
+++ b/pokemontools/audio.py
@@ -8,14 +8,19 @@ from gbz80disasm import get_global_address, get_local_address
import crystal
from crystal import music_classes as sound_classes
-from crystal import Command
-from crystal import load_rom
+from crystal import (
+ Command,
+ SingleByteParam,
+ MultiByteParam,
+ load_rom,
+)
+
rom = load_rom()
rom = bytearray(rom)
-import config
-conf = config.Config()
+import configuration
+conf = configuration.Config()
def sort_asms(asms):
@@ -209,7 +214,7 @@ class Channel:
for class_ in sound_classes:
if class_.id == i:
return class_
- if self.channel in [4. 8]: return Noise
+ if self.channel in [4, 8]: return Noise
return Note
diff --git a/pokemontools/crystalparts/old_parsers.py b/pokemontools/crystalparts/old_parsers.py
index e07082d..2c1d2b2 100644
--- a/pokemontools/crystalparts/old_parsers.py
+++ b/pokemontools/crystalparts/old_parsers.py
@@ -2,7 +2,7 @@
Some old methods rescued from crystal.py
"""
-import pointers
+import pokemontools.pointers as pointers
map_header_byte_size = 9
diff --git a/pokemontools/data/__init__.py b/pokemontools/data/__init__.py
new file mode 100644
index 0000000..fcc59e9
--- /dev/null
+++ b/pokemontools/data/__init__.py
@@ -0,0 +1,15 @@
+"""
+Access to data files.
+"""
+
+# hide the os import
+import os as _os
+
+# path to where these files are located
+path = _os.path.abspath(_os.path.dirname(__file__))
+
+def join(filename, path=path):
+ """
+ Construct the absolute path to the file.
+ """
+ return _os.path.join(path, filename)
diff --git a/pokemontools/data/pokecrystal/wram.asm b/pokemontools/data/pokecrystal/wram.asm
new file mode 100644
index 0000000..3796969
--- /dev/null
+++ b/pokemontools/data/pokecrystal/wram.asm
@@ -0,0 +1,2293 @@
+SECTION "tiles0",VRAM[$8000],BANK[0]
+VTiles0:
+SECTION "tiles1",VRAM[$8800],BANK[0]
+VTiles1:
+SECTION "tiles2",VRAM[$9000],BANK[0]
+VTiles2:
+SECTION "bgmap0",VRAM[$9800],BANK[0]
+VBGMap0:
+SECTION "bgmap1",VRAM[$9C00],BANK[0]
+VBGMap1:
+
+
+
+SECTION "WRAMBank0",WRAM0[$c000]
+
+SECTION "stack",WRAM0[$c0ff]
+Stack: ; c0ff
+ ds -$100
+
+
+SECTION "audio",WRAM0[$c100]
+MusicPlaying: ; c100
+; nonzero if playing
+ ds 1
+
+Channels:
+Channel1:
+Channel1MusicID: ; c101
+ ds 2
+Channel1MusicBank: ; c103
+ ds 1
+Channel1Flags: ; c104
+; 0: on/off
+; 1: subroutine
+; 2:
+; 3:
+; 4: noise sampling on/off
+; 5:
+; 6:
+; 7:
+ ds 1
+Channel1Flags2: ; c105
+; 0: vibrato on/off
+; 1:
+; 2: duty cycle on/off
+; 3:
+; 4:
+; 5:
+; 6:
+; 7:
+ ds 1
+Channel1Flags3: ; c106
+; 0: vibrato up/down
+; 1:
+; 2:
+; 3:
+; 4:
+; 5:
+; 6:
+; 7:
+ ds 1
+Channel1MusicAddress: ; c107
+ ds 2
+Channel1LastMusicAddress: ; c109
+ ds 2
+; could have been meant as a third-level address
+ ds 2
+Channel1NoteFlags: ; c10d
+; 0:
+; 1:
+; 2:
+; 3:
+; 4:
+; 5: rest
+; 6:
+; 7:
+ ds 1
+Channel1Condition: ; c10e
+; used for conditional jumps
+ ds 1
+Channel1DutyCycle: ; c10f
+; uses top 2 bits only
+; 0: 12.5%
+; 1: 25%
+; 2: 50%
+; 3: 75%
+ ds 1
+Channel1Intensity: ; c110
+; hi: pressure
+; lo: velocity
+ ds 1
+Channel1Frequency:
+; 11 bits
+Channel1FrequencyLo: ; c111
+ ds 1
+Channel1FrequencyHi: ; c112
+ ds 1
+Channel1Pitch: ; c113
+; 0: rest
+; 1: C
+; 2: C#
+; 3: D
+; 4: D#
+; 5: E
+; 6: F
+; 7: F#
+; 8: G
+; 9: G#
+; a: A
+; b: A#
+; c: B
+ ds 1
+Channel1Octave: ; c114
+; 0: highest
+; 7: lowest
+ ds 1
+Channel1StartingOctave: ; c115
+; raises existing octaves by this value
+; used for repeating phrases in a higher octave to save space
+ ds 1
+Channel1NoteDuration: ; c116
+; number of frames remaining in the current note
+ ds 1
+; c117
+ ds 1
+; c118
+ ds 1
+Channel1LoopCount: ; c119
+ ds 1
+Channel1Tempo: ; c11a
+ ds 2
+Channel1Tracks: ; c11c
+; hi: l
+; lo: r
+ ds 1
+; c11d
+ ds 1
+
+Channel1VibratoDelayCount: ; c11e
+; initialized at the value in VibratoDelay
+; decrements each frame
+; at 0, vibrato starts
+ ds 1
+Channel1VibratoDelay: ; c11f
+; number of frames a note plays until vibrato starts
+ ds 1
+Channel1VibratoExtent: ; c120
+; difference in
+ ds 1
+Channel1VibratoRate: ; c121
+; counts down from a max of 15 frames
+; over which the pitch is alternated
+; hi: init frames
+; lo: frame count
+ ds 1
+
+; c122
+ ds 1
+; c123
+ ds 1
+; c124
+ ds 1
+; c125
+ ds 1
+; c126
+ ds 1
+; c127
+ ds 1
+Channel1CryPitch: ; c128
+ ds 1
+Channel1CryEcho: ; c129
+ ds 1
+ ds 4
+Channel1NoteLength: ; c12e
+; # frames per 16th note
+ ds 1
+; c12f
+ ds 1
+; c130
+ ds 1
+; c131
+ ds 1
+; c132
+ ds 1
+; end
+
+Channel2: ; c133
+ ds 50
+Channel3: ; c165
+ ds 50
+Channel4: ; c197
+ ds 50
+
+SFXChannels:
+Channel5: ; c1c9
+ ds 50
+Channel6: ; c1fb
+ ds 50
+Channel7: ; c22d
+ ds 50
+Channel8: ; c25f
+ ds 50
+
+; c291
+ ds 1
+; c292
+ ds 1
+; c293
+ ds 1
+; c294
+ ds 1
+; c295
+ ds 1
+; c296
+ ds 1
+; c297
+ ds 1
+
+CurMusicByte: ; c298
+ ds 1
+CurChannel: ; c299
+ ds 1
+Volume: ; c29a
+; corresponds to $ff24
+; Channel control / ON-OFF / Volume (R/W)
+; bit 7 - Vin->SO2 ON/OFF
+; bit 6-4 - SO2 output level (volume) (# 0-7)
+; bit 3 - Vin->SO1 ON/OFF
+; bit 2-0 - SO1 output level (volume) (# 0-7)
+ ds 1
+SoundOutput: ; c29b
+; corresponds to $ff25
+; bit 4-7: ch1-4 so2 on/off
+; bit 0-3: ch1-4 so1 on/off
+ ds 1
+SoundInput: ; c29c
+; corresponds to $ff26
+; bit 7: global on/off
+; bit 0: ch1 on/off
+; bit 1: ch2 on/off
+; bit 2: ch3 on/off
+; bit 3: ch4 on/off
+ ds 1
+
+MusicID:
+MusicIDLo: ; c29d
+ ds 1
+MusicIDHi: ; c29e
+ ds 1
+MusicBank: ; c29f
+ ds 1
+NoiseSampleAddress:
+NoiseSampleAddressLo: ; c2a0
+ ds 1
+NoiseSampleAddressHi: ; c2a1
+ ds 1
+; noise delay? ; c2a2
+ ds 1
+; c2a3
+ ds 1
+MusicNoiseSampleSet: ; c2a4
+ ds 1
+SFXNoiseSampleSet: ; c2a5
+ ds 1
+Danger: ; c2a6
+; bit 7: on/off
+; bit 4: pitch
+; bit 0-3: counter
+ ds 1
+MusicFade: ; c2a7
+; fades volume over x frames
+; bit 7: fade in/out
+; bit 0-5: number of frames for each volume level
+; $00 = none (default)
+ ds 1
+MusicFadeCount: ; c2a8
+ ds 1
+MusicFadeID:
+MusicFadeIDLo: ; c2a9
+ ds 1
+MusicFadeIDHi: ; c2aa
+ ds 1
+ ds 5
+CryPitch: ; c2b0
+ ds 1
+CryEcho: ; c2b1
+ ds 1
+CryLength: ; c2b2
+ ds 2
+LastVolume: ; c2b4
+ ds 1
+ ds 1
+SFXPriority: ; c2b6
+; if nonzero, turn off music when playing sfx
+ ds 1
+ ds 6
+CryTracks: ; c2bd
+; plays only in left or right track depending on what side the monster is on
+; both tracks active outside of battle
+ ds 1
+ ds 1
+CurSFX: ; c2bf
+; id of sfx currently playing
+ ds 1
+CurMusic: ; c2c0
+; id of music currently playing
+ ds 1
+
+SECTION "auto",WRAM0[$c2c7]
+InputType: ; c2c7
+ ds 1
+AutoInputAddress: ; c2c8
+ ds 2
+AutoInputBank: ; c2ca
+ ds 1
+AutoInputLength: ; c2cb
+ ds 1
+
+SECTION "linkbattle",WRAM0[$c2dc]
+InLinkBattle: ; c2dc
+; 0 not in link battle
+; 1 link battle
+; 4 mobile battle
+ ds 1
+
+SECTION "scriptengine",WRAM0[$c2dd]
+ScriptVar: ; c2dd
+ ds 1
+
+
+SECTION "tiles",WRAM0[$c2fa]
+TileDown: ; c2fa
+ ds 1
+TileUp: ; c2fb
+ ds 1
+TileLeft: ; c2fc
+ ds 1
+TileRight: ; c2fd
+ ds 1
+
+TilePermissions: ; c2fe
+; set if tile behavior prevents
+; you from walking in that direction
+; bit 3: down
+; bit 2: up
+; bit 1: left
+; bit 0: right
+ ds 1
+
+SECTION "icons",WRAM0[$c3b6]
+
+CurIcon: ; c3b6
+ ds 1
+
+SECTION "gfx",WRAM0[$c400]
+
+Sprites: ; c400
+; 4 bytes per sprite
+; 40 sprites
+; struct:
+; y in pixels
+; x in pixels
+; tile id
+; attributes:
+; bit 7: priority
+; bit 6: y flip
+; bit 5: x flip
+; bit 4: pal # (non-cgb)
+; bit 3: vram bank (cgb only)
+; bit 2-0: pal # (cgb only)
+ ds 160
+SpritesEnd:
+
+TileMap: ; c4a0
+; 20x18 grid of 8x8 tiles
+ ds 360
+
+
+SECTION "BattleMons",WRAM0[$c608]
+
+EnemyMoveStruct:
+EnemyMoveAnimation: ; c608
+ ds 1
+EnemyMoveEffect: ; c609
+ ds 1
+EnemyMovePower: ; c60a
+ ds 1
+EnemyMoveType: ; c60b
+ ds 1
+EnemyMoveAccuracy: ; c60c
+ ds 1
+EnemyMovePP: ; c60d
+ ds 1
+EnemyMoveEffectChance: ; c60e
+ ds 1
+
+PlayerMoveStruct:
+PlayerMoveAnimation: ; c60f
+ ds 1
+PlayerMoveEffect: ; c610
+ ds 1
+PlayerMovePower: ; c611
+ ds 1
+PlayerMoveType: ; c612
+ ds 1
+PlayerMoveAccuracy: ; c613
+ ds 1
+PlayerMovePP: ; c614
+ ds 1
+PlayerMoveEffectChance: ; c615
+ ds 1
+
+EnemyMonNick: ; c616
+ ds 11
+BattleMonNick: ; c621
+ ds 11
+
+
+BattleMonSpecies: ; c62c
+ ds 1
+BattleMonItem: ; c62d
+ ds 1
+
+BattleMonMoves:
+BattleMonMove1: ; c62e
+ ds 1
+BattleMonMove2: ; c62f
+ ds 1
+BattleMonMove3: ; c630
+ ds 1
+BattleMonMove4: ; c631
+ ds 1
+
+BattleMonDVs:
+BattleMonAtkDefDV: ; c632
+ ds 1
+BattleMonSpdSpclDV: ; c633
+ ds 1
+
+BattleMonPP:
+BattleMonPPMove1: ; c634
+ ds 1
+BattleMonPPMove2: ; c635
+ ds 1
+BattleMonPPMove3: ; c636
+ ds 1
+BattleMonPPMove4: ; c637
+ ds 1
+
+BattleMonHappiness: ; c638
+ ds 1
+BattleMonLevel: ; c639
+ ds 1
+
+BattleMonStatus: ; c63a
+ ds 2
+
+BattleMonHP: ; c63c
+ ds 2
+BattleMonMaxHP: ; c63e
+ ds 2
+
+BattleMonAtk: ; c640
+ ds 2
+BattleMonDef: ; c642
+ ds 2
+BattleMonSpd: ; c644
+ ds 2
+BattleMonSpclAtk: ; c646
+ ds 2
+BattleMonSpclDef: ; c648
+ ds 2
+
+BattleMonType1: ; c64a
+ ds 1
+BattleMonType2: ; c64b
+ ds 1
+
+ ds 10
+
+OTName: ; c656
+ ds 13
+
+CurOTMon: ; c663
+ ds 1
+
+ ds 1
+
+TypeModifier: ; c665
+; >10: super-effective
+; 10: normal
+; <10: not very effective
+
+; bit 7: stab
+ ds 1
+
+CriticalHit: ; c666
+; nonzero for a critical hit
+ ds 1
+
+AttackMissed: ; c667
+; nonzero for a miss
+ ds 1
+
+PlayerSubStatus1: ; c668
+; bit
+; 7 attract
+; 6 encore
+; 5 endure
+; 4 perish song
+; 3 identified
+; 2 protect
+; 1 curse
+; 0 nightmare
+ ds 1
+PlayerSubStatus2: ; c669
+; bit
+; 7
+; 6
+; 5
+; 4
+; 3
+; 2
+; 1
+; 0 curled
+ ds 1
+PlayerSubStatus3: ; c66a
+; bit
+; 7 confused
+; 6 flying
+; 5 underground
+; 4 charged
+; 3 flinch
+; 2
+; 1 rollout
+; 0 bide
+ ds 1
+PlayerSubStatus4: ; c66b
+; bit
+; 7 leech seed
+; 6 rage
+; 5 recharge
+; 4 substitute
+; 3
+; 2 focus energy
+; 1 mist
+; 0 bide: unleashed energy
+ ds 1
+PlayerSubStatus5: ; c66c
+; bit
+; 7 cant run
+; 6 destiny bond
+; 5 lock-on
+; 4
+; 3
+; 2
+; 1
+; 0 toxic
+ ds 1
+
+EnemySubStatus1: ; c66d
+; see PlayerSubStatus1
+ ds 1
+EnemySubStatus2: ; c66e
+; see PlayerSubStatus2
+ ds 1
+EnemySubStatus3: ; c66f
+; see PlayerSubStatus3
+ ds 1
+EnemySubStatus4: ; c670
+; see PlayerSubStatus4
+ ds 1
+EnemySubStatus5: ; c671
+; see PlayerSubStatus5
+ ds 1
+
+PlayerRolloutCount: ; c672
+ ds 1
+PlayerConfuseCount: ; c673
+ ds 1
+ ds 1
+PlayerDisableCount: ; c675
+ ds 1
+PlayerEncoreCount: ; c676
+ ds 1
+PlayerPerishCount: ; c677
+ ds 1
+PlayerFuryCutterCount: ; c678
+ ds 1
+PlayerProtectCount: ; c679
+ ds 1
+
+EnemyRolloutCount: ; c67a
+ ds 1
+EnemyConfuseCount: ; c67b
+ ds 1
+ ds 1
+EnemyDisableCount: ; c67d
+ ds 1
+EnemyEncoreCount: ; c67e
+ ds 1
+EnemyPerishCount: ; c67f
+ ds 1
+EnemyFuryCutterCount: ; c680
+ ds 1
+EnemyProtectCount: ; c681
+ ds 1
+
+PlayerDamageTaken: ; c682
+ ds 2
+EnemyDamageTaken: ; c684
+ ds 2
+
+ ds 3
+
+ ds 1
+
+BattleScriptBuffer: ; c68a
+ ds 40
+
+BattleScriptBufferLoc: ; c6b2
+ ds 2
+
+ ds 2
+
+PlayerStats: ; c6b6
+ ds 10
+ ds 1
+EnemyStats: ; c6c1
+ ds 10
+ ds 1
+
+PlayerStatLevels: ; c6cc
+; 07 neutral
+PlayerAtkLevel: ; c6cc
+ ds 1
+PlayerDefLevel: ; c6cd
+ ds 1
+PlayerSpdLevel: ; c6ce
+ ds 1
+PlayerSAtkLevel: ; c6cf
+ ds 1
+PlayerSDefLevel: ; c6d0
+ ds 1
+PlayerAccLevel: ; c6d1
+ ds 1
+PlayerEvaLevel: ; c6d2
+ ds 1
+; c6d3
+ ds 1
+PlayerStatLevelsEnd:
+
+EnemyStatLevels: ; c6d4
+; 07 neutral
+EnemyAtkLevel: ; c6d4
+ ds 1
+EnemyDefLevel: ; c6d5
+ ds 1
+EnemySpdLevel: ; c6d6
+ ds 1
+EnemySAtkLevel: ; c6d7
+ ds 1
+EnemySDefLevel: ; c6d8
+ ds 1
+EnemyAccLevel: ; c6d9
+ ds 1
+EnemyEvaLevel: ; c6da
+ ds 1
+; c6db
+ ds 1
+
+EnemyTurnsTaken: ; c6dc
+ ds 1
+PlayerTurnsTaken: ; c6dd
+ ds 1
+
+ ds 5
+
+CurPlayerMove: ; c6e3
+ ds 1
+CurEnemyMove: ; c6e4
+ ds 1
+
+LinkBattleRNCount: ; c6e5
+; how far through the prng stream
+ ds 1
+
+ ds 3
+
+CurEnemyMoveNum: ; c6e9
+ ds 1
+
+ ds 10
+
+AlreadyDisobeyed: ; c6f4
+ ds 1
+
+DisabledMove: ; c6f5
+ ds 1
+EnemyDisabledMove: ; c6f6
+ ds 1
+ ds 1
+
+; exists so you can't counter on switch
+LastEnemyCounterMove: ; c6f8
+ ds 1
+LastPlayerCounterMove: ; c6f9
+ ds 1
+
+ ds 1
+
+AlreadyFailed: ; c6fb
+ ds 1
+
+ ds 3
+
+PlayerScreens: ; c6ff
+; bit
+; 4 reflect
+; 3 light screen
+; 2 safeguard
+; 0 spikes
+ ds 1
+
+EnemyScreens: ; c700
+; see PlayerScreens
+ ds 1
+
+ ds 1
+
+PlayerLightScreenCount: ; c702
+ ds 1
+PlayerReflectCount: ; c703
+ ds 1
+
+ ds 2
+
+EnemyLightScreenCount: ; c706
+ ds 1
+EnemyReflectCount: ; c707
+ ds 1
+
+ ds 2
+
+Weather: ; c70a
+; 00 normal
+; 01 rain
+; 02 sun
+; 03 sandstorm
+; 04 rain stopped
+; 05 sunliight faded
+; 06 sandstorm subsided
+ ds 1
+
+WeatherCount: ; c70b
+; # turns remaining
+ ds 1
+
+LoweredStat: ; c70c
+ ds 1
+EffectFailed: ; c70d
+ ds 1
+FailedMessage: ; c70e
+ ds 1
+
+ ds 3
+
+PlayerUsedMoves: ; c712
+; add a move that has been used once by the player
+; added in order of use
+ ds 4
+
+ ds 5
+
+LastPlayerMove: ; c71b
+ ds 1
+LastEnemyMove: ; c71c
+ ds 1
+
+
+SECTION "battle",WRAM0[$c734]
+BattleEnded: ; c734
+ ds 1
+
+
+SECTION "overworldmap",WRAM0[$c800]
+OverworldMap: ; c800
+ ds 1300
+OverworldMapEnd:
+
+ ds 12
+
+SECTION "gfx2",WRAM0[$cd20]
+CreditsPos:
+BGMapBuffer: ; cd20
+ ds 2
+CreditsTimer: ; cd22
+ ds 1
+ ds 37
+
+BGMapPalBuffer: ; cd48
+ ds 40
+
+BGMapBufferPtrs: ; cd70
+; 20 bg map addresses (16x8 tiles)
+ ds 40
+
+SGBPredef: ; cd98
+ ds 1
+PlayerHPPal: ; cd99
+ ds 1
+EnemyHPPal: ; cd9a
+ ds 1
+
+ ds 62
+
+AttrMap: ; cdd9
+; 20x18 grid of palettes for 8x8 tiles
+; read horizontally from the top row
+; bit 3: vram bank
+; bit 0-2: palette id
+ ds 360
+
+ ds 30
+
+MonType: ; cf5f
+ ds 1
+
+CurSpecies: ; cf60
+ ds 1
+
+ ds 6
+
+Requested2bpp: ; cf67
+ ds 1
+Requested2bppSource: ; cf68
+ ds 2
+Requested2bppDest: ; cf6a
+ ds 2
+
+Requested1bpp: ; cf6c
+ ds 1
+Requested1bppSource: ; cf6d
+ ds 2
+Requested1bppDest: ; cf6f
+ ds 2
+
+ ds 3
+
+MenuSelection:; cf74
+ ds 1
+
+
+
+SECTION "VBlank",WRAM0[$cfb1]
+OverworldDelay: ; cfb1
+ ds 1
+TextDelayFrames: ; cfb2
+ ds 1
+VBlankOccurred: ; cfb3
+ ds 1
+
+PredefID: ; cfb4
+ ds 1
+PredefTemp: ; cfb5
+ ds 2
+PredefAddress: ; cfb7
+ ds 2
+
+ ds 3
+
+GameTimerPause: ; cfbc
+; bit 0
+ ds 1
+
+SECTION "Engine",WRAM0[$cfc2]
+FXAnimID:
+FXAnimIDLo: ; cfc2
+ ds 1
+FXAnimIDHi: ; cfc3
+ ds 1
+
+ ds 2
+
+TileAnimationTimer: ; cfc6
+ ds 1
+
+ ds 5
+
+Options: ; cfcc
+; bit 0-2: number of frames to delay when printing text
+; fast 1; mid 3; slow 5
+; bit 3: ?
+; bit 4: no text delay
+; bit 5: stereo off/on
+; bit 6: battle style shift/set
+; bit 7: battle scene off/on
+ ds 1
+
+ ds 1
+
+TextBoxFrame: ; cfce
+; bits 0-2: textbox frame 0-7
+ ds 1
+
+ ds 1
+
+GBPrinter: ; cfd0
+; bit 0-6: brightness
+; lightest: $00
+; lighter: $20
+; normal: $40 (default)
+; darker: $60
+; darkest: $7F
+ ds 1
+
+Options2: ; cfd1
+; bit 1: menu account off/on
+ ds 1
+
+ ds 46
+
+
+SECTION "WRAMBank1",WRAMX[$d000],BANK[1]
+
+ ds 2
+
+DefaultFlypoint: ; d002
+ ds 1
+; d003
+ ds 1
+; d004
+ ds 1
+StartFlypoint: ; d005
+ ds 1
+EndFlypoint: ; d006
+ ds 1
+
+MovementBuffer: ; d007
+
+ ds 55
+
+MenuItemsList:
+CurFruitTree:
+CurInput:
+EngineBuffer1: ; d03e
+ ds 1
+CurFruit: ; d03f
+ ds 1
+
+MartPointer: ; d040
+ ds 2
+
+MovementAnimation: ; d042
+ ds 1
+
+WalkingDirection: ; d043
+ ds 1
+
+FacingDirection: ; d044
+ ds 1
+
+WalkingX: ; d045
+ ds 1
+WalkingY: ; d046
+ ds 1
+WalkingTile: ; d047
+ ds 1
+
+ ds 43
+
+StringBuffer1: ; d073
+ ds 19
+StringBuffer2: ; d086
+ ds 19
+StringBuffer3: ; d099
+ ds 19
+StringBuffer4: ; d0ac
+ ds 19
+
+ ds 21
+
+CurBattleMon: ; d0d4
+ ds 1
+CurMoveNum: ; d0d5
+ ds 1
+
+ ds 23
+
+VramState: ; d0ed
+; bit 0: overworld sprite updating on/off
+; bit 6: something to do with text
+; bit 7: on when surf initiates
+; flickers when climbing waterfall
+ ds 1
+
+ ds 2
+
+CurMart: ; d0f0
+ ds 16
+CurMartEnd:
+
+ ds 6
+
+CurItem: ; d106
+ ds 1
+
+ ds 1
+
+CurPartySpecies: ; d108
+ ds 1
+
+CurPartyMon: ; d109
+; contains which monster in a party
+; is being dealt with at the moment
+; 0-5
+ ds 1
+
+ ds 4
+
+TempMon:
+TempMonSpecies: ; d10e
+ ds 1
+TempMonItem: ; d10f
+ ds 1
+TempMonMoves: ; d110
+TempMonMove1: ; d110
+ ds 1
+TempMonMove2: ; d111
+ ds 1
+TempMonMove3: ; d112
+ ds 1
+TempMonMove4: ; d113
+ ds 1
+TempMonID: ; d114
+ ds 2
+TempMonExp: ; d116
+ ds 3
+TempMonHPExp: ; d119
+ ds 2
+TempMonAtkExp: ; d11b
+ ds 2
+TempMonDefExp: ; d11d
+ ds 2
+TempMonSpdExp: ; d11f
+ ds 2
+TempMonSpclExp: ; d121
+ ds 2
+TempMonDVs: ; d123
+; hp = %1000 for each dv
+ ds 1 ; atk/def
+ ds 1 ; spd/spc
+TempMonPP: ; d125
+ ds 4
+TempMonHappiness: ; d129
+ ds 1
+TempMonPokerusStatus: ; d12a
+ ds 1
+TempMonCaughtData: ; d12b
+TempMonCaughtTime: ; d12b
+TempMonCaughtLevel: ; d12b
+ ds 1
+TempMonCaughtGender: ; d12c
+TempMonCaughtLocation: ; d12c
+ ds 1
+TempMonLevel: ; d12d
+ ds 1
+TempMonStatus: ; d12e
+ ds 1
+; d12f
+ ds 1
+TempMonCurHP: ; d130
+ ds 2
+TempMonMaxHP: ; d132
+ ds 2
+TempMonAtk: ; d134
+ ds 2
+TempMonDef: ; d136
+ ds 2
+TempMonSpd: ; d138
+ ds 2
+TempMonSpclAtk: ; d13a
+ ds 2
+TempMonSpclDef: ; d13c
+ ds 2
+TempMonEnd: ; d13e
+
+ ds 3
+
+PartyMenuActionText: ; d141
+ ds 1
+ ds 1
+
+CurPartyLevel: ; d143
+ ds 1
+
+
+SECTION "UsedSprites",WRAMX[$d154],BANK[1]
+UsedSprites: ; d154
+ ds 32
+
+SECTION "map",WRAMX[$d19d],BANK[1]
+
+; both are in blocks (2x2 walkable tiles, 4x4 graphics tiles)
+MapHeader: ; d19d
+MapBorderBlock: ; d19d
+ ds 1
+MapHeight: ; d19e
+ ds 1
+MapWidth: ; d19f
+ ds 1
+MapBlockDataBank: ; d1a0
+ ds 1
+MapBlockDataPointer: ; d1a1
+ ds 2
+MapScriptHeaderBank: ; d1a3
+ ds 1
+MapScriptHeaderPointer: ; d1a4
+ ds 2
+MapEventHeaderPointer: ; d1a6
+ ds 2
+; bit set
+MapConnections: ; d1a8
+ ds 1
+NorthMapConnection: ; d1a9
+NorthConnectedMapGroup: ; d1a9
+ ds 1
+NorthConnectedMapNumber: ; d1aa
+ ds 1
+NorthConnectionStripPointer: ; d1ab
+ ds 2
+NorthConnectionStripLocation: ; d1ad
+ ds 2
+NorthConnectionStripLength: ; d1af
+ ds 1
+NorthConnectedMapWidth: ; d1b0
+ ds 1
+NorthConnectionStripYOffset: ; d1b1
+ ds 1
+NorthConnectionStripXOffset: ; d1b2
+ ds 1
+NorthConnectionWindow: ; d1b3
+ ds 2
+
+SouthMapConnection: ; d1b5
+SouthConnectedMapGroup: ; d1b5
+ ds 1
+SouthConnectedMapNumber: ; d1b6
+ ds 1
+SouthConnectionStripPointer: ; d1b7
+ ds 2
+SouthConnectionStripLocation: ; d1b9
+ ds 2
+SouthConnectionStripLength: ; d1bb
+ ds 1
+SouthConnectedMapWidth: ; d1bc
+ ds 1
+SouthConnectionStripYOffset: ; d1bd
+ ds 1
+SouthConnectionStripXOffset: ; d1be
+ ds 1
+SouthConnectionWindow: ; d1bf
+ ds 2
+
+WestMapConnection: ; d1c1
+WestConnectedMapGroup: ; d1c1
+ ds 1
+WestConnectedMapNumber: ; d1c2
+ ds 1
+WestConnectionStripPointer: ; d1c3
+ ds 2
+WestConnectionStripLocation: ; d1c5
+ ds 2
+WestConnectionStripLength: ; d1c7
+ ds 1
+WestConnectedMapWidth: ; d1c8
+ ds 1
+WestConnectionStripYOffset: ; d1c9
+ ds 1
+WestConnectionStripXOffset: ; d1ca
+ ds 1
+WestConnectionWindow: ; d1cb
+ ds 2
+
+EastMapConnection: ; d1cd
+EastConnectedMapGroup: ; d1cd
+ ds 1
+EastConnectedMapNumber: ; d1ce
+ ds 1
+EastConnectionStripPointer: ; d1cf
+ ds 2
+EastConnectionStripLocation: ; d1d1
+ ds 2
+EastConnectionStripLength: ; d1d3
+ ds 1
+EastConnectedMapWidth: ; d1d4
+ ds 1
+EastConnectionStripYOffset: ; d1d5
+ ds 1
+EastConnectionStripXOffset: ; d1d6
+ ds 1
+EastConnectionWindow: ; d1d7
+ ds 2
+
+
+TilesetHeader:
+TilesetBank: ; d1d9
+ ds 1
+TilesetAddress: ; d1da
+ ds 2
+TilesetBlocksBank: ; d1dc
+ ds 1
+TilesetBlocksAddress: ; d1dd
+ ds 2
+TilesetCollisionBank: ; d1df
+ ds 1
+TilesetCollisionAddress: ; d1e0
+ ds 2
+TilesetAnim: ; d1e2
+; bank 3f
+ ds 2
+; unused ; d1e4
+ ds 2
+TilesetPalettes: ; d1e6
+; bank 3f
+ ds 2
+
+EvolvableFlags: ; d1e8
+ ds 1
+
+ ds 1
+
+MagikarpLength:
+Buffer1: ; d1ea
+ ds 1
+MovementType:
+Buffer2: ; d1eb
+ ds 1
+
+SECTION "BattleMons2",WRAMX[$d1fa],BANK[1]
+LinkBattleRNs: ; d1fa
+ ds 10
+
+TempEnemyMonSpecies: ; d204
+ ds 1
+TempBattleMonSpecies: ; d205
+ ds 1
+
+EnemyMon:
+EnemyMonSpecies: ; d206
+ ds 1
+EnemyMonItem: ; d207
+ ds 1
+
+EnemyMonMoves:
+EnemyMonMove1: ; d208
+ ds 1
+EnemyMonMove2: ; d209
+ ds 1
+EnemyMonMove3: ; d20a
+ ds 1
+EnemyMonMove4: ; d20b
+ ds 1
+EnemyMonMovesEnd:
+
+EnemyMonDVs:
+EnemyMonAtkDefDV: ; d20c
+ ds 1
+EnemyMonSpdSpclDV: ; d20d
+ ds 1
+
+EnemyMonPP:
+EnemyMonPPMove1: ; d20e
+ ds 1
+EnemyMonPPMove2: ; d20f
+ ds 1
+EnemyMonPPMove3: ; d210
+ ds 1
+EnemyMonPPMove4: ; d211
+ ds 1
+
+EnemyMonHappiness: ; d212
+ ds 1
+EnemyMonLevel: ; d213
+ ds 1
+
+EnemyMonStatus: ; d214
+ ds 2
+
+EnemyMonHP:
+EnemyMonHPHi: ; d216
+ ds 1
+EnemyMonHPLo: ; d217
+ ds 1
+
+EnemyMonMaxHP:
+EnemyMonMaxHPHi: ; d218
+ ds 1
+EnemyMonMaxHPLo: ; d219
+ ds 1
+
+EnemyMonStats:
+EnemyMonAtk: ; d21a
+ ds 2
+EnemyMonDef: ; d21c
+ ds 2
+EnemyMonSpd: ; d21e
+ ds 2
+EnemyMonSpclAtk: ; d220
+ ds 2
+EnemyMonSpclDef: ; d222
+ ds 2
+EnemyMonStatsEnd:
+
+EnemyMonType1: ; d224
+ ds 1
+EnemyMonType2: ; d225
+ ds 1
+
+EnemyMonBaseStats: ; d226
+ ds 5
+
+EnemyMonCatchRate: ; d22b
+ ds 1
+EnemyMonBaseExp: ; d22c
+ ds 1
+
+EnemyMonEnd:
+
+
+IsInBattle: ; d22d
+; 0: overworld
+; 1: wild battle
+; 2: trainer battle
+ ds 1
+
+ ds 1
+
+OtherTrainerClass: ; d22f
+; class (Youngster, Bug Catcher, etc.) of opposing trainer
+; 0 if opponent is a wild Pokémon, not a trainer
+ ds 1
+
+BattleType: ; d230
+; $00 normal
+; $01
+; $02
+; $03 dude
+; $04 fishing
+; $05 roaming
+; $06
+; $07 shiny
+; $08 headbutt/rock smash
+; $09
+; $0a force Item1
+; $0b
+; $0c suicune
+ ds 1
+
+OtherTrainerID: ; d231
+; which trainer of the class that you're fighting
+; (Joey, Mikey, Albert, etc.)
+ ds 1
+
+ ds 1
+
+TrainerClass: ; d233
+ ds 1
+
+UnownLetter: ; d234
+ ds 1
+
+ ds 1
+
+CurBaseData: ; d236
+BaseDexNo: ; d236
+ ds 1
+BaseStats: ; d237
+BaseHP: ; d237
+ ds 1
+BaseAttack: ; d238
+ ds 1
+BaseDefense: ; d239
+ ds 1
+BaseSpeed: ; d23a
+ ds 1
+BaseSpecialAttack: ; d23b
+ ds 1
+BaseSpecialDefense: ; d23c
+ ds 1
+BaseType: ; d23d
+BaseType1: ; d23d
+ ds 1
+BaseType2: ; d23e
+ ds 1
+BaseCatchRate: ; d23f
+ ds 1
+BaseExp: ; d240
+ ds 1
+BaseItems: ; d241
+ ds 2
+BaseGender: ; d243
+ ds 1
+BaseUnknown1: ; d244
+ ds 1
+BaseEggSteps: ; d245
+ ds 1
+BaseUnknown2: ; d246
+ ds 1
+BasePicSize: ; d247
+ ds 1
+BasePadding: ; d248
+ ds 4
+BaseGrowthRate: ; d24c
+ ds 1
+BaseEggGroups: ; d24d
+ ds 1
+BaseTMHM: ; d24e
+ ds 8
+
+
+CurDamage: ; d256
+ ds 2
+
+
+SECTION "TimeOfDay",WRAMX[$d269],BANK[1]
+
+TimeOfDay: ; d269
+ ds 1
+
+SECTION "OTParty",WRAMX[$d280],BANK[1]
+
+OTPartyCount: ; d280
+ ds 1 ; number of Pokémon in party
+OTPartySpecies: ; d281
+ ds 6 ; species of each Pokémon in party
+; d287
+ ds 1 ; any empty slots including the 7th must be FF
+ ; or the routine will keep going
+
+OTPartyMon1:
+OTPartyMon1Species: ; d288
+ ds 1
+OTPartyMon1Item: ; d289
+ ds 1
+
+OTPartyMon1Moves: ; d28a
+OTPartyMon1Move1: ; d28a
+ ds 1
+OTPartyMon1Move2: ; d28b
+ ds 1
+OTPartyMon1Move3: ; d28c
+ ds 1
+OTPartyMon1Move4: ; d28d
+ ds 1
+
+OTPartyMon1ID: ; d28e
+ ds 2
+OTPartyMon1Exp: ; d290
+ ds 3
+OTPartyMon1HPExp: ; d293
+ ds 2
+OTPartyMon1AtkExp: ; d295
+ ds 2
+OTPartyMon1DefExp: ; d297
+ ds 2
+OTPartyMon1SpdExp: ; d299
+ ds 2
+OTPartyMon1SpclExp: ; d29b
+ ds 2
+
+OTPartyMon1DVs: ; d29d
+OTPartyMon1AtkDefDV: ; d29d
+ ds 1
+OTPartyMon1SpdSpclDV: ; d29e
+ ds 1
+
+OTPartyMon1PP: ; d29f
+OTPartyMon1PPMove1: ; d29f
+ ds 1
+OTPartyMon1PPMove2: ; d2a0
+ ds 1
+OTPartyMon1PPMove3: ; d2a1
+ ds 1
+OTPartyMon1PPMove4: ; d2a2
+ ds 1
+
+OTPartyMon1Happiness: ; d2a3
+ ds 1
+OTPartyMon1PokerusStatus: ; d2a4
+ ds 1
+
+OTPartyMon1CaughtData: ; d2a5
+OTPartyMon1CaughtGender: ; d2a5
+OTPartyMon1CaughtLocation: ; d2a5
+ ds 1
+OTPartyMon1CaughtTime: ; d2a6
+ ds 1
+OTPartyMon1Level: ; d2a7
+ ds 1
+
+OTPartyMon1Status: ; d2a8
+ ds 1
+OTPartyMon1Unused: ; d2a9
+ ds 1
+OTPartyMon1CurHP: ; d2aa
+ ds 2
+OTPartyMon1MaxHP: ; d2ac
+ ds 2
+OTPartyMon1Atk: ; d2ae
+ ds 2
+OTPartyMon1Def: ; d2b0
+ ds 2
+OTPartyMon1Spd: ; d2b2
+ ds 2
+OTPartyMon1SpclAtk: ; d2b4
+ ds 2
+OTPartyMon1SpclDef: ; d2b6
+ ds 2
+
+OTPartyMon2: ; d2b8
+ ds 48
+OTPartyMon3: ; d2e8
+ ds 48
+OTPartyMon4: ; d318
+ ds 48
+OTPartyMon5: ; d348
+ ds 48
+OTPartyMon6: ; d378
+ ds 48
+
+
+OTPartyMonOT:
+OTPartyMon1OT: ; d3a8
+ ds 11
+OTPartyMon2OT: ; d3b3
+ ds 11
+OTPartyMon3OT: ; d3be
+ ds 11
+OTPartyMon4OT: ; d3c9
+ ds 11
+OTPartyMon5OT: ; d3d4
+ ds 11
+OTPartyMon6OT: ; d3df
+ ds 11
+
+OTPartyMonNicknames:
+OTPartyMon1Nickname: ; d3ea
+ ds 11
+OTPartyMon2Nickname: ; d3f5
+ ds 11
+OTPartyMon3Nickname: ; d400
+ ds 11
+OTPartyMon4Nickname: ; d40b
+ ds 11
+OTPartyMon5Nickname: ; d416
+ ds 11
+OTPartyMon6Nickname: ; d421
+ ds 11
+
+SECTION "Scripting",WRAMX[$d434],BANK[1]
+ScriptFlags: ; d434
+ ds 1
+ScriptFlags2: ; d435
+ ds 1
+ScriptFlags3: ; d436
+ ds 1
+
+ScriptMode: ; d437
+ ds 1
+ScriptRunning: ; d438
+ ds 1
+ScriptBank: ; d439
+ ds 1
+ScriptPos: ; d43a
+ ds 2
+
+ ds 17
+
+ScriptDelay: ; d44d
+ ds 1
+
+SECTION "Player",WRAMX[$d472],BANK[1]
+PlayerGender: ; d472
+; bit 0:
+; 0 male
+; 1 female
+ ds 1
+ ds 8
+PlayerID: ; d47b
+ ds 2
+
+PlayerName: ; d47d
+ ds 11
+MomsName: ; d488
+ ds 11
+RivalName: ; d493
+ ds 11
+RedsName: ; d49e
+ ds 11
+GreensName: ; d4a9
+ ds 11
+
+ ds 2
+
+; init time set at newgame
+StartDay: ; d4b6
+ ds 1
+StartHour: ; d4b7
+ ds 1
+StartMinute: ; d4b8
+ ds 1
+StartSecond: ; d4b9
+ ds 1
+
+ ds 9
+
+GameTimeCap: ; d4c3
+ ds 1
+GameTimeHours: ; d4c4
+ ds 2
+GameTimeMinutes: ; d4c6
+ ds 1
+GameTimeSeconds: ; d4c7
+ ds 1
+GameTimeFrames: ; d4c8
+ ds 1
+
+ ds 2
+
+CurDay: ; d4cb
+ ds 1
+
+ ds 10
+
+ ds 2
+
+PlayerSprite: ; d4d8
+ ds 1
+
+ ds 3
+
+PlayerPalette: ; d4dc
+ ds 1
+
+ ds 1
+
+PlayerDirection: ; d4de
+; uses bits 2 and 3 / $0c / %00001100
+; %00 down
+; %01 up
+; %10 left
+; $11 right
+ ds 1
+
+ ds 2
+
+PlayerAction: ; d4e1
+; 1 standing
+; 2 walking
+; 4 spinning
+; 6 fishing
+ ds 1
+
+ ds 2
+
+StandingTile: ; d4e4
+ ds 1
+StandingTile2: ; d4e5
+ ds 1
+
+; relative to the map struct including borders
+MapX: ; d4e6
+ ds 1
+MapY: ; d4e7
+ ds 1
+MapX2: ; d4e8
+ ds 1
+MapY2: ; d4e9
+ ds 1
+
+ ds 3
+
+; relative to the bg map, in px
+PlayerSpriteX: ; d4ed
+ ds 1
+PlayerSpriteY: ; d4ee
+ ds 1
+
+
+SECTION "Objects",WRAMX[$d71e],BANK[1]
+MapObjects: ; d71e
+ ds OBJECT_LENGTH * NUM_OBJECTS
+
+
+SECTION "VariableSprites",WRAMX[$d82e],BANK[1]
+VariableSprites: ; d82e
+ ds $10
+
+
+SECTION "Status",WRAMX[$d841],BANK[1]
+TimeOfDayPal: ; d841
+ ds 1
+ ds 4
+; d846
+ ds 1
+ ds 1
+CurTimeOfDay: ; d848
+ ds 1
+
+ ds 3
+
+StatusFlags: ; d84c
+ ds 1
+StatusFlags2: ; d84d
+ ds 1
+
+Money: ; d84e
+ ds 3
+
+ ds 4
+
+Coins: ; d855
+ ds 2
+
+Badges:
+JohtoBadges: ; d857
+ ds 1
+KantoBadges: ; d858
+ ds 1
+
+SECTION "Items",WRAMX[$d859],BANK[1]
+TMsHMs: ; d859
+ ds 57
+TMsHMsEnd:
+
+NumItems: ; d892
+ ds 1
+Items: ; d893
+ ds 41
+ItemsEnd:
+
+NumKeyItems: ; d8bc
+ ds 1
+KeyItems: ; d8bd
+ ds 26
+KeyItemsEnd:
+
+NumBalls: ; d8d7
+ ds 1
+Balls: ; d8d8
+ ds 25
+BallsEnd:
+
+PCItems: ; d8f1
+ ds 101
+PCItemsEnd:
+
+
+SECTION "overworld",WRAMX[$d95b],BANK[1]
+WhichRegisteredItem: ; d95b
+ ds 1
+RegisteredItem: ; d95c
+ ds 1
+
+PlayerState: ; d95d
+ ds 1
+
+SECTION "scriptram",WRAMX[$d962],BANK[1]
+MooMooBerries: ; d962
+ ds 1 ; how many berries fed to MooMoo
+UndergroundSwitchPositions: ; d963
+ ds 1 ; which positions the switches are in
+FarfetchdPosition: ; d964
+ ds 1 ; which position the ilex farfetch'd is in
+
+SECTION "Events",WRAMX[$da72],BANK[1]
+
+EventFlags: ; da72
+;RoomDecorations: ; dac6
+;TeamRocketAzaleaTownAttackEvent: ; db51
+;PoliceAtElmsLabEvent: ; db52
+;SalesmanMahoganyTownEvent: ; db5c
+;RedGyaradosEvent: ; db5c
+ ds 250
+; db6c
+
+SECTION "BoxNames",WRAMX[$db75],BANK[1]
+; 8 chars + $50
+Box1Name: ; db75
+ ds 9
+Box2Name: ; db7e
+ ds 9
+Box3Name: ; db87
+ ds 9
+Box4Name: ; db90
+ ds 9
+Box5Name: ; db99
+ ds 9
+Box6Name: ; dba2
+ ds 9
+Box7Name: ; dbab
+ ds 9
+Box8Name: ; dbb4
+ ds 9
+Box9Name: ; dbbd
+ ds 9
+Box10Name: ; dbc6
+ ds 9
+Box11Name: ; dbcf
+ ds 9
+Box12Name: ; dbd8
+ ds 9
+Box13Name: ; dbe1
+ ds 9
+Box14Name: ; dbea
+ ds 9
+
+SECTION "bike", WRAMX[$dbf5],BANK[1]
+BikeFlags: ; dbf5
+; bit 1: always on bike
+; bit 2: downhill
+ ds 1
+
+SECTION "decorations", WRAMX[$dc0f],BANK[1]
+; Sprite id of each decoration
+Bed: ; dc0f
+ ds 1
+Carpet: ; dc10
+ ds 1
+Plant: ; dc11
+ ds 1
+Poster: ; dc12
+ ds 1
+Console: ; dc13
+ ds 1
+LeftOrnament: ; dc14
+ ds 1
+RightOrnament: ; dc15
+ ds 1
+BigDoll: ; dc16
+ ds 1
+
+SECTION "fruittrees", WRAMX[$dc27],BANK[1]
+FruitTreeFlags: ; dc27
+ ds 1
+
+SECTION "steps", WRAMX[$dc73],BANK[1]
+StepCount: ; dc73
+ ds 1
+PoisonStepCount: ; dc74
+ ds 1
+
+SECTION "FlypointPermissions", WRAMX[$dca5],BANK[1]
+FlypointPerms: ; dca5
+ ds 4
+
+SECTION "BackupMapInfo", WRAMX[$dcad],BANK[1]
+
+; used on maps like second floor pokécenter, which are reused, so we know which
+; map to return to
+BackupMapGroup: ; dcad
+ ds 1
+BackupMapNumber: ; dcae
+ ds 1
+
+SECTION "PlayerMapInfo", WRAMX[$dcb4],BANK[1]
+
+WarpNumber: ; dcb4
+ ds 1
+MapGroup: ; dcb5
+ ds 1 ; map group of current map
+MapNumber: ; dcb6
+ ds 1 ; map number of current map
+YCoord: ; dcb7
+ ds 1 ; current y coordinate relative to top-left corner of current map
+XCoord: ; dcb8
+ ds 1 ; current x coordinate relative to top-left corner of current map
+
+SECTION "PlayerParty",WRAMX[$dcd7],BANK[1]
+
+PartyCount: ; dcd7
+ ds 1 ; number of Pokémon in party
+PartySpecies: ; dcd8
+ ds 6 ; species of each Pokémon in party
+PartyEnd: ; dcde
+ ds 1 ; legacy functions don't check PartyCount
+
+PartyMons:
+PartyMon1:
+PartyMon1Species: ; dcdf
+ ds 1
+PartyMon1Item: ; dce0
+ ds 1
+
+PartyMon1Moves: ; dce1
+PartyMon1Move1: ; dce1
+ ds 1
+PartyMon1Move2: ; dce2
+ ds 1
+PartyMon1Move3: ; dce3
+ ds 1
+PartyMon1Move4: ; dce4
+ ds 1
+
+PartyMon1ID: ; dce5
+ ds 2
+PartyMon1Exp: ; dce7
+ ds 3
+
+PartyMon1HPExp: ; dcea
+ ds 2
+PartyMon1AtkExp: ; dcec
+ ds 2
+PartyMon1DefExp: ; dcee
+ ds 2
+PartyMon1SpdExp: ; dcf0
+ ds 2
+PartyMon1SpclExp: ; dcf2
+ ds 2
+
+PartyMon1DVs: ; dcf4
+; hp = %1000 for each dv
+ ds 1 ; atk/def
+ ds 1 ; spd/spc
+PartyMon1PP: ; dcf6
+ ds 4
+PartyMon1Happiness: ; dcfa
+ ds 1
+PartyMon1PokerusStatus: ; dcfb
+ ds 1
+PartyMon1CaughtData: ; dcfc
+PartyMon1CaughtTime: ; dcfc
+PartyMon1CaughtLevel: ; dcfc
+ ds 1
+PartyMon1CaughtGender: ; dcfd
+PartyMon1CaughtLocation: ; dcfd
+ ds 1
+PartyMon1Level: ; dcfe
+ ds 1
+PartyMon1Status: ; dcff
+ ds 1
+; dd00 unused
+ ds 1
+PartyMon1CurHP: ; dd01
+ ds 2
+PartyMon1MaxHP: ; dd03
+ ds 2
+PartyMon1Atk: ; dd05
+ ds 2
+PartyMon1Def: ; dd07
+ ds 2
+PartyMon1Spd: ; dd09
+ ds 2
+PartyMon1SpclAtk: ; dd0b
+ ds 2
+PartyMon1SpclDef: ; dd0d
+ ds 2
+
+
+PartyMon2: ; dd0f
+ ds 48
+PartyMon3: ; dd3f
+ ds 48
+PartyMon4: ; dd6f
+ ds 48
+PartyMon5: ; dd9f
+ ds 48
+PartyMon6: ; ddcf
+ ds 48
+
+PartyMonOT:
+PartyMon1OT: ; ddff
+ ds 11
+PartyMon2OT: ; de0a
+ ds 11
+PartyMon3OT: ; de15
+ ds 11
+PartyMon4OT: ; de20
+ ds 11
+PartyMon5OT: ; de2b
+ ds 11
+PartyMon6OT: ; de36
+ ds 11
+
+PartyMonNicknames:
+PartyMon1Nickname: ; de41
+ ds 11
+PartyMon2Nickname: ; de4c
+ ds 11
+PartyMon3Nickname: ; de57
+ ds 11
+PartyMon4Nickname: ; de62
+ ds 11
+PartyMon5Nickname: ; de6d
+ ds 11
+PartyMon6Nickname: ; de78
+ ds 11
+PartyMonNicknamesEnd:
+
+SECTION "Pokedex",WRAMX[$de99],BANK[1]
+PokedexCaught: ; de99
+ ds 32
+EndPokedexCaught:
+PokedexSeen: ; deb9
+ ds 32
+EndPokedexSeen:
+UnownDex: ; ded9
+ ds 26
+UnlockedUnowns: ; def3
+ ds 1
+
+SECTION "Breeding",WRAMX[$def5],BANK[1]
+DaycareMan: ; def5
+; bit 7: active
+; bit 6: monsters are compatible
+; bit 5: egg ready
+; bit 0: monster 1 in daycare
+ ds 1
+
+BreedMon1:
+BreedMon1Nick: ; def6
+ ds 11
+BreedMon1OT: ; df01
+ ds 11
+BreedMon1Stats:
+BreedMon1Species: ; df0c
+ ds 1
+ ds 31
+
+DaycareLady: ; df2c
+; bit 7: active
+; bit 0: monster 2 in daycare
+ ds 1
+
+StepsToEgg: ; df2d
+ ds 1
+DittoInDaycare: ; df2e
+; z: yes
+; nz: no
+ ds 1
+
+BreedMon2:
+BreedMon2Nick: ; df2f
+ ds 11
+BreedMon2OT: ; df3a
+ ds 11
+BreedMon2Stats:
+BreedMon2Species: ; df45
+ ds 1
+ ds 31
+
+EggNick: ; df65
+; EGG@
+ ds 11
+EggOT: ; df70
+ ds 11
+EggStats:
+EggSpecies: ; df7b
+ ds 1
+ ds 31
+
+SECTION "RoamMons",WRAMX[$dfcf],BANK[1]
+RoamMon1Species: ; dfcf
+ ds 1
+RoamMon1Level: ; dfd0
+ ds 1
+RoamMon1MapGroup: ; dfd1
+ ds 1
+RoamMon1MapNumber: ; dfd2
+ ds 1
+RoamMon1CurHP: ; dfd3
+ ds 1
+RoamMon1DVs: ; dfd4
+ ds 2
+
+RoamMon2Species: ; dfd6
+ ds 1
+RoamMon2Level: ; dfd7
+ ds 1
+RoamMon2MapGroup: ; dfd8
+ ds 1
+RoamMon2MapNumber: ; dfd9
+ ds 1
+RoamMon2CurHP: ; dfda
+ ds 1
+RoamMon2DVs: ; dfdb
+ ds 2
+
+RoamMon3Species: ; dfdd
+ ds 1
+RoamMon3Level: ; dfde
+ ds 1
+RoamMon3MapGroup: ; dfdf
+ ds 1
+RoamMon3MapNumber: ; dfe0
+ ds 1
+RoamMon3CurHP: ; dfe1
+ ds 1
+RoamMon3DVs: ; dfe2
+ ds 2
+
+
+
+SECTION "WRAMBank5",WRAMX[$d000],BANK[5]
+
+; 8 4-color palettes
+Unkn1Pals: ; d000
+ ds $40
+Unkn2Pals: ; d040
+ ds $40
+BGPals: ; d080
+ ds $40
+OBPals: ; d0c0
+ ds $40
+
+LYOverrides: ; d100
+ ds 144
+LYOverridesEnd:
+
+
+SECTION "SRAMBank1",SRAM,BANK[1]
+
+SECTION "BoxMons",SRAM[$ad10],BANK[1]
+BoxCount: ; ad10
+ ds 1
+BoxSpecies: ; ad11
+ ds 20
+ ds 1
+BoxMons:
+BoxMon1:
+BoxMon1Species: ; ad26
+ ds 1
+BoxMon1Item: ; ad27
+ ds 1
+BoxMon1Moves: ; ad28
+ ds 4
+BoxMon1ID: ; ad2c
+ ds 2
+BoxMon1Exp: ; ad2e
+ ds 3
+BoxMon1HPExp: ; ad31
+ ds 2
+BoxMon1AtkExp: ; ad33
+ ds 2
+BoxMon1DefExp: ; ad35
+ ds 2
+BoxMon1SpdExp: ; ad37
+ ds 2
+BoxMon1SpcExp: ; ad39
+ ds 2
+BoxMon1DVs: ; ad3b
+ ds 2
+BoxMon1PP: ; ad3d
+ ds 4
+BoxMon1Happiness: ; ad41
+ ds 1
+BoxMon1PokerusStatus: ; ad42
+ ds 1
+BoxMon1CaughtData:
+BoxMon1CaughtTime:
+BoxMon1CaughtLevel: ; ad43
+ ds 1
+BoxMon1CaughtGender:
+BoxMon1CaughtLocation: ; ad44
+ ds 1
+BoxMon1Level: ; ad45
+ ds 1
+
+BoxMon2: ; ad46
+ ds 32
+BoxMon3: ; ad66
+ ds 32
+BoxMon4: ; ad86
+ ds 32
+BoxMon5: ; ada6
+ ds 32
+BoxMon6: ; adc6
+ ds 32
+BoxMon7: ; ade6
+ ds 32
+BoxMon8: ; ae06
+ ds 32
+BoxMon9: ; ae26
+ ds 32
+BoxMon10: ; ae46
+ ds 32
+BoxMon11: ; ae66
+ ds 32
+BoxMon12: ; ae86
+ ds 32
+BoxMon13: ; aea6
+ ds 32
+BoxMon14: ; aec6
+ ds 32
+BoxMon15: ; aee6
+ ds 32
+BoxMon16: ; af06
+ ds 32
+BoxMon17: ; af26
+ ds 32
+BoxMon18: ; af46
+ ds 32
+BoxMon19: ; af66
+ ds 32
+BoxMon20: ; af86
+ ds 32
+
+BoxMonOT:
+BoxMon1OT: ; afa6
+ ds 11
+BoxMon2OT: ; afb1
+ ds 11
+BoxMon3OT: ; afbc
+ ds 11
+BoxMon4OT: ; afc7
+ ds 11
+BoxMon5OT: ; afd2
+ ds 11
+BoxMon6OT: ; afdd
+ ds 11
+BoxMon7OT: ; afe8
+ ds 11
+BoxMon8OT: ; aff3
+ ds 11
+BoxMon9OT: ; affe
+ ds 11
+BoxMon10OT: ; b009
+ ds 11
+BoxMon11OT: ; b014
+ ds 11
+BoxMon12OT: ; b01f
+ ds 11
+BoxMon13OT: ; b02a
+ ds 11
+BoxMon14OT: ; b035
+ ds 11
+BoxMon15OT: ; b040
+ ds 11
+BoxMon16OT: ; b04b
+ ds 11
+BoxMon17OT: ; b056
+ ds 11
+BoxMon18OT: ; b061
+ ds 11
+BoxMon19OT: ; b06c
+ ds 11
+BoxMon20OT: ; b077
+ ds 11
+
+BoxMonNicknames:
+BoxMon1Nickname: ; b082
+ ds 11
+BoxMon2Nickname: ; b08d
+ ds 11
+BoxMon3Nickname: ; b098
+ ds 11
+BoxMon4Nickname: ; b0a3
+ ds 11
+BoxMon5Nickname: ; b0ae
+ ds 11
+BoxMon6Nickname: ; b0b9
+ ds 11
+BoxMon7Nickname: ; b0c4
+ ds 11
+BoxMon8Nickname: ; b0cf
+ ds 11
+BoxMon9Nickname: ; b0da
+ ds 11
+BoxMon10Nickname: ; b0e5
+ ds 11
+BoxMon11Nickname: ; b0f0
+ ds 11
+BoxMon12Nickname: ; b0fb
+ ds 11
+BoxMon13Nickname: ; b106
+ ds 11
+BoxMon14Nickname: ; b111
+ ds 11
+BoxMon15Nickname: ; b11c
+ ds 11
+BoxMon16Nickname: ; b127
+ ds 11
+BoxMon17Nickname: ; b132
+ ds 11
+BoxMon18Nickname: ; b13d
+ ds 11
+BoxMon19Nickname: ; b148
+ ds 11
+BoxMon20Nickname: ; b153
+ ds 11
+BoxMonNicknamesEnd:
+
diff --git a/pokemontools/gfx.py b/pokemontools/gfx.py
index 2ea6b54..37dd1b6 100644
--- a/pokemontools/gfx.py
+++ b/pokemontools/gfx.py
@@ -5,12 +5,15 @@ import sys
import png
from math import sqrt, floor, ceil
-import crystal
+import configuration
+config = configuration.Config()
+
import pokemon_constants
import trainers
+import romstr
if __name__ != "__main__":
- rom = crystal.load_rom()
+ rom = romstr.RomStr(filename=config.rom_path)
def split(list_, interval):
diff --git a/pokemontools/map_editor.py b/pokemontools/map_editor.py
index 4c0bec5..566d422 100644
--- a/pokemontools/map_editor.py
+++ b/pokemontools/map_editor.py
@@ -6,8 +6,8 @@ from ttk import Frame, Style
import PIL
from PIL import Image, ImageTk
-import config
-conf = config.Config()
+import configuration
+conf = configuration.Config()
#version = 'crystal'
diff --git a/pokemontools/vba/autoplayer.py b/pokemontools/vba/autoplayer.py
index 9aa8f4a..af14d47 100644
--- a/pokemontools/vba/autoplayer.py
+++ b/pokemontools/vba/autoplayer.py
@@ -4,492 +4,580 @@ Programmatic speedrun of Pokémon Crystal
"""
import os
-# bring in the emulator and basic tools
-import vba
-
-def main():
- """
- Start the game.
- """
- vba.load_rom()
+import pokemontools.configuration as configuration
- # get past the opening sequence
- skip_intro()
-
- # walk to mom and handle her text
- handle_mom()
-
- # walk outside into new bark town
- walk_into_new_bark_town()
-
- # walk to elm and do whatever he wants
- handle_elm("totodile")
-
- new_bark_level_grind(10, skip=False)
+# bring in the emulator and basic tools
+import vba as _vba
def skippable(func):
"""
Makes a function skippable.
- Saves the state before and after the function runs.
- Pass "skip=True" to the function to load the previous save
- state from when the function finished.
+ Saves the state before and after the function runs. Pass "skip=True" to the
+ function to load the previous save state from when the function finished.
"""
def wrapped_function(*args, **kwargs):
+ self = args[0]
skip = True
+ override = True
if "skip" in kwargs.keys():
skip = kwargs["skip"]
del kwargs["skip"]
+ if "override" in kwargs.keys():
+ override = kwargs["override"]
+ del kwargs["override"]
+
# override skip if there's no save
if skip:
full_name = func.__name__ + "-end.sav"
- if not os.path.exists(os.path.join(vba.save_state_path, full_name)):
+ if not os.path.exists(os.path.join(self.config.save_state_path, full_name)):
skip = False
return_value = None
if not skip:
- vba.save_state(func.__name__ + "-start", override=True)
+ if override:
+ self.cry.save_state(func.__name__ + "-start", override=override)
+
return_value = func(*args, **kwargs)
- vba.save_state(func.__name__ + "-end", override=True)
+
+ if override:
+ self.cry.save_state(func.__name__ + "-end", override=override)
elif skip:
- vba.set_state(vba.load_state(func.__name__ + "-end"))
+ self.cry.vba.state = self.cry.load_state(func.__name__ + "-end")
return return_value
return wrapped_function
-@skippable
-def skip_intro():
+class Runner(object):
"""
- Skip the game boot intro sequence.
+ ``Runner`` is used to represent a set of functions that control an instance
+ of the emulator. This allows for automated runs of games.
"""
+ pass
- # copyright sequence
- vba.nstep(400)
+class SpeedRunner(Runner):
+ def __init__(self, cry=None, config=None):
+ super(SpeedRunner, self).__init__()
- # skip the ditto sequence
- vba.press("a")
- vba.nstep(100)
+ self.cry = cry
- # skip the start screen
- vba.press("start")
- vba.nstep(100)
+ if not config:
+ config = configuration.Config()
- # click "new game"
- vba.press("a", holdsteps=50, aftersteps=1)
+ self.config = config
- # skip text up to "Are you a boy? Or are you a girl?"
- vba.crystal.text_wait()
+ def setup(self):
+ """
+ Configure this ``Runner`` instance to contain a reference to an active
+ emulator session.
+ """
+ if not self.cry:
+ self.cry = _vba.crystal(config=self.config)
- # select "Boy"
- vba.press("a", holdsteps=50, aftersteps=1)
+ def main(self):
+ """
+ Main entry point for complete control of the game as the main player.
+ """
+ # get past the opening sequence
+ self.skip_intro(skip=True)
- # text until "What time is it?"
- vba.crystal.text_wait()
+ # walk to mom and handle her text
+ self.handle_mom(skip=True)
- # select 10 o'clock
- vba.press("a", holdsteps=50, aftersteps=1)
+ # walk outside into new bark town
+ self.walk_into_new_bark_town(skip=True)
- # yes i mean it
- vba.press("a", holdsteps=50, aftersteps=1)
+ # walk to elm and do whatever he wants
+ self.handle_elm("totodile", skip=True)
- # "How many minutes?" 0 min.
- vba.press("a", holdsteps=50, aftersteps=1)
+ self.new_bark_level_grind(17, skip=False)
- # "Who! 0 min.?" yes/no select yes
- vba.press("a", holdsteps=50, aftersteps=1)
+ @skippable
+ def skip_intro(self, stop_at_name_selection=False):
+ """
+ Skip the game boot intro sequence.
+ """
- # read text until name selection
- vba.crystal.text_wait()
+ # copyright sequence
+ self.cry.nstep(400)
- # select "Chris"
- vba.press("d", holdsteps=10, aftersteps=1)
- vba.press("a", holdsteps=50, aftersteps=1)
+ # skip the ditto sequence
+ self.cry.vba.press("a")
+ self.cry.nstep(100)
- def overworldcheck():
- """
- A basic check for when the game starts.
- """
- return vba.get_memory_at(0xcfb1) != 0
+ # skip the start screen
+ self.cry.vba.press("start")
+ self.cry.nstep(100)
- # go until the introduction is done
- vba.crystal.text_wait(callback=overworldcheck)
+ # click "new game"
+ self.cry.vba.press("a", hold=50, after=1)
- return
+ # skip text up to "Are you a boy? Or are you a girl?"
+ self.cry.text_wait()
-@skippable
-def handle_mom():
- """
- Walk to mom. Handle her speech and questions.
- """
+ # select "Boy"
+ self.cry.vba.press("a", hold=50, after=1)
- vba.crystal.move("r")
- vba.crystal.move("r")
- vba.crystal.move("r")
- vba.crystal.move("r")
+ # text until "What time is it?"
+ self.cry.text_wait()
- vba.crystal.move("u")
- vba.crystal.move("u")
- vba.crystal.move("u")
+ # select 10 o'clock
+ self.cry.vba.press("a", hold=50, after=1)
- vba.crystal.move("d")
- vba.crystal.move("d")
+ # yes i mean it
+ self.cry.vba.press("a", hold=50, after=1)
- # move into mom's line of sight
- vba.crystal.move("d")
+ # "How many minutes?" 0 min.
+ self.cry.vba.press("a", hold=50, after=1)
- # let mom talk until "What day is it?"
- vba.crystal.text_wait()
+ # "Who! 0 min.?" yes/no select yes
+ self.cry.vba.press("a", hold=50, after=1)
- # "What day is it?" Sunday
- vba.press("a", holdsteps=10) # Sunday
+ # read text until name selection
+ self.cry.text_wait()
- vba.crystal.text_wait()
+ if stop_at_name_selection:
+ return
- # "SUNDAY, is it?" yes/no
- vba.press("a", holdsteps=10) # yes
+ # select "Chris"
+ self.cry.vba.press("d", hold=10, after=1)
+ self.cry.vba.press("a", hold=50, after=1)
- vba.crystal.text_wait()
+ def overworldcheck():
+ """
+ A basic check for when the game starts.
+ """
+ return self.cry.vba.memory[0xcfb1] != 0
- # "Is it Daylight Saving Time now?" yes/no
- vba.press("a", holdsteps=10) # yes
+ # go until the introduction is done
+ self.cry.text_wait(callback=overworldcheck)
- vba.crystal.text_wait()
+ return
- # "AM DST, is that OK?" yes/no
- vba.press("a", holdsteps=10) # yes
+ @skippable
+ def handle_mom(self):
+ """
+ Walk to mom. Handle her speech and questions.
+ """
- # text until "know how to use the PHONE?" yes/no
- vba.crystal.text_wait()
+ self.cry.move("r")
+ self.cry.move("r")
+ self.cry.move("r")
+ self.cry.move("r")
- # press yes
- vba.press("a", holdsteps=10)
+ self.cry.move("u")
+ self.cry.move("u")
+ self.cry.move("u")
- # wait until mom is done talking
- vba.crystal.text_wait()
+ self.cry.move("d")
+ self.cry.move("d")
- # wait until the script is done running
- vba.crystal.wait_for_script_running()
+ # move into mom's line of sight
+ self.cry.move("d")
- return
+ # let mom talk until "What day is it?"
+ self.cry.text_wait()
-@skippable
-def walk_into_new_bark_town():
- """
- Walk outside after talking with mom.
- """
+ # "What day is it?" Sunday
+ self.cry.vba.press("a", hold=10) # Sunday
- vba.crystal.move("d")
- vba.crystal.move("d")
- vba.crystal.move("d")
- vba.crystal.move("l")
- vba.crystal.move("l")
+ self.cry.text_wait()
- # walk outside
- vba.crystal.move("d")
+ # "SUNDAY, is it?" yes/no
+ self.cry.vba.press("a", hold=10) # yes
-@skippable
-def handle_elm(starter_choice):
- """
- Walk to Elm's Lab and get a starter.
- """
+ self.cry.text_wait()
- # walk to the lab
- vba.crystal.move("l")
- vba.crystal.move("l")
- vba.crystal.move("l")
- vba.crystal.move("l")
- vba.crystal.move("l")
- vba.crystal.move("l")
- vba.crystal.move("l")
- vba.crystal.move("u")
- vba.crystal.move("u")
+ # "Is it Daylight Saving Time now?" yes/no
+ self.cry.vba.press("a", hold=10) # yes
- # walk into the lab
- vba.crystal.move("u")
+ self.cry.text_wait()
- # talk to elm
- vba.crystal.text_wait()
+ # "AM DST, is that OK?" yes/no
+ self.cry.vba.press("a", hold=10) # yes
- # "that I recently caught." yes/no
- vba.press("a", holdsteps=10) # yes
+ # text until "know how to use the PHONE?" yes/no
+ self.cry.text_wait()
- # talk to elm some more
- vba.crystal.text_wait()
+ # press yes
+ self.cry.vba.press("a", hold=10)
- # talking isn't done yet..
- vba.crystal.text_wait()
- vba.crystal.text_wait()
- vba.crystal.text_wait()
+ # wait until mom is done talking
+ self.cry.text_wait()
- # wait until the script is done running
- vba.crystal.wait_for_script_running()
+ # wait until the script is done running
+ self.cry.wait_for_script_running()
- # move toward the pokeballs
- vba.crystal.move("r")
+ return
- # move to cyndaquil
- vba.crystal.move("r")
+ @skippable
+ def walk_into_new_bark_town(self):
+ """
+ Walk outside after talking with mom.
+ """
- moves = 0
+ self.cry.move("d")
+ self.cry.move("d")
+ self.cry.move("d")
+ self.cry.move("l")
+ self.cry.move("l")
+
+ # walk outside
+ self.cry.move("d")
+
+ @skippable
+ def handle_elm(self, starter_choice):
+ """
+ Walk to Elm's Lab and get a starter.
+ """
+
+ # walk to the lab
+ self.cry.move("l")
+ self.cry.move("l")
+ self.cry.move("l")
+ self.cry.move("l")
+ self.cry.move("l")
+ self.cry.move("l")
+ self.cry.move("l")
+ self.cry.move("u")
+ self.cry.move("u")
+
+ # walk into the lab
+ self.cry.move("u")
+
+ # talk to elm
+ self.cry.text_wait()
+
+ # "that I recently caught." yes/no
+ self.cry.vba.press("a", hold=10) # yes
+
+ # talk to elm some more
+ self.cry.text_wait()
+
+ # talking isn't done yet..
+ self.cry.text_wait()
+ self.cry.text_wait()
+ self.cry.text_wait()
+
+ # wait until the script is done running
+ self.cry.wait_for_script_running()
+
+ # move toward the pokeballs
+ self.cry.move("r")
+
+ # move to cyndaquil
+ self.cry.move("r")
- if starter_choice.lower() == "cyndaquil":
moves = 0
- if starter_choice.lower() == "totodile":
- moves = 1
- else:
- moves = 2
- for each in range(0, moves):
- vba.crystal.move("r")
+ if starter_choice.lower() == "cyndaquil":
+ moves = 0
+ elif starter_choice.lower() == "totodile":
+ moves = 1
+ else:
+ moves = 2
- # face the pokeball
- vba.crystal.move("u")
+ for each in range(0, moves):
+ self.cry.move("r")
- # select it
- vba.press("a", holdsteps=10, aftersteps=0)
+ # face the pokeball
+ self.cry.move("u")
- # wait for the image to pop up
- vba.crystal.text_wait()
+ # select it
+ self.cry.vba.press("a", hold=10, after=0)
- # wait for the image to close
- vba.crystal.text_wait()
+ # wait for the image to pop up
+ self.cry.text_wait()
- # wait for the yes/no box
- vba.crystal.text_wait()
+ # wait for the image to close
+ self.cry.text_wait()
- # press yes
- vba.press("a", holdsteps=10, aftersteps=0)
+ # wait for the yes/no box
+ self.cry.text_wait()
- # wait for elm to talk a bit
- vba.crystal.text_wait()
+ # press yes
+ self.cry.vba.press("a", hold=10, after=0)
- # TODO: why didn't that finish his talking?
- vba.crystal.text_wait()
+ # wait for elm to talk a bit
+ self.cry.text_wait()
- # give a nickname? yes/no
- vba.press("d", holdsteps=10, aftersteps=0) # move to "no"
- vba.press("a", holdsteps=10, aftersteps=0) # no
+ # TODO: why didn't that finish his talking?
+ self.cry.text_wait()
- # TODO: why didn't this wait until he was completely done?
- vba.crystal.text_wait()
- vba.crystal.text_wait()
+ # give a nickname? yes/no
+ self.cry.vba.press("d", hold=10, after=0) # move to "no"
+ self.cry.vba.press("a", hold=10, after=0) # no
- # get the phone number
- vba.crystal.text_wait()
+ # TODO: why didn't this wait until he was completely done?
+ self.cry.text_wait()
+ self.cry.text_wait()
- # talk with elm a bit more
- vba.crystal.text_wait()
+ # get the phone number
+ self.cry.text_wait()
- # TODO: and again.. wtf?
- vba.crystal.text_wait()
+ # talk with elm a bit more
+ self.cry.text_wait()
- # wait until the script is done running
- vba.crystal.wait_for_script_running()
+ # wait until the script is done running
+ self.cry.wait_for_script_running()
- # move down
- vba.crystal.move("d")
- vba.crystal.move("d")
- vba.crystal.move("d")
- vba.crystal.move("d")
+ # move down
+ self.cry.move("d")
+ self.cry.move("d")
+ self.cry.move("d")
+ self.cry.move("d")
- # move into the researcher's line of sight
- vba.crystal.move("d")
+ # move into the researcher's line of sight
+ self.cry.move("d")
- # get the potion from the person
- vba.crystal.text_wait()
- vba.crystal.text_wait()
+ # get the potion from the person
+ self.cry.text_wait()
+ self.cry.text_wait()
- # wait for the script to end
- vba.crystal.wait_for_script_running()
+ # wait for the script to end
+ self.cry.wait_for_script_running()
- vba.crystal.move("d")
- vba.crystal.move("d")
- vba.crystal.move("d")
+ self.cry.move("d")
+ self.cry.move("d")
+ self.cry.move("d")
- # go outside
- vba.crystal.move("d")
+ # go outside
+ self.cry.move("d")
- return
+ return
-@skippable
-def new_bark_level_grind(level):
- """
- Do level grinding in New Bark.
+ @skippable
+ def new_bark_level_grind(self, level, walk_to_grass=True):
+ """
+ Do level grinding in New Bark.
- Starting just outside of Elm's Lab, do some level grinding until the first
- partymon level is equal to the given value..
- """
+ Starting just outside of Elm's Lab, do some level grinding until the
+ first partymon level is equal to the given value..
+ """
- # walk to the grass area
- new_bark_level_grind_walk_to_grass(skip=False)
+ # walk to the grass area
+ if walk_to_grass:
+ self.new_bark_level_grind_walk_to_grass(skip=False)
- # TODO: walk around in grass, handle battles
- walk = ["d", "d", "u", "d", "u", "d"]
- for direction in walk:
- vba.crystal.move(direction)
+ last_direction = "u"
- # wait for wild battle to completely start
- vba.crystal.text_wait()
+ # walk around in the grass until a battle happens
+ while self.cry.vba.memory[0xd22d] == 0:
+ if last_direction == "u":
+ direction = "d"
+ else:
+ direction = "u"
- attacks = 5
+ self.cry.move(direction)
- while attacks > 0:
- # FIGHT
- vba.press("a", holdsteps=10, aftersteps=1)
+ last_direction = direction
- # wait to select a move
- vba.crystal.text_wait()
+ # wait for wild battle to completely start
+ self.cry.text_wait()
- # SCRATCH
- vba.press("a", holdsteps=10, aftersteps=1)
+ attacks = 5
- # wait for the move to be over
- vba.crystal.text_wait()
+ while attacks > 0:
+ # FIGHT
+ self.cry.vba.press("a", hold=10, after=1)
- hp = ((vba.get_memory_at(0xd218) << 8) | vba.get_memory_at(0xd217))
- print "enemy hp is: " + str(hp)
+ # wait to select a move
+ self.cry.text_wait()
- if hp == 0:
- print "enemy hp is zero, exiting"
- break
- else:
+ # SCRATCH
+ self.cry.vba.press("a", hold=10, after=1)
+
+ # wait for the move to be over
+ self.cry.text_wait()
+
+ hp = self.cry.get_enemy_hp()
print "enemy hp is: " + str(hp)
- attacks = attacks - 1
-
- while vba.get_memory_at(0xd22d) != 0:
- vba.press("a", holdsteps=10, aftersteps=1)
-
- # wait for the map to finish loading
- vba.nstep(50)
-
- print "okay, back in the overworld"
-
- # move up
- vba.crystal.move("u")
- vba.crystal.move("u")
- vba.crystal.move("u")
- vba.crystal.move("u")
-
- # move into new bark town
- vba.crystal.move("r")
- vba.crystal.move("r")
- vba.crystal.move("r")
- vba.crystal.move("r")
- vba.crystal.move("r")
- vba.crystal.move("r")
- vba.crystal.move("r")
- vba.crystal.move("r")
- vba.crystal.move("r")
- vba.crystal.move("r")
-
- # move up
- vba.crystal.move("u")
- vba.crystal.move("u")
- vba.crystal.move("u")
- vba.crystal.move("u")
- vba.crystal.move("u")
-
- # move to the door
- vba.crystal.move("r")
- vba.crystal.move("r")
- vba.crystal.move("r")
-
- # walk in
- vba.crystal.move("u")
-
- # move up to the healing thing
- vba.crystal.move("u")
- vba.crystal.move("u")
- vba.crystal.move("u")
- vba.crystal.move("u")
- vba.crystal.move("u")
- vba.crystal.move("u")
- vba.crystal.move("u")
- vba.crystal.move("u")
- vba.crystal.move("u")
- vba.crystal.move("l")
- vba.crystal.move("l")
-
- # face it
- vba.crystal.move("u")
-
- # interact
- vba.press("a", holdsteps=10, aftersteps=1)
-
- # wait for yes/no box
- vba.crystal.text_wait()
-
- # press yes
- vba.press("a", holdsteps=10, aftersteps=1)
-
- # TODO: when is healing done?
-
- # wait until the script is done running
- vba.crystal.wait_for_script_running()
-
- # wait for it to be really really done
- vba.nstep(50)
-
- vba.crystal.move("r")
- vba.crystal.move("r")
-
- # move to the door
- vba.crystal.move("d")
- vba.crystal.move("d")
- vba.crystal.move("d")
- vba.crystal.move("d")
- vba.crystal.move("d")
- vba.crystal.move("d")
- vba.crystal.move("d")
- vba.crystal.move("d")
- vba.crystal.move("d")
-
- # walk out
- vba.crystal.move("d")
-
- # check partymon1 level
- if vba.get_memory_at(0xdcfe) < level:
- new_bark_level_grind(level, skip=False)
- else:
- return
+ if hp == 0:
+ print "enemy hp is zero, exiting"
+ break
+ else:
+ print "enemy hp is: " + str(hp)
+
+ attacks = attacks - 1
+
+ while self.cry.vba.memory[0xd22d] != 0:
+ self.cry.vba.press("a", hold=10, after=1)
+
+ # wait for the map to finish loading
+ self.cry.vba.step(count=50)
+
+ # This is used to handle any additional textbox that might be up on the
+ # screen. The debug parameter is set to True so that max_wait is
+ # enabled. This might be a textbox that is still waiting around because
+ # of some faint during the battle. I am not completely sure why this
+ # happens.
+ self.cry.text_wait(max_wait=30, debug=True)
+
+ print "okay, back in the overworld"
+
+ cur_hp = ((self.cry.vba.memory[0xdd01] << 8) | self.cry.vba.memory[0xdd02])
+ move_pp = self.cry.vba.memory[0xdcf6] # move 1 pp
+
+ # if pokemon health is >20, just continue
+ # if move 1 PP is 0, just continue
+ if cur_hp > 20 and move_pp > 5 and self.cry.vba.memory[0xdcfe] < level:
+ self.cry.move("u")
+ return self.new_bark_level_grind(level, walk_to_grass=False, skip=False)
+
+ # move up
+ self.cry.move("u")
+ self.cry.move("u")
+ self.cry.move("u")
+ self.cry.move("u")
+
+ # move into new bark town
+ self.cry.move("r")
+ self.cry.move("r")
+ self.cry.move("r")
+ self.cry.move("r")
+ self.cry.move("r")
+ self.cry.move("r")
+ self.cry.move("r")
+ self.cry.move("r")
+ self.cry.move("r")
+ self.cry.move("r")
+
+ # move up
+ self.cry.move("u")
+ self.cry.move("u")
+ self.cry.move("u")
+ self.cry.move("u")
+ self.cry.move("u")
+
+ # move to the door
+ self.cry.move("r")
+ self.cry.move("r")
+ self.cry.move("r")
+
+ # walk in
+ self.cry.move("u")
+
+ # move up to the healing thing
+ self.cry.move("u")
+ self.cry.move("u")
+ self.cry.move("u")
+ self.cry.move("u")
+ self.cry.move("u")
+ self.cry.move("u")
+ self.cry.move("u")
+ self.cry.move("u")
+ self.cry.move("u")
+ self.cry.move("l")
+ self.cry.move("l")
+
+ # face it
+ self.cry.move("u")
+
+ # interact
+ self.cry.vba.press("a", hold=10, after=1)
+
+ # wait for yes/no box
+ self.cry.text_wait()
+
+ # press yes
+ self.cry.vba.press("a", hold=10, after=1)
+
+ # TODO: when is healing done?
+
+ # wait until the script is done running
+ self.cry.wait_for_script_running()
+
+ # wait for it to be really really done
+ self.cry.vba.step(count=50)
+
+ self.cry.move("r")
+ self.cry.move("r")
+
+ # move to the door
+ self.cry.move("d")
+ self.cry.move("d")
+ self.cry.move("d")
+ self.cry.move("d")
+ self.cry.move("d")
+ self.cry.move("d")
+ self.cry.move("d")
+ self.cry.move("d")
+ self.cry.move("d")
+
+ # walk out
+ self.cry.move("d")
+
+ # check partymon1 level
+ if self.cry.vba.memory[0xdcfe] < level:
+ self.new_bark_level_grind(level, skip=False)
+ else:
+ return
+
+ @skippable
+ def new_bark_level_grind_walk_to_grass(self):
+ """
+ Move to just above the grass from outside Elm's lab.
+ """
+
+ self.cry.move("d")
+ self.cry.move("d")
+
+ self.cry.move("l")
+ self.cry.move("l")
+
+ self.cry.move("d")
+ self.cry.move("d")
+
+ self.cry.move("l")
+ self.cry.move("l")
-@skippable
-def new_bark_level_grind_walk_to_grass():
+ # move to route 29 past the trees
+ self.cry.move("l")
+ self.cry.move("l")
+ self.cry.move("l")
+ self.cry.move("l")
+ self.cry.move("l")
+ self.cry.move("l")
+ self.cry.move("l")
+ self.cry.move("l")
+ self.cry.move("l")
+
+ # move to just above the grass
+ self.cry.move("d")
+ self.cry.move("d")
+ self.cry.move("d")
+
+def bootstrap(runner=None, cry=None):
"""
- Move to just above the grass from outside Elm's lab.
+ Setup the initial game and return the state. This skips the intro and
+ performs some other actions to get the game to a reasonable starting state.
"""
+ if not runner:
+ runner = SpeedRunner(cry=cry)
+ runner.setup()
+
+ # skip=False means always run the skip_intro function regardless of the
+ # presence of a saved after state.
+ runner.skip_intro(skip=True)
+
+ # keep a reference of the current state
+ state = runner.cry.vba.state
+
+ runner.cry.vba.shutdown()
- vba.crystal.move("d")
- vba.crystal.move("d")
-
- vba.crystal.move("l")
- vba.crystal.move("l")
-
- vba.crystal.move("d")
- vba.crystal.move("d")
-
- vba.crystal.move("l")
- vba.crystal.move("l")
-
- # move to route 29 past the trees
- vba.crystal.move("l")
- vba.crystal.move("l")
- vba.crystal.move("l")
- vba.crystal.move("l")
- vba.crystal.move("l")
- vba.crystal.move("l")
- vba.crystal.move("l")
- vba.crystal.move("l")
- vba.crystal.move("l")
-
- # move to just above the grass
- vba.crystal.move("d")
- vba.crystal.move("d")
- vba.crystal.move("d")
+ return state
+
+def main():
+ """
+ Setup a basic ``SpeedRunner`` instance and then run the runner.
+ """
+ runner = SpeedRunner()
+ runner.setup()
+ return runner.main()
if __name__ == "__main__":
main()
diff --git a/pokemontools/vba/battle.py b/pokemontools/vba/battle.py
new file mode 100644
index 0000000..39d7047
--- /dev/null
+++ b/pokemontools/vba/battle.py
@@ -0,0 +1,521 @@
+"""
+Code that attempts to model a battle.
+"""
+
+from pokemontools.vba.vba import crystal as emulator
+import pokemontools.vba.vba as vba
+
+class BattleException(Exception):
+ """
+ Something went terribly wrong in a battle.
+ """
+
+class EmulatorController(object):
+ """
+ Controls the emulator. I don't have a good reason for this.
+ """
+
+class Battle(EmulatorController):
+ """
+ Wrapper around the battle routine inside of the game. This object controls
+ the emulator and provides a sanitized interface for interacting with a
+ battle through python.
+ """
+
+ def __init__(self, emulator=None):
+ """
+ Setup the battle.
+ """
+ self.emulator = emulator
+
+ def is_in_battle(self):
+ """
+ @rtype: bool
+ """
+ return self.emulator.is_in_battle()
+
+ def is_input_required(self):
+ """
+ Detects if the battle is waiting for player input.
+ """
+ return self.is_player_turn() or self.is_mandatory_switch() or self.is_switch_prompt() or self.is_levelup_screen() or self.is_make_room_for_move_prompt()
+
+ def is_fight_pack_run_menu(self):
+ """
+ Attempts to detect if the current menu is fight-pack-run. This is only
+ for whether or not the player needs to choose what to do next.
+ """
+ signs = ["FIGHT", "PACK", "RUN"]
+ screentext = self.emulator.get_text()
+ return all([sign in screentext for sign in signs])
+
+ def select_battle_menu_action(self, action, execute=True):
+ """
+ Moves the cursor to the requested action and selects it.
+
+ :param action: fight, pkmn, pack, run
+ """
+ if not self.is_fight_pack_run_menu():
+ raise Exception(
+ "This isn't the fight-pack-run menu."
+ )
+
+ action = action.lower()
+
+ action_map = {
+ "fight": (1, 1),
+ "pkmn": (1, 2),
+ "pack": (2, 1),
+ "run": (2, 2),
+ }
+
+ if action not in action_map.keys():
+ raise Exception(
+ "Unexpected requested action {0}".format(action)
+ )
+
+ current_row = self.emulator.vba.read_memory_at(0xcfa9)
+ current_column = self.emulator.vba.read_memory_at(0xcfaa)
+
+ direction = None
+ if current_row != action_map[action][0]:
+ if current_row > action_map[action][0]:
+ direction = "u"
+ elif current_row < action_map[action][0]:
+ direction = "d"
+
+ self.emulator.vba.press(direction, hold=5, after=10)
+
+ direction = None
+ if current_column != action_map[action][1]:
+ if current_column > action_map[action][1]:
+ direction = "l"
+ elif current_column < action_map[action][1]:
+ direction = "r"
+
+ self.emulator.vba.press(direction, hold=5, after=10)
+
+ # now select the action
+ if execute:
+ self.emulator.vba.press("a", hold=5, after=100)
+
+ def select_attack(self, move_number=1, hold=5, after=10):
+ """
+ Moves the cursor to the correct attack in the menu and presses the
+ button.
+
+ :param move_number: the attack number on the FIGHT menu. Note that this
+ starts from 1.
+ :param hold: how many frames to hold each button press
+ :param after: how many frames to wait after each button press
+ """
+ # TODO: detect fight menu and make sure it's detected here.
+
+ pp_address = 0xc634 + (move_number - 1)
+ pp = self.emulator.vba.read_memory_at(pp_address)
+
+ # detect zero pp because i don't want to write a way to inform the
+ # caller that there was no more pp. Just check the pp yourself.
+ if pp == 0:
+ raise BattleException(
+ "Move {num} has no more PP.".format(
+ num=move_number,
+ )
+ )
+
+ valid_selection_states = (1, 2, 3, 4)
+
+ selection = self.emulator.vba.read_memory_at(0xcfa9)
+
+ while selection != move_number:
+ if selection not in valid_selection_states:
+ raise BattleException(
+ "The current selected attack is out of bounds: {num}".format(
+ num=selection,
+ )
+ )
+
+ direction = None
+
+ if selection > move_number:
+ direction = "d"
+ elif selection < move_number:
+ direction = "u"
+ else:
+ # probably never happens
+ raise BattleException(
+ "Not sure what to do here."
+ )
+
+ # press the arrow button
+ self.emulator.vba.press(direction, hold=hold, after=after)
+
+ # let's see what the current selection is
+ selection = self.emulator.vba.read_memory_at(0xcfa9)
+
+ # press to choose the attack
+ self.emulator.vba.press("a", hold=hold, after=after)
+
+ def fight(self, move_number):
+ """
+ Select FIGHT from the flight-pack-run menu and select the move
+ identified by move_number.
+ """
+ # make sure the menu is detected
+ if not self.is_fight_pack_run_menu():
+ raise BattleException(
+ "Wrong menu. Can't press FIGHT here."
+ )
+
+ # select FIGHT
+ self.select_battle_menu_action("fight")
+
+ # select the requested attack
+ self.select_attack(move_number)
+
+ def is_player_turn(self):
+ """
+ Detects if the battle is waiting for the player to choose an attack.
+ """
+ return self.is_fight_pack_run_menu()
+
+ def is_trainer_switch_prompt(self):
+ """
+ Detects if the battle is waiting for the player to choose whether or
+ not to switch pokemon. This is the prompt that asks yes/no for whether
+ to switch pokemon, like if the trainer is switching pokemon at the end
+ of a turn set.
+ """
+ return self.emulator.is_trainer_switch_prompt()
+
+ def is_wild_switch_prompt(self):
+ """
+ Detects if the battle is waiting for the player to choose whether or
+ not to continue to fight the wild pokemon.
+ """
+ return self.emulator.is_wild_switch_prompt()
+
+ def is_switch_prompt(self):
+ """
+ Detects both trainer and wild switch prompts (for prompting whether to
+ switch pokemon). This is a yes/no box and not the actual pokemon
+ selection menu.
+ """
+ return self.is_trainer_switch_prompt() or self.is_wild_switch_prompt()
+
+ def is_mandatory_switch(self):
+ """
+ Detects if the battle is waiting for the player to choose a next
+ pokemon.
+ """
+ # TODO: test when "no" fails to escape for wild battles.
+ # trainer battles: menu asks to select the next mon
+ # wild battles: yes/no box first
+ # The following conditions are probably sufficient:
+ # 1) current pokemon hp is 0
+ # 2) game is polling for input
+
+ if "CANCEL Which ?" in self.emulator.get_text():
+ return True
+ else:
+ return False
+
+ def is_levelup_screen(self):
+ """
+ Detects the levelup stats screen.
+ """
+ # This is implemented as reading some text on the screen instead of
+ # using get_text() because checking every loop is really slow.
+
+ address = 0xc50f
+ values = [146, 143, 130, 139]
+
+ for (index, value) in enumerate(values):
+ if self.emulator.vba.read_memory_at(address + index) != value:
+ return False
+ else:
+ return True
+
+ def is_evolution_screen(self):
+ """
+ What? MEW is evolving!
+ """
+ address = 0xc5e4
+
+ values = [164, 181, 174, 171, 181, 168, 173, 166, 231]
+
+ for (index, value) in enumerate(values):
+ if self.emulator.vba.read_memory_at(address + index) != value:
+ return False
+ else:
+ # also check "What?"
+ what_address = 0xc5b9
+ what_values = [150, 167, 160, 179, 230]
+ for (index, value) in enumerate(what_values):
+ if self.emulator.vba.read_memory_at(what_address + index) != value:
+ return False
+ else:
+ return True
+
+ def is_evolved_screen(self):
+ """
+ Checks if the screen is the "evolved into METAPOD!" screen. Note that
+ this only works inside of a battle. This is because there may be other
+ text boxes that have the same text when outside of battle. But within a
+ battle, this is probably the only time the text "evolved into ... !" is
+ seen.
+ """
+ if not self.is_in_battle():
+ return False
+
+ address = 0x4bb1
+ values = [164, 181, 174, 171, 181, 164, 163, 127, 168, 173, 179, 174, 79]
+
+ for (index, value) in enumerate(values):
+ if self.emulator.vba.read_memory_at(address + index) != value:
+ return False
+ else:
+ return True
+
+ def is_make_room_for_move_prompt(self):
+ """
+ Detects the prompt that asks whether to make room for a move.
+ """
+ if not self.is_in_battle():
+ return False
+
+ address = 0xc5b9
+ values = [172, 174, 181, 164, 127, 179, 174, 127, 172, 160, 170, 164, 127, 177, 174, 174, 172]
+
+ for (index, value) in enumerate(values):
+ if self.emulator.vba.read_memory_at(address + index) != value:
+ return False
+ else:
+ return True
+
+ def skip_start_text(self, max_loops=20):
+ """
+ Skip any initial conversation until the player can select an action.
+ This includes skipping any text that appears on a map from an NPC as
+ well as text that appears prior to the first time the action selection
+ menu appears.
+ """
+ if not self.is_in_battle():
+ while not self.is_in_battle() and max_loops > 0:
+ self.emulator.text_wait()
+ max_loops -= 1
+
+ if max_loops <= 0:
+ raise Exception("Couldn't start the battle.")
+ else:
+ self.emulator.text_wait()
+
+ def skip_end_text(self, loops=20):
+ """
+ Skip through any text that appears after the final attack.
+ """
+ if not self.is_in_battle():
+ # TODO: keep talking until the character can move? A battle can be
+ # triggered inside of a script, and after the battle is ver the
+ # player may not be able to move until the script is done. The
+ # script might only finish after other player input is given, so
+ # using "text_wait() until the player can move" is a bad idea here.
+ self.emulator.text_wait()
+ else:
+ while self.is_in_battle() and loops > 0:
+ self.emulator.text_wait()
+ loops -= 1
+
+ if loops <= 0:
+ raise Exception("Couldn't get out of the battle.")
+
+ def skip_until_input_required(self):
+ """
+ Waits until the battle needs player input.
+ """
+ # callback causes text_wait to exit when the callback returns True
+ def is_in_battle_checker():
+ result = (self.emulator.vba.read_memory_at(0xd22d) == 0) and (self.emulator.vba.read_memory_at(0xc734) != 0)
+
+ # but also, jump out if it's the stats screen
+ result = result or self.is_levelup_screen()
+
+ # jump out if it's the "make room for a new move" screen
+ result = result or self.is_make_room_for_move_prompt()
+
+ # stay in text_wait if it's the evolution screen
+ result = result and not self.is_evolution_screen()
+
+ return result
+
+ while not self.is_input_required() and self.is_in_battle():
+ self.emulator.text_wait(callback=is_in_battle_checker)
+
+ # let the text draw so that the state is more obvious
+ self.emulator.vba.step(count=10)
+
+ def run(self):
+ """
+ Step through the entire battle.
+ """
+ # Advance to the battle from either of these states:
+ # 1) the player is talking with an npc
+ # 2) the battle has already started but there's initial text
+ # xyz wants to battle, a wild foobar appeared
+ self.skip_start_text()
+
+ # skip a few hundred frames
+ self.emulator.vba.step(count=100)
+
+ wild = (self.emulator.vba.read_memory_at(0xd22d) == 1)
+
+ while self.is_in_battle():
+ self.skip_until_input_required()
+
+ if not self.is_in_battle():
+ continue
+
+ if self.is_player_turn():
+ # battle hook provides input to handle this situation
+ self.handle_turn()
+ elif self.is_trainer_switch_prompt():
+ self.handle_trainer_switch_prompt()
+ elif self.is_wild_switch_prompt():
+ self.handle_wild_switch_prompt()
+ elif self.is_mandatory_switch():
+ # battle hook provides input to handle this situation too
+ self.handle_mandatory_switch()
+ elif self.is_levelup_screen():
+ self.emulator.vba.press("a", hold=5, after=30)
+ elif self.is_evolved_screen():
+ self.emulator.vba.step(count=30)
+ elif self.is_make_room_for_move_prompt():
+ self.handle_make_room_for_move()
+ else:
+ raise BattleException("unknown state, aborting")
+
+ # "how did i lose? wah"
+ # TODO: this doesn't happen for wild battles
+ if not wild:
+ self.skip_end_text()
+
+ # TODO: return should indicate win/loss (blackout)
+
+ def handle_mandatory_switch(self):
+ """
+ Something fainted, pick the next mon.
+ """
+ raise NotImplementedError
+
+ def handle_trainer_switch_prompt(self):
+ """
+ The trainer is switching pokemon. The game asks yes/no for whether or
+ not the player would like to switch.
+ """
+ raise NotImplementedError
+
+ def handle_wild_switch_prompt(self):
+ """
+ The wild pokemon defeated the party pokemon. This is the yes/no box for
+ whether to switch pokemon or not.
+ """
+ raise NotImplementedError
+
+ def handle_turn(self):
+ """
+ Take actions inside of a battle based on the game state.
+ """
+ raise NotImplementedError
+
+class BattleStrategy(Battle):
+ """
+ This class shows the relevant methods to make a battle handler.
+ """
+
+ def handle_mandatory_switch(self):
+ """
+ Something fainted, pick the next mon.
+ """
+ raise NotImplementedError
+
+ def handle_trainer_switch_prompt(self):
+ """
+ The trainer is switching pokemon. The game asks yes/no for whether or
+ not the player would like to switch.
+ """
+ raise NotImplementedError
+
+ def handle_wild_switch_prompt(self):
+ """
+ The wild pokemon defeated the party pokemon. This is the yes/no box for
+ whether to switch pokemon or not.
+ """
+ raise NotImplementedError
+
+ def handle_turn(self):
+ """
+ Take actions inside of a battle based on the game state.
+ """
+ raise NotImplementedError
+
+ def handle_make_room_for_move(self):
+ """
+ Choose yes/no then handle learning the move.
+ """
+ raise NotImplementedError
+
+class SpamBattleStrategy(BattleStrategy):
+ """
+ A really simple battle strategy that always picks the first move of the
+ first pokemon to attack the enemy.
+ """
+
+ def handle_turn(self):
+ """
+ Always picks the first move of the current pokemon.
+ """
+ self.fight(1)
+
+ def handle_trainer_switch_prompt(self):
+ """
+ The trainer is switching pokemon. The game asks yes/no for whether or
+ not the player would like to switch.
+ """
+ # decline
+ self.emulator.vba.press(["b"], hold=5, after=10)
+
+ def handle_wild_switch_prompt(self):
+ """
+ The wild pokemon defeated the party pokemon. This is the yes/no box for
+ whether to switch pokemon or not.
+ """
+ # why not just make a battle strategy that doesn't lose?
+ # TODO: Note that the longer "after" value is required here.
+ self.emulator.vba.press("a", hold=5, after=30)
+
+ self.handle_mandatory_switch()
+
+ def handle_mandatory_switch(self):
+ """
+ Something fainted, pick the next mon.
+ """
+
+ # TODO: make a better selector for which pokemon.
+
+ # now scroll down
+ self.emulator.vba.press("d", hold=5, after=10)
+
+ # select this mon
+ self.emulator.vba.press("a", hold=5, after=30)
+
+ def handle_make_room_for_move(self):
+ """
+ Choose yes/no then handle learning the move.
+ """
+ # make room? no
+ self.emulator.vba.press("b", hold=5, after=100)
+
+ # stop learning? yes
+ self.emulator.vba.press("a", hold=5, after=20)
+
+ self.emulator.text_wait()
diff --git a/pokemontools/vba/vba.py b/pokemontools/vba/vba.py
index d7fdf1d..204e102 100644
--- a/pokemontools/vba/vba.py
+++ b/pokemontools/vba/vba.py
@@ -9,18 +9,20 @@ import re
import string
from copy import copy
-import unittest
-
# for converting bytes to readable text
-from pokemontools.chars import chars
+from pokemontools.chars import (
+ chars,
+)
-from pokemontools.map_names import map_names
+from pokemontools.map_names import (
+ map_names,
+)
import keyboard
# just use a default config for now until the globals are removed completely
-import pokemontools.config as conf
-config = conf.Config()
+import pokemontools.configuration as configuration
+config = configuration.Config()
project_path = config.path
save_state_path = config.save_state_path
rom_path = config.rom_path
@@ -30,94 +32,379 @@ if not os.path.exists(rom_path):
import vba_wrapper
-vba = vba_wrapper.VBA(rom_path)
-registers = vba_wrapper.core.registers.Registers(vba)
-
button_masks = vba_wrapper.core.VBA.button_masks
button_combiner = vba_wrapper.core.VBA.button_combine
+def calculate_bank(address):
+ """
+ Which bank does this address exist in?
+ """
+ return address / 0x4000
+
+def calculate_address(address):
+ """
+ Gives the relative address once the bank is loaded.
+
+ This is not the same as the calculate_pointer in the
+ pokemontools.crystal.pointers module.
+ """
+ return (address % 0x4000) + 0x4000
+
def translate_chars(charz):
+ """
+ Translate a string from the in-game format to readable form. This is
+ accomplished through the same lookup table that the preprocessors use.
+ """
result = ""
for each in charz:
result += chars[each]
return result
-def press(buttons, holdsteps=1, aftersteps=1):
+def translate_text(text, chars=chars):
"""
- Press a button.
-
- Use steplimit to say for how many steps you want to press
- the button (try leaving it at the default, 1).
- """
- if hasattr(buttons, "__len__"):
- number = button_combiner(buttons)
- elif isinstance(buttons, int):
- number = buttons
- else:
- number = buttons
- for step_counter in range(0, holdsteps):
- Gb.step(number)
-
- # clear the button press
- if aftersteps > 0:
- for step_counter in range(0, aftersteps):
- Gb.step(0)
-
-def call(bank, address):
+ Converts text to the in-game byte coding.
"""
- Jumps into a function at a certain address.
+ output = []
+ for given_char in text:
+ for (byte, char) in chars.iteritems():
+ if char == given_char:
+ output.append(byte)
+ break
+ else:
+ raise Exception(
+ "no match for {0}".format(given_char)
+ )
+ return output
- Go into the start menu, pause the game and try call(1, 0x1078) to see a
- string printed to the screen.
+class crystal(object):
"""
- push = [
- registers.pc,
- registers.hl,
- registers.de,
- registers.bc,
- registers.af,
- 0x3bb7,
- ]
-
- for value in push:
- registers.sp -= 2
- set_memory_at(registers.sp + 1, value >> 8)
- set_memory_at(registers.sp, value & 0xFF)
- if get_memory_range(registers.sp, 2) != [value & 0xFF, value >> 8]:
- print "desired memory values: " + str([value & 0xFF, value >> 8] )
- print "actual memory values: " + str(get_memory_range(registers.sp , 2))
- print "wrong value at " + hex(registers.sp) + " expected " + hex(value) + " but got " + hex(get_memory_at(registers.sp))
-
- if bank != 0:
- registers["af"] = (bank << 8) | (registers["af"] & 0xFF)
- registers["hl"] = address
- registers["pc"] = 0x2d63 # FarJump
- else:
- registers["pc"] = address
-
-def get_stack():
- """
- Return a list of functions on the stack.
+ Just a simple namespace to store a bunch of functions for Pokémon Crystal.
+ There can only be one running instance of the emulator per process because
+ it's a poorly written shared library.
"""
- addresses = []
- sp = registers.sp
- for x in range(0, 11):
- sp = sp - (2 * x)
- hi = get_memory_at(sp + 1)
- lo = get_memory_at(sp)
- address = ((hi << 8) | lo)
- addresses.append(address)
+ def __init__(self, config=None):
+ """
+ Launch the VBA controller.
+ """
+ if not config:
+ config = configuration.Config()
- return addresses
+ self.config = config
-class crystal:
- """
- Just a simple namespace to store a bunch of functions for Pokémon Crystal.
- """
+ self.vba = vba_wrapper.VBA(self.config.rom_path)
+ self.registers = vba_wrapper.core.registers.Registers(self.vba)
+
+ if not os.path.exists(self.config.rom_path):
+ raise Exception("rom_path is not configured properly; edit vba_config.py? " + str(rom_path))
+
+ def shutdown(self):
+ """
+ Reset the emulator.
+ """
+ self.vba.shutdown()
+
+ def save_state(self, name, state=None, override=False):
+ """
+ Saves the given state to save_state_path.
+
+ The file format must be ".sav", and this will be appended to your
+ string if necessary.
+ """
+ if state == None:
+ state = self.vba.state
+
+ if len(name) < 4 or name[-4:] != ".sav":
+ name += ".sav"
+
+ save_path = os.path.join(self.config.save_state_path, name)
+
+ if not override and os.path.exists(save_path):
+ raise Exception("oops, save state path already exists: {0}".format(save_path))
+
+ with open(save_path, "wb") as file_handler:
+ file_handler.write(state)
+
+ def load_state(self, name, loadit=True):
+ """
+ Read a state from file based on the name of the state.
+
+ Looks in save_state_path for a file with this name (".sav" is
+ optional).
+
+ @param loadit: whether or not to set the emulator to this state
+ """
+ save_path = os.path.join(self.config.save_state_path, name)
+
+ if not os.path.exists(save_path):
+ if len(name) < 4 or name[-4:] != ".sav":
+ name += ".sav"
+ save_path = os.path.join(self.config.save_state_path, name)
+
+ with open(save_path, "rb") as file_handler:
+ state = file_handler.read()
+
+ if loadit:
+ self.vba.state = state
+
+ return state
+
+ def call(self, address, bank=None):
+ """
+ Jumps into a function at a certain address.
+
+ Go into the start menu, pause the game and try call(1, 0x1078) to see a
+ string printed to the screen.
+ """
+ if bank is None:
+ bank = calculate_bank(address)
+
+ push = [
+ self.registers.pc,
+ self.registers.hl,
+ self.registers.de,
+ self.registers.bc,
+ self.registers.af,
+ 0x3bb7,
+ ]
+
+ self.push_stack(push)
+
+ if bank != 0:
+ self.registers["af"] = (bank << 8) | (self.registers["af"] & 0xFF)
+ self.registers["hl"] = address
+ self.registers["pc"] = 0x2d63 # FarJump
+ else:
+ self.registers["pc"] = address
+
+ def push_stack(self, push):
+ for value in push:
+ self.registers["sp"] -= 2
+ self.vba.write_memory_at(self.registers.sp + 1, value >> 8)
+ self.vba.write_memory_at(self.registers.sp, value & 0xFF)
+ if list(self.vba.memory[self.registers.sp : self.registers.sp + 2]) != [value & 0xFF, value >> 8]:
+ print "desired memory values: " + str([value & 0xFF, value >> 8] )
+ print "actual memory values: " + str(list(self.vba.memory[self.registers.sp : self.registers.sp + 2]))
+ print "wrong value at " + hex(self.registers.sp) + " expected " + hex(value) + " but got " + hex(self.vba.read_memory_at(self.registers.sp))
+
+ def get_stack(self):
+ """
+ Return a list of functions on the stack.
+ """
+ addresses = []
+ sp = self.registers.sp
+
+ for x in range(0, 11):
+ sp = sp - (2 * x)
+ hi = self.vba.read_memory_at(sp + 1)
+ lo = self.vba.read_memory_at(sp)
+ address = ((hi << 8) | lo)
+ addresses.append(address)
+
+ return addresses
+
+ def inject_asm_into_rom(self, asm=[], address=0x75 * 0x4000, has_finished_address=0xdb75):
+ """
+ Writes asm to the loaded ROM. Calls the asm.
+
+ :param address: ROM address for where to store the injected asm script.
+ The default value is an address in pokecrystal that isn't used for
+ anything.
- @staticmethod
- def text_wait(step_size=1, max_wait=200, sfx_limit=0, debug=False, callback=None):
+ :param has_finished_address: address for where to store whether the
+ script executed or not. This value is restored when the script has been
+ confirmed to work. It's conceivable that some injected asm might need
+ to change that address if the asm needs to access the original wram
+ value itself.
+ """
+ if len(asm) > 0x4000:
+ raise Exception("too much asm")
+
+ # temporarily use wram
+ cached_wram_value = self.vba.memory[has_finished_address]
+
+ # set the value at has_finished_address to 0
+ reset_wram_mem = list(self.vba.memory)
+ reset_wram_mem[has_finished_address] = 0
+ self.vba.memory = reset_wram_mem
+
+ # set a value to indicate that the script has executed
+ set_has_finished = [
+ # push af
+ 0xf5,
+
+ # ld a, 1
+ 0x3e, 1,
+
+ # ld [has_finished], a
+ 0xea, has_finished_address & 0xff, has_finished_address >> 8,
+
+ # pop af
+ 0xf1,
+
+ # ret
+ 0xc9,
+ ]
+
+ # TODO: check if asm ends with a byte that causes a return or call or
+ # other "ender". Raise an exception if it already returns on its own.
+
+ # combine the given asm with the setter bytes
+ total_asm = asm + set_has_finished
+
+ # get a copy of the current rom
+ rom = list(self.vba.rom)
+
+ # inject the asm
+ rom[address : address + len(total_asm)] = total_asm
+
+ # set the rom with the injected asm
+ self.vba.rom = rom
+
+ # call the injected asm
+ self.call(calculate_address(address), bank=calculate_bank(address))
+
+ # make the emulator step forward
+ self.vba.step(count=20)
+
+ # check if the script has executed (see below)
+ current_mem = self.vba.memory
+
+ # reset the wram value to its original value
+ another_mem = list(self.vba.memory)
+ another_mem[has_finished_address] = cached_wram_value
+ self.vba.memory = another_mem
+
+ # check if the script has actually executed
+ # TODO: should this raise an exception if the script didn't finish?
+ if current_mem[has_finished_address] == 0:
+ return False
+ elif current_mem[has_finished_address] == 1:
+ return True
+ else:
+ raise Exception(
+ "has_finished_address at {has_finished_address} was overwritten with an unexpected value {value}".format(
+ has_finished_address=hex(has_finished_address),
+ value=current_mem[has_finished_address],
+ )
+ )
+
+ def inject_asm_into_wram(self, asm=[], address=0xdfcf):
+ """
+ Writes asm to memory. Makes the emulator run the asm.
+
+ This function will append "ret" to the list of bytes. Before returning,
+ it updates the value at the first byte to indicate that the function
+ has executed.
+
+ The first byte at the given address is reserved for whether the asm has
+ finished executing.
+ """
+ memory = list(self.vba.memory)
+
+ # the first byte is reserved for whether the script has finished
+ has_finished = address
+ memory[has_finished] = 0
+
+ # the second byte is where the script will be stored
+ script_address = address + 1
+
+ # TODO: error checking; make sure the last byte doesn't already return.
+ # Use some functions from gbz80disasm to perform this check.
+
+ # set a value to indicate that the script has executed
+ set_has_finished = [
+ # push af
+ 0xf5,
+
+ # ld a, 1
+ 0x3e, 1,
+
+ # ld [has_finished], a
+ 0xea, has_finished & 0xff, has_finished >> 8,
+
+ # pop af
+ 0xf1,
+
+ # ret
+ 0xc9,
+ ]
+
+ # append the last opcodes to the script
+ asm = bytearray(asm) + bytearray(set_has_finished)
+
+ memory[script_address : script_address + len(asm)] = asm
+ self.vba.memory = memory
+
+ # make the emulator call the script
+ self.call(script_address, bank=0)
+
+ # make the emulator step forward
+ self.vba.step(count=50)
+
+ # check if the script has executed
+ # TODO: should this raise an exception if the script didn't finish?
+ if self.vba.memory[has_finished] == 0:
+ return False
+ elif self.vba.memory[has_finished] == 1:
+ return True
+ else:
+ raise Exception(
+ "has_finished at {has_finished} was overwritten with an unexpected value {value}".format(
+ has_finished=hex(has_finished),
+ value=self.vba.memory[has_finished],
+ )
+ )
+
+ def call_script(self, address, bank=None, wram=False, force=False):
+ """
+ Sets wram values so that the engine plays a script.
+
+ :param address: address of the map script
+ :param bank: override for bank calculation (based on address)
+ :param wram: force bank to 0
+ :param force: override an already-running script
+ """
+
+ ScriptFlags = 0xd434
+ ScriptMode = 0xd437
+ ScriptRunning = 0xd438
+ ScriptBank = 0xd439
+ ScriptPos = 0xd43a
+ NumScriptParents = 0xd43c
+ ScriptParents = 0xd43d
+
+ num_possible_parents = 4
+ len_parent = 3
+
+ mem = list(self.vba.memory)
+
+ if mem[ScriptRunning] == 0xff:
+ if force:
+ # wipe the parent routine array
+ mem[NumScriptParents] = 0
+ for i in xrange(num_possible_parents * len_parent):
+ mem[ScriptParents + i] = 0
+ else:
+ raise Exception("a script is already running, use force=True")
+
+ if wram:
+ bank = 0
+ elif not bank:
+ bank = calculate_bank(address)
+ address = address % 0x4000 + 0x4000 * bool(bank)
+
+ mem[ScriptFlags] |= 4
+ mem[ScriptMode] = 1
+ mem[ScriptRunning] = 0xff
+
+ mem[ScriptBank] = bank
+ mem[ScriptPos] = address % 0x100
+ mem[ScriptPos+1] = address / 0x100
+
+ self.vba.memory = mem
+
+ def text_wait(self, step_size=1, max_wait=200, sfx_limit=0, debug=False, callback=None):
"""
Presses the "A" button when text is done being drawn to screen.
@@ -134,22 +421,27 @@ class crystal:
:param max_wait: number of wait loops to perform
"""
while max_wait > 0:
- hi = get_memory_at(registers.sp + 1)
- lo = get_memory_at(registers.sp)
+ hi = self.vba.read_memory_at(self.registers.sp + 1)
+ lo = self.vba.read_memory_at(self.registers.sp)
address = ((hi << 8) | lo)
if address in range(0xa1b, 0xa46) + range(0xaaf, 0xaf5): # 0xaef:
print "pressing, then breaking.. address is: " + str(hex(address))
# set CurSFX
- set_memory_at(0xc2bf, 0)
+ self.vba.write_memory_at(0xc2bf, 0)
- press("a", holdsteps=10, aftersteps=1)
+ self.vba.press("a", hold=10, after=50)
# check if CurSFX is SFX_READ_TEXT_2
- if get_memory_at(0xc2bf) == 0x8:
- print "cursfx is set to SFX_READ_TEXT_2, looping.."
- return crystal.text_wait(step_size=step_size, max_wait=max_wait, debug=debug, callback=callback, sfx_limit=sfx_limit)
+ if self.vba.read_memory_at(0xc2bf) == 0x8:
+ if "CANCEL Which" in self.get_text():
+ print "probably the 'switch pokemon' menu"
+ return
+ else:
+ print "cursfx is set to SFX_READ_TEXT_2, looping.."
+ print self.get_text()
+ return self.text_wait(step_size=step_size, max_wait=max_wait, debug=debug, callback=callback, sfx_limit=sfx_limit)
else:
if sfx_limit > 0:
sfx_limit = sfx_limit - 1
@@ -160,7 +452,7 @@ class crystal:
break
else:
- stack = get_stack()
+ stack = self.get_stack()
# yes/no box or the name selection box
if address in range(0xa46, 0xaaf):
@@ -170,23 +462,23 @@ class crystal:
# date/time box (day choice)
# 0x47ab is the one from the intro, 0x49ab is the one from mom.
elif 0x47ab in stack or 0x49ab in stack: # was any([x in stack for x in range(0x46EE, 0x47AB)])
- print "probably at a date/time box ? exiting."
- break
+ if not self.is_in_battle():
+ print "probably at a date/time box ? exiting."
+ break
# "How many minutes?" selection box
elif 0x4826 in stack:
print "probably at a \"How many minutes?\" box ? exiting."
break
- else:
- nstep(step_size)
+ self.vba.step(count=step_size)
# if there is a callback, then call the callback and exit when the
# callback returns True. This is especially useful during the
# OakSpeech intro where textboxes are running constantly, and then
# suddenly the player can move around. One way to detect that is to
# set callback to a function that returns
- # "vba.get_memory_at(0xcfb1) != 0".
+ # "vba.read_memory_at(0xcfb1) != 0".
if callback != None:
result = callback()
if result == True:
@@ -202,17 +494,15 @@ class crystal:
if max_wait == 0:
print "max_wait was hit"
- @staticmethod
- def walk_through_walls_slow():
- memory = get_memory()
+ def walk_through_walls_slow(self):
+ memory = self.vba.memory
memory[0xC2FA] = 0
memory[0xC2FB] = 0
memory[0xC2FC] = 0
memory[0xC2FD] = 0
- set_memory(memory)
+ self.vba.memory = memory
- @staticmethod
- def walk_through_walls():
+ def walk_through_walls(self):
"""
Lets the player walk all over the map.
@@ -221,73 +511,75 @@ class crystal:
to be executed each step/tick if continuous walk-through-walls
is desired.
"""
- set_memory_at(0xC2FA, 0)
- set_memory_at(0xC2FB, 0)
- set_memory_at(0xC2FC, 0)
- set_memory_at(0xC2FD, 0)
+ self.vba.write_memory_at(0xC2FA, 0)
+ self.vba.write_memory_at(0xC2FB, 0)
+ self.vba.write_memory_at(0xC2FC, 0)
+ self.vba.write_memory_at(0xC2FD, 0)
- #@staticmethod
- #def set_enemy_level(level):
- # set_memory_at(0xd213, level)
+ def lower_enemy_hp(self):
+ """
+ Dramatically lower the enemy's HP.
+ """
+ self.vba.write_memory_at(0xd216, 0)
+ self.vba.write_memory_at(0xd217, 1)
- @staticmethod
- def nstep(steplimit=500):
+ def set_battle_mon_hp(self, hp):
+ """
+ Set the BattleMonHP variable to the given hp.
+ """
+ self.vba.write_memory_at(0xc63c, hp / 0x100)
+ self.vba.write_memory_at(0xc63c + 1, hp % 0x100)
+
+ def nstep(self, steplimit=500):
"""
Steps the CPU forward and calls some functions in between each step.
(For example, to manipulate memory.) This is pretty slow.
"""
for step_counter in range(0, steplimit):
- crystal.walk_through_walls()
- #call(0x1, 0x1078)
- step()
+ self.walk_through_walls()
+ #call(0x1078)
+ self.vba.step()
- @staticmethod
- def disable_triggers():
- set_memory_at(0x23c4, 0xAF)
- set_memory_at(0x23d0, 0xAF);
+ def disable_triggers(self):
+ self.vba.write_memory_at(0x23c4, 0xAF)
+ self.vba.write_memory_at(0x23d0, 0xAF);
- @staticmethod
- def disable_callbacks():
- set_memory_at(0x23f2, 0xAF)
- set_memory_at(0x23fe, 0xAF)
+ def disable_callbacks(self):
+ self.vba.write_memory_at(0x23f2, 0xAF)
+ self.vba.write_memory_at(0x23fe, 0xAF)
- @staticmethod
- def get_map_group_id():
+ def get_map_group_id(self):
"""
Returns the current map group.
"""
- return get_memory_at(0xdcb5)
+ return self.vba.read_memory_at(0xdcb5)
- @staticmethod
- def get_map_id():
+ def get_map_id(self):
"""
Returns the map number of the current map.
"""
- return get_memory_at(0xdcb6)
+ return self.vba.read_memory_at(0xdcb6)
- @staticmethod
- def get_map_name():
+ def get_map_name(self, map_names=map_names):
"""
Figures out the current map name.
"""
- map_group_id = crystal.get_map_group_id()
- map_id = crystal.get_map_id()
+ map_group_id = self.get_map_group_id()
+ map_id = self.get_map_id()
return map_names[map_group_id][map_id]["name"]
- @staticmethod
- def get_xy():
+ def get_xy(self):
"""
(x, y) coordinates of player on map.
Relative to top-left corner of map.
"""
- x = get_memory_at(0xdcb8)
- y = get_memory_at(0xdcb7)
+ x = self.vba.read_memory_at(0xdcb8)
+ y = self.vba.read_memory_at(0xdcb7)
return (x, y)
- @staticmethod
- def menu_select(id=1):
+ def menu_select(self, id=1):
"""
Sets the cursor to the given pokemon in the player's party.
@@ -296,38 +588,84 @@ class crystal:
This probably works on other menus.
"""
- set_memory_at(0xcfa9, id)
+ self.vba.write_memory_at(0xcfa9, id)
- @staticmethod
- def is_in_battle():
+ def is_in_battle(self):
"""
Checks whether or not we're in a battle.
"""
- return (get_memory_at(0xd22d) != 0) or crystal.is_in_link_battle()
+ return (self.vba.read_memory_at(0xd22d) != 0) or self.is_in_link_battle()
+
+ def is_in_link_battle(self):
+ return self.vba.read_memory_at(0xc2dc) != 0
+
+ def is_trainer_switch_prompt(self):
+ """
+ Checks if the game is currently displaying the yes/no prompt for
+ whether or not to switch pokemon. This happens when the trainer is
+ switching pokemon out.
+ """
+ # TODO: this method should return False if the game options have been
+ # set to not use the battle switching style.
+
+ # get on-screen text
+ text = self.get_text()
+
+ requirements = [
+ "YES",
+ "NO",
+ "Will ",
+ "change POKMON?",
+ ]
- @staticmethod
- def is_in_link_battle():
- return get_memory_at(0xc2dc) != 0
+ return all([requirement in text for requirement in requirements])
- @staticmethod
- def unlock_flypoints():
+ def is_wild_switch_prompt(self):
+ """
+ Detects if the battle is waiting for the player to choose whether or
+ not to continue to fight the wild pokemon.
+ """
+ # get on-screen text
+ screen_text = self.get_text()
+
+ requirements = [
+ "YES",
+ "NO",
+ "Use next POKMON?",
+ ]
+
+ return all([requirement in screen_text for requirement in requirements])
+
+ def is_switch_prompt(self):
+ """
+ Detects both the trainer-style switch prompt and the wild-style switch
+ prompt. This is the yes/no prompt for whether to switch pokemon.
+ """
+ return self.is_trainer_switch_prompt() or self.is_wild_switch_prompt()
+
+ def unlock_flypoints(self):
"""
Unlocks different destinations for flying.
Note: this might start at 0xDCA4 (minus one on all addresses), but not
sure.
"""
- set_memory_at(0xDCA5, 0xFF)
- set_memory_at(0xDCA6, 0xFF)
- set_memory_at(0xDCA7, 0xFF)
- set_memory_at(0xDCA8, 0xFF)
+ self.vba.write_memory_at(0xDCA5, 0xFF)
+ self.vba.write_memory_at(0xDCA6, 0xFF)
+ self.vba.write_memory_at(0xDCA7, 0xFF)
+ self.vba.write_memory_at(0xDCA8, 0xFF)
- @staticmethod
- def get_gender():
+ def set_battle_type(self, battle_type):
+ """
+ Changes the battle type value.
+ """
+ self.vba.write_memory_at(0xd230, battle_type)
+
+ def get_gender(self):
"""
Returns 'male' or 'female'.
"""
- gender = get_memory_at(0xD472)
+ gender = self.vba.read_memory_at(0xD472)
if gender == 0:
return "male"
elif gender == 1:
@@ -335,54 +673,59 @@ class crystal:
else:
return gender
- @staticmethod
- def get_player_name():
+ def get_player_name(self):
"""
Returns the 7 characters making up the player's name.
"""
- bytez = get_memory_range(0xD47D, 7)
+ bytez = self.vba.memory[0xD47D:0xD47D + 7]
name = translate_chars(bytez)
return name
- @staticmethod
- def warp(map_group_id, map_id, x, y):
- set_memory_at(0xdcb5, map_group_id)
- set_memory_at(0xdcb6, map_id)
- set_memory_at(0xdcb7, y)
- set_memory_at(0xdcb8, x)
- set_memory_at(0xd001, 0xFF)
- set_memory_at(0xff9f, 0xF1)
- set_memory_at(0xd432, 1)
- set_memory_at(0xd434, 0 & 251)
-
- @staticmethod
- def warp_pokecenter():
- crystal.warp(1, 1, 3, 3)
- crystal.nstep(200)
-
- @staticmethod
- def masterballs():
+ def warp(self, map_group_id, map_id, x, y):
+ """
+ Warp into another map.
+ """
+ self.vba.write_memory_at(0xdcb5, map_group_id)
+ self.vba.write_memory_at(0xdcb6, map_id)
+ self.vba.write_memory_at(0xdcb7, y)
+ self.vba.write_memory_at(0xdcb8, x)
+ self.vba.write_memory_at(0xd001, 0xFF)
+ self.vba.write_memory_at(0xff9f, 0xF1)
+ self.vba.write_memory_at(0xd432, 1)
+ self.vba.write_memory_at(0xd434, 0 & 251)
+
+ def warp_pokecenter(self):
+ """
+ Warp straight into a pokecenter.
+ """
+ self.warp(1, 1, 3, 3)
+ self.nstep(200)
+
+ def masterballs(self):
+ """
+ Deposit some pokeballs into the first few slots of the pack. This
+ overrides whatever items were previously there.
+ """
# masterball
- set_memory_at(0xd8d8, 1)
- set_memory_at(0xd8d9, 99)
+ self.vba.write_memory_at(0xd8d8, 1)
+ self.vba.write_memory_at(0xd8d9, 99)
# ultraball
- set_memory_at(0xd8da, 2)
- set_memory_at(0xd8db, 99)
+ self.vba.write_memory_at(0xd8da, 2)
+ self.vba.write_memory_at(0xd8db, 99)
# pokeballs
- set_memory_at(0xd8dc, 5)
- set_memory_at(0xd8dd, 99)
+ self.vba.write_memory_at(0xd8dc, 5)
+ self.vba.write_memory_at(0xd8dd, 99)
- @staticmethod
- def get_text():
+ def get_text(self, chars=chars, offset=0, bounds=1000):
"""
Returns alphanumeric text on the screen.
Other characters will not be shown.
"""
output = ""
- tiles = get_memory_range(0xc4a0, 1000)
+ tiles = self.vba.memory[0xc4a0 + offset:0xc4a0 + offset + bounds]
for each in tiles:
if each in chars.keys():
thing = chars[each]
@@ -405,32 +748,69 @@ class crystal:
return output
- @staticmethod
- def keyboard_apply(button_sequence):
+ def is_showing_stats_screen(self):
+ """
+ This is meant to detect whether or not the stats screen is showing.
+ This is the menu that pops up after leveling up.
+ """
+ # These words must be on the screen if the stats screen is currently
+ # displayed.
+ parts = [
+ "ATTACK",
+ "DEFENSE",
+ "SPCL.ATK",
+ "SPCL.DEF",
+ "SPEED",
+ ]
+
+ # get the current text on the screen
+ text = self.get_text()
+
+ if all([part in text for part in parts]):
+ return True
+ else:
+ return False
+
+ def handle_stats_screen(self, force=False):
+ """
+ Attempts to bypass a stats screen. Set force=True if you want to make
+ the attempt regardless of whether or not the system thinks a stats
+ screen is showing.
+ """
+ if self.is_showing_stats_screen() or force:
+ self.vba.press("a")
+ self.vba.step(count=20)
+
+ def keyboard_apply(self, button_sequence):
"""
Applies a sequence of buttons to the on-screen keyboard.
"""
for buttons in button_sequence:
- press(buttons)
- nstep(2)
- press([])
+ self.vba.press(buttons)
+
+ if buttons == "select":
+ self.vba.step(count=5)
+ else:
+ self.vba.step(count=2)
+
+ self.vba.press([])
- @staticmethod
- def write(something="TrAiNeR"):
+ def write(self, something="TrAiNeR"):
"""
Types out a word.
Uses a planning algorithm to do this in the most efficient way possible.
"""
button_sequence = keyboard.plan_typing(something)
- crystal.keyboard_apply([[x] for x in button_sequence])
+ self.vba.step(count=10)
+ self.keyboard_apply([[x] for x in button_sequence])
+ return button_sequence
- @staticmethod
- def set_partymon2():
+ def set_partymon2(self):
"""
This causes corruption, so it's not working yet.
"""
- memory = get_memory()
+ memory = self.vba.memory
memory[0xdcd7] = 2
memory[0xdcd9] = 0x7
@@ -464,19 +844,18 @@ class crystal:
memory[0xdd33] = 0x10
memory[0xdd34] = 0x40
- set_memory(memory)
+ self.vba.memory = memory
- @staticmethod
- def wait_for_script_running(debug=False, limit=1000):
+ def wait_for_script_running(self, debug=False, limit=1000):
"""
Wait until ScriptRunning isn't -1.
"""
while limit > 0:
- if get_memory_at(0xd438) != 255:
+ if self.vba.read_memory_at(0xd438) != 255:
print "script is done executing"
return
else:
- step()
+ self.vba.step()
if debug:
limit = limit - 1
@@ -484,44 +863,316 @@ class crystal:
if limit == 0:
print "limit ran out"
- @staticmethod
- def move(cmd):
+ def move(self, cmd):
"""
Attempt to move the player.
"""
- press(cmd, holdsteps=10, aftersteps=0)
- press([])
+ if isinstance(cmd, list):
+ for command in cmd:
+ self.move(command)
+ else:
+ self.vba.press(cmd, hold=10, after=0)
+ self.vba.press([])
+
+ memory = self.vba.memory
+ #while memory[0xd4e1] == 2 and memory[0xd042] != 0x3e:
+ while memory[0xd043] in [0, 1, 2, 3]:
+ #while memory[0xd043] in [0, 1, 2, 3] or memory[0xd042] != 0x3e:
+ self.vba.step(count=10)
+ memory = self.vba.memory
+
+ def get_enemy_hp(self):
+ """
+ Returns the HP of the current enemy.
+ """
+ hp = ((self.vba.memory[0xd218] << 8) | self.vba.memory[0xd217])
+ return hp
- memory = get_memory()
- #while memory[0xd4e1] == 2 and memory[0xd042] != 0x3e:
- while memory[0xd043] in [0, 1, 2, 3]:
- #while memory[0xd043] in [0, 1, 2, 3] or memory[0xd042] != 0x3e:
- nstep(10)
- memory = get_memory()
+ def start_trainer_battle_lamely(self, map_group=0x1, map_id=0xc, x=6, y=8, direction="l", loop_limit=10):
+ """
+ Starts a trainer battle by warping into a map at the designated
+ coordinates, pressing the direction button for a full walk step (which
+ ideally should be blocked, this is mainly to establish direction), and
+ then pressing "a" to initiate the trainer battle.
+
+ Consider using start_trainer_battle instead.
+ """
+ self.warp(map_group, map_id, x, y)
-class TestEmulator(unittest.TestCase):
- def test_PlaceString(self):
- call(0, 0x1078)
+ # finish loading the map, might not be necessary?
+ self.nstep(100)
- # where to draw the text
- registers["hl"] = 0xc4a0
+ # face towards the trainer (or whatever direction was specified). If
+ # this direction is blocked, then this will only change which direction
+ # the character is facing. However, if this direction is not blocked by
+ # the map or by an npc, then this will cause an entire step to be
+ # taken.
+ self.vba.press([direction])
+
+ # talk to the trainer, don't assume line of sight will be triggered
+ self.vba.press(["a"])
+ self.vba.press([])
+
+ # trainer might talk, skip any text until the player can choose moves
+ while not self.is_in_battle() and loop_limit > 0:
+ self.text_wait()
+ loop_limit -= 1
+
+ def start_trainer_battle(self, trainer_group=0x1, trainer_id=0x1, text_win="YOU WIN", text_address=0xdb90):
+ """
+ Start a trainer battle with the trainer located by trainer_group and
+ trainer_id.
+
+ :param trainer_group: trainer group id
+ :param trainer_id: trainer id within the group
+ :param text_win: text to show if player wins
+ :param text_address: where to store text_win in wram
+ """
+ # where the script will be written
+ rom_address = 0x75 * 0x4000
- # what text to read from
- registers["de"] = 0x1276
+ # battle win message
+ translated_text = translate_text(text_win)
- nstep(10)
+ # also include the first and last bytes needed for text
+ translated_text = [0] + translated_text + [0x57]
- text = crystal.get_text()
+ mem = self.vba.memory
- self.assertTrue("TRAINER" in text)
+ # create a backup of the current data
+ wram_backup = mem[text_address : text_address + len(translated_text)]
-class TestWriter(unittest.TestCase):
- def test_very_basic(self):
- button_sequence = keyboard.plan_typing("an")
- expected_result = ["select", "a", "d", "r", "r", "r", "r", "a"]
+ # manipulate the memory
+ mem[text_address : text_address + len(translated_text)] = translated_text
+ self.vba.memory = mem
- self.assertEqual(len(expected_result), len(button_sequence))
- self.assertEqual(expected_result, button_sequence)
+ text_pointer_hi = text_address / 0x100
+ text_pointer_lo = text_address % 0x100
-if __name__ == "__main__":
- unittest.main()
+ script = [
+ # loadfont
+ #0x47,
+
+ # winlosstext address, address
+ 0x64, text_pointer_lo, text_pointer_hi, 0, 0,
+
+ # loadtrainer group, id
+ 0x5e, trainer_group, trainer_id,
+
+ # startbattle
+ 0x5f,
+
+ # returnafterbattle
+ 0x60,
+
+ # reloadmapmusic
+ 0x83,
+
+ # reloadmap
+ 0x7B,
+ ]
+
+ # Now make the script restore wram at the end (after the text has been
+ # used). The assumption here is that this particular subset of wram
+ # data would not be needed during the bulk of the script.
+ address = text_address
+ for byte in wram_backup:
+ address_hi = address / 0x100
+ address_lo = address % 0x100
+
+ script += [
+ # loadvar
+ 0x1b, address_lo, address_hi, byte,
+ ]
+
+ address += 1
+
+ script += [
+ # end
+ 0x91,
+ ]
+
+ # Use a different wram address because the default is something related
+ # to trainers.
+ # use a higher loop limit because otherwise it doesn't start fast enough?
+ self.inject_script_into_rom(asm=script, rom_address=rom_address, wram_address=0xdb75, limit=1000)
+
+ def set_script(self, address):
+ """
+ Sets the current script in wram to whatever address.
+ """
+ ScriptBank = 0xd439
+ ScriptPos = 0xd43a
+
+ memory = self.vba.memory
+ memory[ScriptBank] = calculate_bank(address)
+ pointer = calculate_address(address)
+ memory[ScriptPos] = (calculate_address(address) & 0xff00) >> 8
+ memory[ScriptPos] = calculate_address(address) & 0xff
+
+ # TODO: determine if this is necessary
+ #memory[ScriptRunning] = 0xff
+
+ self.vba.memory = memory
+
+ def inject_script_into_rom(self, asm=[0x91], rom_address=0x75 * 0x4000, wram_address=0xd280, limit=50):
+ """
+ Writes a script to the ROM in a blank location. Calls call_script to
+ make the game engine aware of the script. Then executes the script and
+ looks for confirmation thta the script has started to run.
+
+ The script must end itself.
+
+ :param asm: scripting command bytes
+ :param rom_address: rom location to write asm to
+ :param wram_address: temporary storage for indicating if the script has
+ started yet
+ :param limit: number of frames to emulate before giving up on the start
+ script
+ """
+ execution_pending = 0
+ execution_started = 1
+ valid_execution_states = (execution_pending, execution_started)
+
+ # location for byte for whether script has started executing
+ execution_indicator_address = wram_address
+
+ # backup whatever exists at the current wram location
+ backup_wram = self.vba.read_memory_at(execution_indicator_address)
+
+ # .. and set it to "pending"
+ self.vba.write_memory_at(execution_indicator_address, execution_pending)
+
+ # initial script that runs first to tell python that execution started
+ execution_indicator_script = [
+ # loadvar address, value
+ 0x1b, execution_indicator_address & 0xff, execution_indicator_address >> 8, execution_started,
+ ]
+
+ # make the indicator script run before the user script
+ full_script = execution_indicator_script + asm
+
+ # inject the asm
+ rom = list(self.vba.rom)
+ rom[rom_address : rom_address + len(full_script)] = full_script
+
+ # set the rom with the injected bytes
+ self.vba.rom = rom
+
+ # setup the script for execution
+ self.call_script(rom_address)
+
+ status = execution_pending
+ while status != execution_started and limit > 0:
+ # emulator time travel
+ self.vba.step(count=1)
+
+ # get latest wram
+ status = self.vba.read_memory_at(execution_indicator_address)
+ if status not in valid_execution_states:
+ raise Exception(
+ "The execution indicator at {addr} has invalid state {value}".format(
+ addr=hex(execution_indicator_address),
+ value=status,
+ )
+ )
+ elif status == execution_started:
+ break # hooray
+
+ limit -= 1
+
+ if status == execution_pending and limit == 0:
+ raise Exception(
+ "Emulation timeout while waiting for script to start."
+ )
+
+ # The script has started so it's okay to reset wram back to whatever it
+ # was.
+ self.vba.write_memory_at(execution_indicator_address, backup_wram)
+
+ return True
+
+ def givepoke(self, pokemon_id, level, nickname=None, wram=False):
+ """
+ Give the player a pokemon.
+ """
+ if isinstance(nickname, str):
+ if len(nickname) == 0:
+ raise Exception("invalid nickname")
+ elif len(nickname) > 11:
+ raise Exception("nickname too long")
+ else:
+ if not nickname:
+ nickname = False
+ else:
+ raise Exception("nickname needs to be a string, False or None")
+
+ # script to inject into wram
+ script = [
+ 0x47, # loadfont
+ #0x55, # keeptextopen
+
+ # givepoke pokemon_id, level, 0, 0
+ 0x2d, pokemon_id, level, 0, 0,
+
+ #0x54, # closetext
+ 0x49, # loadmovesprites
+ 0x91, # end
+ ]
+
+ # picked this region of wram because it looks like it's probably unused
+ # in situations where givepoke will work.
+ #address = 0xd073
+ #address = 0xc000
+ #address = 0xd8f1
+ address = 0xd280
+
+ if not wram:
+ self.inject_script_into_rom(asm=script, wram_address=address)
+ else:
+ # TODO: move this into a separate function. Maybe use a context
+ # manager to restore wram at the end.
+ mem = list(self.vba.memory)
+ backup_wram = mem[address : address + len(script)]
+ mem[address : address + len(script)] = script
+ self.vba.memory = mem
+
+ self.call_script(address, wram=True)
+
+ # "would you like to give it a nickname?"
+ self.text_wait()
+
+ if nickname:
+ # yes
+ self.vba.press("a", hold=10)
+
+ # wait for the keyboard to appear
+ # TODO: this wait should be moved into write()
+ self.vba.step(count=20)
+
+ # type the requested nicknameb
+ self.write(nickname)
+
+ self.vba.press("start", hold=5, after=10)
+ self.vba.press("a", hold=5, after=50)
+ else:
+ # no nickname
+ self.vba.press("b", hold=10, after=20)
+
+ if wram:
+ # Wait for the script to end in the engine before copying the original
+ # wram values back in.
+ self.vba.step(count=100)
+
+ # reset whatever was in wram before this script was called
+ mem = list(self.vba.memory)
+ mem[address : address + len(script)] = backup_wram
+ self.vba.memory = mem
+
+ def start_random_battle_by_rocksmash_battle_script(self):
+ """
+ Initiates a wild battle using the same function that using rocksmash
+ would call.
+ """
+ RockSmashBattleScript_address = 0x97cf9
+ self.call_script(RockSmashBattleScript_address)
diff --git a/pokemontools/wram.py b/pokemontools/wram.py
index 60001aa..e1b9212 100644
--- a/pokemontools/wram.py
+++ b/pokemontools/wram.py
@@ -5,6 +5,10 @@ RGBDS BSS section and constant parsing.
import os
+# TODO: parse these constants from constants.asm
+NUM_OBJECTS = 0x10
+OBJECT_LENGTH = 0x10
+
def make_wram_labels(wram_sections):
wram_labels = {}
for section in wram_sections:
@@ -108,6 +112,8 @@ class WRAMProcessor(object):
self.setup_hram_constants()
self.setup_gbhw_constants()
+ self.reformat_wram_labels()
+
def read_wram_sections(self):
"""
Opens the wram file and calls read_bss_sections.
@@ -162,3 +168,14 @@ class WRAMProcessor(object):
"""
self.gbhw_constants = self.read_gbhw_constants()
return self.gbhw_constants
+
+ def reformat_wram_labels(self):
+ """
+ Flips the wram_labels dictionary the other way around to access
+ addresses by label.
+ """
+ self.wram = {}
+
+ for (address, labels) in self.wram_labels.iteritems():
+ for label in labels:
+ self.wram[label] = address
diff --git a/setup.py b/setup.py
index 65c9842..19d4af9 100644
--- a/setup.py
+++ b/setup.py
@@ -24,7 +24,7 @@ requires = [
setup(
name="pokemontools",
- version="1.4.1",
+ version="1.6.0",
description="Tools for compiling and disassembling Pokémon Red and Pokémon Crystal.",
long_description=open("README.md", "r").read(),
license="BSD",
diff --git a/tests/bootstrapping.py b/tests/bootstrapping.py
new file mode 100644
index 0000000..b71c19a
--- /dev/null
+++ b/tests/bootstrapping.py
@@ -0,0 +1,54 @@
+"""
+Functions to bootstrap the emulator state
+"""
+
+from setup_vba import (
+ vba,
+ autoplayer,
+)
+
+def bootstrap():
+ """
+ Every test needs to be run against a certain minimum context. That context
+ is constructed by this function.
+ """
+
+ cry = vba.crystal(config=None)
+ runner = autoplayer.SpeedRunner(cry=cry)
+
+ # skip=False means run the skip_intro function instead of just skipping to
+ # a saved state.
+ runner.skip_intro(skip=True)
+
+ state = cry.vba.state
+
+ # clean everything up again
+ cry.vba.shutdown()
+
+ return state
+
+def bootstrap_trainer_battle():
+ """
+ Start a trainer battle.
+ """
+ # setup
+ cry = vba.crystal(config=None)
+ runner = autoplayer.SpeedRunner(cry=cry)
+
+ runner.skip_intro(skip=True)
+ runner.handle_mom(skip=True)
+ runner.walk_into_new_bark_town(skip=True)
+ runner.handle_elm("totodile", skip=True)
+
+ # levelgrind a pokemon
+ # TODO: make new_bark_level_grind able to figure out how to construct its
+ # initial state if none is provided.
+ runner.new_bark_level_grind(17, skip=True)
+
+ cry.givepoke(64, 31, "kAdAbRa")
+ cry.givepoke(224, 60, "OcTiLlErY")
+ cry.givepoke(126, 87, "magmar")
+
+ cry.start_trainer_battle()
+
+ return runner.cry.vba.state
diff --git a/tests/integration/tests.py b/tests/integration/tests.py
index 40933e5..4f96699 100644
--- a/tests/integration/tests.py
+++ b/tests/integration/tests.py
@@ -42,6 +42,10 @@ from pokemontools.helpers import (
index,
)
+from pokemontools.crystalparts.old_parsers import (
+ old_parse_map_header_at,
+)
+
from pokemontools.crystal import (
rom,
load_rom,
@@ -65,7 +69,6 @@ from pokemontools.crystal import (
all_labels,
write_all_labels,
parse_map_header_at,
- old_parse_map_header_at,
process_00_subcommands,
parse_all_map_headers,
translate_command_byte,
diff --git a/tests/setup_vba.py b/tests/setup_vba.py
new file mode 100644
index 0000000..6e615e2
--- /dev/null
+++ b/tests/setup_vba.py
@@ -0,0 +1,4 @@
+import pokemontools.vba.vba as vba
+import pokemontools.vba.keyboard as keyboard
+import pokemontools.vba.autoplayer as autoplayer
+autoplayer.vba = vba
diff --git a/tests/test_vba.py b/tests/test_vba.py
index 56a71e3..caa1867 100644
--- a/tests/test_vba.py
+++ b/tests/test_vba.py
@@ -4,81 +4,96 @@ Tests for VBA automation tools
import unittest
-import pokemontools.vba.vba as vba
+from setup_vba import (
+ vba,
+ autoplayer,
+ keyboard,
+)
-try:
- import pokemontools.vba.vba_autoplayer
-except ImportError:
- import pokemontools.vba.autoplayer as vba_autoplayer
-
-vba_autoplayer.vba = vba
+from bootstrapping import (
+ bootstrap,
+ bootstrap_trainer_battle,
+)
def setup_wram():
"""
Loads up some default addresses. Should eventually be replaced with the
actual wram parser.
"""
+ # TODO: this should just be parsed straight out of wram.asm
wram = {}
wram["PlayerDirection"] = 0xd4de
wram["PlayerAction"] = 0xd4e1
wram["MapX"] = 0xd4e6
wram["MapY"] = 0xd4e7
+
+ wram["WarpNumber"] = 0xdcb4
+ wram["MapGroup"] = 0xdcb5
+ wram["MapNumber"] = 0xdcb6
+ wram["YCoord"] = 0xdcb7
+ wram["XCoord"] = 0xdcb8
+
return wram
-def bootstrap():
- """
- Every test needs to be run against a certain minimum context. That context
- is constructed by this function.
- """
+class OtherVbaTests(unittest.TestCase):
+ def test_keyboard_planner(self):
+ button_sequence = keyboard.plan_typing("an")
+ expected_result = ["select", "a", "d", "r", "r", "r", "r", "a"]
- # reset the rom
- vba.shutdown()
- vba.load_rom()
+ self.assertEqual(len(expected_result), len(button_sequence))
+ self.assertEqual(expected_result, button_sequence)
- # skip=False means run the skip_intro function instead of just skipping to
- # a saved state.
- vba_autoplayer.skip_intro()
+class VbaTests(unittest.TestCase):
+ cry = None
+ wram = None
- state = vba.get_state()
+ @classmethod
+ def setUpClass(cls):
+ cls.bootstrap_state = bootstrap()
- # clean everything up again
- vba.shutdown()
+ cls.wram = setup_wram()
- return state
+ cls.cry = vba.crystal()
+ cls.vba = cls.cry.vba
-class VbaTests(unittest.TestCase):
- # unittest in jython2.5 doesn't seem to have setUpClass ?? Man, why am I on
- # jython2.5? This is ancient.
- #@classmethod
- #def setUpClass(cls):
- # # get a good game state
- # cls.state = bootstrap()
- #
- # # figure out addresses
- # cls.wram = setup_wram()
-
- # FIXME: work around jython2.5 unittest
- state = bootstrap()
- wram = setup_wram()
+ cls.vba.state = cls.bootstrap_state
- def get_wram_value(self, name):
- return vba.get_memory_at(self.wram[name])
+ @classmethod
+ def tearDownClass(cls):
+ cls.vba.shutdown()
def setUp(self):
- # clean the state
- vba.shutdown()
- vba.load_rom()
-
# reset to whatever the bootstrapper created
- vba.set_state(self.state)
+ self.vba.state = self.bootstrap_state
+
+ def get_wram_value(self, name):
+ return self.vba.memory[self.wram[name]]
+
+ def check_movement(self, direction="d"):
+ """
+ Check if (y, x) before attempting to move and (y, x) after attempting
+ to move are the same.
+ """
+ start = (self.get_wram_value("MapY"), self.get_wram_value("MapX"))
+ self.cry.move(direction)
+ end = (self.get_wram_value("MapY"), self.get_wram_value("MapX"))
+ return start != end
+
+ def bootstrap_name_prompt(self):
+ runner = autoplayer.SpeedRunner(cry=None)
+ runner.setup()
+ runner.skip_intro(stop_at_name_selection=True, skip=False, override=False)
+
+ self.cry.vba.press("a", hold=20)
- def tearDown(self):
- vba.shutdown()
+ # wait for "Your name?" to show up
+ while "YOUR NAME?" not in self.cry.get_text():
+ self.cry.step(count=50)
def test_movement_changes_player_direction(self):
player_direction = self.get_wram_value("PlayerDirection")
- vba.crystal.move("u")
+ self.cry.move("u")
# direction should have changed
self.assertNotEqual(player_direction, self.get_wram_value("PlayerDirection"))
@@ -86,7 +101,7 @@ class VbaTests(unittest.TestCase):
def test_movement_changes_y_coord(self):
first_map_y = self.get_wram_value("MapY")
- vba.crystal.move("u")
+ self.cry.move("u")
# y location should be different
second_map_y = self.get_wram_value("MapY")
@@ -96,11 +111,176 @@ class VbaTests(unittest.TestCase):
# should start with standing
self.assertEqual(self.get_wram_value("PlayerAction"), 1)
- vba.crystal.move("l")
+ self.cry.move("l")
# should be standing
player_action = self.get_wram_value("PlayerAction")
self.assertEqual(player_action, 1) # 1 = standing
+ def test_PlaceString(self):
+ self.cry.call(0, 0x1078)
+
+ # where to draw the text
+ self.cry.registers["hl"] = 0xc4a0
+
+ # what text to read from
+ self.cry.registers["de"] = 0x1276
+
+ self.cry.vba.step(count=10)
+
+ text = self.cry.get_text()
+
+ self.assertTrue("TRAINER" in text)
+
+ def test_speedrunner_constructor(self):
+ runner = autoplayer.SpeedRunner(cry=self.cry)
+
+ def test_speedrunner_handle_mom(self):
+ # TODO: why can't i pass in the current state of the emulator?
+ runner = autoplayer.SpeedRunner(cry=None)
+ runner.setup()
+ runner.skip_intro(skip=True)
+ runner.handle_mom(skip=False)
+
+ # confirm that handle_mom is done by attempting to move on the map
+ self.assertTrue(self.check_movement("d"))
+
+ def test_speedrunner_walk_into_new_bark_town(self):
+ runner = autoplayer.SpeedRunner(cry=None)
+ runner.setup()
+ runner.skip_intro(skip=True)
+ runner.handle_mom(skip=True)
+ runner.walk_into_new_bark_town(skip=False)
+
+ # test that the game is in a state such that the player can walk
+ self.assertTrue(self.check_movement("d"))
+
+ # check that the map is correct
+ self.assertEqual(self.get_wram_value("MapGroup"), 24)
+ self.assertEqual(self.get_wram_value("MapNumber"), 4)
+
+ def test_speedrunner_handle_elm(self):
+ runner = autoplayer.SpeedRunner(cry=None)
+ runner.setup()
+ runner.skip_intro(skip=True)
+ runner.handle_mom(skip=True)
+ runner.walk_into_new_bark_town(skip=False)
+
+ # go through the Elm's Lab sequence
+ runner.handle_elm("cyndaquil", skip=False)
+
+ # test again if the game is in a state where the player can walk
+ self.assertTrue(self.check_movement("u"))
+
+ # check that the map is correct
+ self.assertEqual(self.get_wram_value("MapGroup"), 24)
+ self.assertEqual(self.get_wram_value("MapNumber"), 5)
+
+ def test_moving_back_and_forth(self):
+ runner = autoplayer.SpeedRunner(cry=None)
+ runner.setup()
+ runner.skip_intro(skip=True)
+ runner.handle_mom(skip=True)
+ runner.walk_into_new_bark_town(skip=False)
+
+ # must be in New Bark Town
+ self.assertEqual(self.get_wram_value("MapGroup"), 24)
+ self.assertEqual(self.get_wram_value("MapNumber"), 4)
+
+ runner.cry.move("l")
+ runner.cry.move("l")
+ runner.cry.move("l")
+ runner.cry.move("d")
+ runner.cry.move("d")
+
+ for x in range(0, 10):
+ runner.cry.move("l")
+ runner.cry.move("d")
+ runner.cry.move("r")
+ runner.cry.move("u")
+
+ # must still be in New Bark Town
+ self.assertEqual(self.get_wram_value("MapGroup"), 24)
+ self.assertEqual(self.get_wram_value("MapNumber"), 4)
+
+ def test_crystal_move_list(self):
+ runner = autoplayer.SpeedRunner(cry=None)
+ runner.setup()
+ runner.skip_intro(skip=True)
+ runner.handle_mom(skip=True)
+ runner.walk_into_new_bark_town(skip=False)
+
+ # must be in New Bark Town
+ self.assertEqual(self.get_wram_value("MapGroup"), 24)
+ self.assertEqual(self.get_wram_value("MapNumber"), 4)
+
+ first_map_x = self.get_wram_value("MapX")
+
+ runner.cry.move(["l", "l", "l"])
+
+ # x location should be different
+ second_map_x = self.get_wram_value("MapX")
+ self.assertNotEqual(first_map_x, second_map_x)
+
+ # must still be in New Bark Town
+ self.assertEqual(self.get_wram_value("MapGroup"), 24)
+ self.assertEqual(self.get_wram_value("MapNumber"), 4)
+
+ def test_keyboard_typing_dumb_name(self):
+ self.bootstrap_name_prompt()
+
+ name = "tRaInEr"
+ self.cry.write(name)
+
+ # save this selection
+ self.cry.vba.press("a", hold=20)
+
+ self.assertEqual(name, self.cry.get_player_name())
+
+ def test_keyboard_typing_cap_name(self):
+ names = [
+ "trainer",
+ "TRAINER",
+ "TrAiNeR",
+ "tRaInEr",
+ "ExAmPlE",
+ "Chris",
+ "Kris",
+ "beepaaa",
+ "chris",
+ "CHRIS",
+ "Python",
+ "pYthon",
+ "pyThon",
+ "pytHon",
+ "pythOn",
+ "pythoN",
+ "python",
+ "PyThOn",
+ "Zot",
+ "Death",
+ "Hiro",
+ "HIRO",
+ ]
+
+ self.bootstrap_name_prompt()
+ start_state = self.cry.vba.state
+
+ for name in names:
+ print "Writing name: " + name
+
+ self.cry.vba.state = start_state
+
+ sequence = self.cry.write(name)
+
+ print "sequence is: " + str(sequence)
+
+ # save this selection
+ self.cry.vba.press("start", hold=20)
+ self.cry.vba.press("a", hold=20)
+
+ pname = self.cry.get_player_name().replace("@", "")
+ self.assertEqual(name, pname)
+
if __name__ == "__main__":
unittest.main()
diff --git a/tests/test_vba_battle.py b/tests/test_vba_battle.py
new file mode 100644
index 0000000..c6debc3
--- /dev/null
+++ b/tests/test_vba_battle.py
@@ -0,0 +1,117 @@
+"""
+Tests for the battle controller
+"""
+
+import unittest
+
+from setup_vba import (
+ vba,
+ autoplayer,
+)
+
+from pokemontools.vba.battle import (
+ Battle,
+ BattleException,
+)
+
+from bootstrapping import (
+ bootstrap,
+ bootstrap_trainer_battle,
+)
+
+class BattleTests(unittest.TestCase):
+ cry = None
+ vba = None
+ bootstrap_state = None
+
+ @classmethod
+ def setUpClass(cls):
+ cls.cry = vba.crystal()
+ cls.vba = cls.cry.vba
+
+ cls.bootstrap_state = bootstrap_trainer_battle()
+ cls.vba.state = cls.bootstrap_state
+
+ @classmethod
+ def tearDownClass(cls):
+ cls.vba.shutdown()
+
+ def setUp(self):
+ # reset to whatever the bootstrapper created
+ self.vba.state = self.bootstrap_state
+ self.battle = Battle(emulator=self.cry)
+ self.battle.skip_start_text()
+
+ def test_is_in_battle(self):
+ self.assertTrue(self.battle.is_in_battle())
+
+ def test_is_player_turn(self):
+ self.battle.skip_start_text()
+ self.battle.skip_until_input_required()
+
+ # the initial state should be the player's turn
+ self.assertTrue(self.battle.is_player_turn())
+
+ def test_is_mandatory_switch_initial(self):
+ # should not be asking for a switch so soon in the battle
+ self.assertFalse(self.battle.is_mandatory_switch())
+
+ def test_is_mandatory_switch(self):
+ self.battle.skip_start_text()
+ self.battle.skip_until_input_required()
+
+ # press "FIGHT"
+ self.vba.press(["a"], after=20)
+
+ # press the first move ("SCRATCH")
+ self.vba.press(["a"], after=20)
+
+ # set partymon1 hp to very low
+ self.cry.set_battle_mon_hp(1)
+
+ # let the enemy attack and kill the pokemon
+ self.battle.skip_until_input_required()
+
+ self.assertTrue(self.battle.is_mandatory_switch())
+
+ def test_attack_loop(self):
+ self.battle.skip_start_text()
+ self.battle.skip_until_input_required()
+
+ # press "FIGHT"
+ self.vba.press(["a"], after=20)
+
+ # press the first move ("SCRATCH")
+ self.vba.press(["a"], after=20)
+
+ self.battle.skip_until_input_required()
+
+ self.assertTrue(self.battle.is_player_turn())
+
+ def test_is_battle_switch_prompt(self):
+ self.battle.skip_start_text()
+ self.battle.skip_until_input_required()
+
+ # press "FIGHT"
+ self.vba.press(["a"], after=20)
+
+ # press the first move ("SCRATCH")
+ self.vba.press(["a"], after=20)
+
+ # set enemy hp to very low
+ self.cry.lower_enemy_hp()
+
+ # attack the enemy and kill it
+ self.battle.skip_until_input_required()
+
+ # yes/no menu is present, should be detected
+ self.assertTrue(self.battle.is_trainer_switch_prompt())
+
+ # and input should be required
+ self.assertTrue(self.battle.is_input_required())
+
+ # but it's not mandatory
+ self.assertFalse(self.battle.is_mandatory_switch())
+
+if __name__ == "__main__":
+ unittest.main()
diff --git a/tests/tests.py b/tests/tests.py
index 7919a66..4398f03 100644
--- a/tests/tests.py
+++ b/tests/tests.py
@@ -38,6 +38,10 @@ from pokemontools.labels import (
find_labels_without_addresses,
)
+from pokemontools.crystalparts.old_parsers import (
+ old_parse_map_header_at,
+)
+
from pokemontools.helpers import (
grouper,
index,
@@ -66,7 +70,6 @@ from pokemontools.crystal import (
all_labels,
write_all_labels,
parse_map_header_at,
- old_parse_map_header_at,
process_00_subcommands,
parse_all_map_headers,
translate_command_byte,