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+#!/usr/bin/jython
+# -*- encoding: utf-8 -*-
+"""
+vba-clojure (but really it's jython/python/jvm)
+
+This is jython, not python. Use jython to run this file. Before running this
+file, some of the dependencies need to be constructed. These can be obtained
+from the vba-clojure project.
+ sudo apt-get install g++ libtool openjdk-6-jre openjdk-6-jdk libsdl1.2-dev mercurial ant autoconf jython
+
+ export JAVA_INCLUDE_PATH=/usr/lib/jvm/java-6-openjdk-amd64/include/
+ export JAVA_INCLUDE_PATH2=/usr/lib/jvm/java-6-openjdk-amd64/include/
+
+ hg clone http://hg.bortreb.com/vba-clojure
+ cd vba-clojure/
+ ./dl-libs.sh
+ cd java/
+ ant all
+ cd ..
+ autoreconf -i
+ ./configure
+ make
+ sudo make install
+
+Make sure vba-clojure bindings are in $CLASSPATH:
+ export CLASSPATH=$CLASSPATH:java/dist/gb-bindings.jar
+
+Make sure vba-clojure is available within "java.library.path":
+ sudo ln -s \
+ $HOME/local/vba-clojure/vba-clojure/src/clojure/.libs/libvba.so.0.0.0 \
+ /usr/lib/jni/libvba.so
+
+(In the above command, substitute the first path with the path of the vba-clojure
+directory you made, if it is different.)
+
+Also make sure VisualBoyAdvance.cfg is somewhere in the $PATH for VBA to find.
+A default configuration is provided in vba-clojure under src/.
+
+Usage (in jython, not python):
+ import vba
+
+ # activate the laser beam
+ vba.load_rom("/path/to/baserom.gbc")
+
+ # make the emulator eat some instructions
+ vba.nstep(300)
+
+ # save the state because we're paranoid
+ copyrights = vba.get_state()
+ # or ...
+ vba.save_state("copyrights")
+ # >>> vba.load_state("copyrights") == copyrights
+ # True
+
+ # play for a while, then press F12
+ vba.run()
+
+ # let's save the game again
+ vba.save_state("unknown-delete-me")
+
+ # and let's go back to the other state
+ vba.set_state(copyrights)
+
+ # or why not the other way around?
+ vba.set_state(vba.load_state("unknown-delete-me"))
+
+ vba.get_memory_at(0xDCDA)
+ vba.set_memory_at(0xDCDB, 0xFF)
+ vba.get_memory_range(0xDCDA, 10)
+
+TOOD:
+ [ ] set a specific register
+ [ ] get a specific register
+ [ ] breakpoints
+ [ ] vgm stuff
+ [ ] gbz80disasm integration
+ [ ] pokecrystal.extras integration
+
+"""
+
+import os
+import sys
+import re
+from array import array
+import string
+from copy import copy
+import unittest
+
+# for converting bytes to readable text
+from chars import chars
+
+from map_names import map_names
+
+# for _check_java_library_path
+from java.lang import System
+
+# for passing states to the emulator
+from java.nio import ByteBuffer
+
+# For getRegisters and other times we have to pass a java int array to a
+# function.
+import jarray
+
+# load in the vba-clojure bindings
+import com.aurellem.gb.Gb as Gb
+
+# load the vba-clojure library
+Gb.loadVBA()
+
+from vba_config import *
+
+try:
+ import vba_keyboard as keyboard
+except ImportError:
+ print "Not loading the keyboard module (which uses networkx)."
+
+if not os.path.exists(rom_path):
+ raise Exception("rom_path is not configured properly; edit vba_config.py? " + str(rom_path))
+
+def _check_java_library_path():
+ """
+ Returns the value of java.library.path.
+
+ The vba-clojure library must be compiled
+ and linked from this location.
+ """
+ return System.getProperty("java.library.path")
+
+class RomList(list):
+
+ """
+ Simple wrapper to prevent a giant rom from being shown on screen.
+ """
+
+ def __init__(self, *args, **kwargs):
+ list.__init__(self, *args, **kwargs)
+
+ def __repr__(self):
+ """
+ Simplifies this object so that the output doesn't overflow stdout.
+ """
+ return "RomList(too long)"
+
+button_masks = {
+ "a": 0x0001,
+ "b": 0x0002,
+ "r": 0x0010,
+ "l": 0x0020,
+ "u": 0x0040,
+ "d": 0x0080,
+ "select": 0x0004,
+ "start": 0x0008,
+ "restart": 0x0800,
+ "listen": -1, # what?
+}
+
+# useful for directly stating what to press
+a, b, r, l, u, d, select, start, restart = "a", "b", "r", "l", "u", "d", "select", "start", "restart"
+
+def button_combiner(buttons):
+ """
+ Combines multiple button presses into an integer.
+
+ This is used when sending a keypress to the emulator.
+ """
+ result = 0
+
+ # String inputs need to be cleaned up so that "start" doesn't get
+ # recognized as "s" and "t" etc..
+ if isinstance(buttons, str):
+ if "restart" in buttons:
+ buttons = buttons.replace("restart", "")
+ result |= button_masks["restart"]
+ if "start" in buttons:
+ buttons = buttons.replace("start", "")
+ result |= button_masks["start"]
+ if "select" in buttons:
+ buttons = buttons.replace("select", "")
+ result |= button_masks["select"]
+
+ # allow for the "a, b" and "a b" formats
+ if ", " in buttons:
+ buttons = buttons.split(", ")
+ elif " " in buttons:
+ buttons = buttons.split(" ")
+
+ if isinstance(buttons, list):
+ if len(buttons) > 9:
+ raise Exception("can't combine more than 9 buttons at a time")
+
+ for each in buttons:
+ result |= button_masks[each]
+
+ #print "button: " + str(result)
+ return result
+
+def load_rom(path=None):
+ """
+ Starts the emulator with a certain ROM.
+
+ Defaults to rom_path if no parameters are given.
+ """
+ if path == None:
+ path = rom_path
+ try:
+ root = load_state("root")
+ except:
+ # "root.sav" is required because if you create it in the future, you
+ # will have to shutdown the emulator and possibly lose your state. Some
+ # functions require there to be at least one root state available to do
+ # computations between two states.
+ sys.stderr.write("ERROR: unable to read \"root.sav\", please run"
+ " generate_root() or get_root() to make an initial save.\n")
+ Gb.startEmulator(path)
+
+def shutdown():
+ """
+ Stops the emulator. Closes the window.
+
+ The "opposite" of this is the load_rom function.
+ """
+ Gb.shutdown()
+
+def step():
+ """
+ Advances the emulator forward by one step.
+ """
+ Gb.step()
+
+def nstep(steplimit):
+ """
+ Step the game forward by a certain number of instructions.
+ """
+ for counter in range(0, steplimit):
+ Gb.step()
+
+def step_until_capture():
+ """
+ Loop step() until SDLK_F12 is detected.
+ """
+ Gb.stepUntilCapture()
+
+# just some aliases for step_until_capture
+run = go = step_until_capture
+
+def translate_chars(charz):
+ result = ""
+ for each in charz:
+ result += chars[each]
+ return result
+
+def _create_byte_buffer(data):
+ """
+ Converts data into a ByteBuffer.
+
+ This is useful for interfacing with the Gb class.
+ """
+ buf = ByteBuffer.allocateDirect(len(data))
+ if isinstance(data[0], int):
+ for byte in data:
+ buf.put(byte)
+ else:
+ for byte in data:
+ buf.put(ord(byte))
+ return buf
+
+def set_state(state, do_step=False):
+ """
+ Injects the given state into the emulator.
+
+ Use do_step if you want to call step(), which also allows
+ SDL to render the latest frame. Note that the default is to
+ not step, and that the screen (if it is enabled) will appear
+ as if it still has the last state loaded. This is normal.
+ """
+ Gb.loadState(_create_byte_buffer(state))
+ if do_step:
+ step()
+
+def get_state():
+ """
+ Retrieves the current state of the emulator.
+ """
+ buf = Gb.saveState()
+ state = [buf.get(x) for x in range(0, buf.capacity())]
+ arr = array("b")
+ arr.extend(state)
+ return arr.tostring() # instead of state
+
+def save_state(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 = get_state()
+ if len(name) < 4 or name[-4:] != ".sav":
+ name += ".sav"
+ save_path = os.path.join(save_state_path, name)
+ if not override and os.path.exists(save_path):
+ raise Exception("oops, save state path already exists: " + str(save_path))
+ else:
+ # convert the state into a reasonable output
+ data = array('b')
+ data.extend(state)
+ output = data.tostring()
+
+ file_handler = open(save_path, "wb")
+ file_handler.write(output)
+ file_handler.close()
+
+def load_state(name):
+ """
+ Reads a state from file based on name.
+
+ Looks in save_state_path for a file
+ with this name (".sav" is optional).
+ """
+ save_path = os.path.join(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(save_state_path, name)
+ file_handler = open(save_path, "rb")
+ state = file_handler.read()
+ file_handler.close()
+ return state
+
+def generate_root():
+ """
+ Restarts the emulator and saves the initial state to "root.sav".
+ """
+ shutdown()
+ load_rom()
+ root = get_state()
+ save_state("root", state=root, override=True)
+ return root
+
+def get_root():
+ """
+ Loads the root state.
+
+ (Or restarts the emulator and creates a new root state.)
+ """
+ try:
+ root = load_state("root")
+ except:
+ root = generate_root()
+
+def get_registers():
+ """
+ Returns a list of current register values.
+ """
+ register_array = jarray.zeros(Gb.NUM_REGISTERS, "i")
+ Gb.getRegisters(register_array)
+ return list(register_array)
+
+def set_registers(registers):
+ """
+ Applies the set of registers to the CPU.
+ """
+ Gb.writeRegisters(registers)
+write_registers = set_registers
+
+def get_rom():
+ """
+ Returns the ROM in bytes.
+ """
+ rom_array = jarray.zeros(Gb.ROM_SIZE, "i")
+ Gb.getROM(rom_array)
+ return RomList(rom_array)
+
+def get_ram():
+ """
+ Returns the RAM in bytes.
+ """
+ ram_array = jarray.zeros(Gb.RAM_SIZE, "i")
+ Gb.getRAM(ram_array)
+ return RomList(ram_array)
+
+def say_hello():
+ """
+ Test that the VBA/GB bindings are working.
+ """
+ Gb.sayHello()
+
+def get_memory():
+ """
+ Returns memory in bytes.
+ """
+ memory_size = 0x10000
+ memory = jarray.zeros(memory_size, "i")
+ Gb.getMemory(memory)
+ return RomList(memory)
+
+def set_memory(memory):
+ """
+ Sets memory in the emulator.
+
+ Use get_memory() to retrieve the current state.
+ """
+ Gb.writeMemory(memory)
+
+def get_pixels():
+ """
+ Returns a list of pixels on the screen display.
+
+ Broken, probably. Use screenshot() instead.
+ """
+ sys.stderr.write("ERROR: seems to be broken on VBA's end? Good luck. Use"
+ " screenshot() instead.\n")
+ size = Gb.DISPLAY_WIDTH * Gb.DISPLAY_HEIGHT
+ pixels = jarray.zeros(size, "i")
+ Gb.getPixels(pixels)
+ return RomList(pixels)
+
+def screenshot(filename, literal=False):
+ """
+ Saves a PNG screenshot to the file at filename.
+
+ Use literal if you want to store it in the current directory.
+ Default is to save it to screenshots/ under the project.
+ """
+ screenshots_path = os.path.join(project_path, "screenshots/")
+ filename = os.path.join(screenshots_path, filename)
+ if len(filename) < 4 or filename[-4:] != ".png":
+ filename += ".png"
+ Gb.nwritePNG(filename)
+ print "Screenshot saved to: " + str(filename)
+save_png = screenshot
+
+def read_memory(address):
+ """
+ Read an integer at an address.
+ """
+ return Gb.readMemory(address)
+get_memory_at = read_memory
+
+def get_memory_range(start_address, byte_count):
+ """
+ Returns a list of bytes.
+
+ start_address - address to start reading at
+ byte_count - how many bytes (0 returns just 1 byte)
+ """
+ bytez = []
+ for counter in range(0, byte_count):
+ byte = get_memory_at(start_address + counter)
+ bytez.append(byte)
+ return bytez
+
+def set_memory_at(address, value):
+ """
+ Sets a byte at a certain address in memory.
+
+ This directly sets the memory instead of copying
+ the memory from the emulator.
+ """
+ Gb.setMemoryAt(address, value)
+
+def press(buttons, holdsteps=1, aftersteps=1):
+ """
+ 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 get_buttons():
+ """
+ Returns the currentButtons[0] value
+
+ (an integer with bits set for which
+ buttons are currently pressed).
+ """
+ return Gb.getCurrentButtons()
+
+class State(RomList):
+ name = None
+
+class Recording:
+ def __init__(self):
+ self.frames = []
+ self.states = {}
+
+ def _get_frame_count(self):
+ return len(self.frames)
+
+ frame_count = property(fget=_get_frame_count)
+
+ def save(self, name=None):
+ """
+ Saves the current state.
+ """
+ state = State(get_state())
+ state.name = name
+ self.states[self.frame_count] = state
+
+ def load(self, name):
+ """
+ Loads a state by name in the state list.
+ """
+ for state in self.states.items():
+ if state.name == name:
+ set_state(state)
+ return state
+ return False
+
+ def step(self, stepcount=1, first_frame=0, replay=False):
+ """
+ Records button presses for each frame.
+ """
+ if replay:
+ stepcount = len(self.frames[first_name:])
+
+ for counter in range(first_frame, stepcount):
+ if replay:
+ press(self.frames[counter], steplimit=0)
+ else:
+ self.frames.append(get_buttons())
+ nstep(1)
+
+ def replay_from(self, thing):
+ """
+ Replays based on a State or the name of a saved state.
+ """
+ if isinstance(thing, State):
+ set_state(thing)
+ else:
+ thing = self.load(thing)
+ frame_id = self.states.index(thing)
+ self.step(first_frame=frame_id, replay=True)
+
+class Registers:
+ order = [
+ "pc",
+ "sp",
+ "af",
+ "bc",
+ "de",
+ "hl",
+ "iff",
+ "div",
+ "tima",
+ "tma",
+ "tac",
+ "if",
+ "lcdc",
+ "stat",
+ "scy",
+ "scx",
+ "ly",
+ "lyc",
+ "dma",
+ "wy",
+ "wx",
+ "vbk",
+ "hdma1",
+ "hdma2",
+ "hdma3",
+ "hdma4",
+ "hdma5",
+ "svbk",
+ "ie",
+ ]
+
+ def __setitem__(self, key, value):
+ current_registers = get_registers()
+ current_registers[Registers.order.index(key)] = value
+ set_registers(current_registers)
+
+ def __getitem__(self, key):
+ current_registers = get_registers()
+ return current_registers[Registers.order.index(key)]
+
+ def __list__(self):
+ return get_registers()
+
+ def _get_register(id):
+ def constructed_func(self, id=copy(id)):
+ return get_registers()[id]
+ return constructed_func
+
+ def _set_register(id):
+ def constructed_func(self, value, id=copy(id)):
+ current_registers = get_registers()
+ current_registers[id] = value
+ set_registers(current_registers)
+ return constructed_func
+
+ pc = property(fget=_get_register(0), fset=_set_register(0))
+ sp = property(fget=_get_register(1), fset=_set_register(1))
+ af = property(fget=_get_register(2), fset=_set_register(2))
+ bc = property(fget=_get_register(3), fset=_set_register(3))
+ de = property(fget=_get_register(4), fset=_set_register(4))
+ hl = property(fget=_get_register(5), fset=_set_register(5))
+ iff = property(fget=_get_register(6), fset=_set_register(6))
+ div = property(fget=_get_register(7), fset=_set_register(7))
+ tima = property(fget=_get_register(8), fset=_set_register(8))
+ tma = property(fget=_get_register(9), fset=_set_register(9))
+ tac = property(fget=_get_register(10), fset=_set_register(10))
+ _if = property(fget=_get_register(11), fset=_set_register(11))
+ lcdc = property(fget=_get_register(12), fset=_set_register(12))
+ stat = property(fget=_get_register(13), fset=_set_register(13))
+ scy = property(fget=_get_register(14), fset=_set_register(14))
+ scx = property(fget=_get_register(15), fset=_set_register(15))
+ ly = property(fget=_get_register(16), fset=_set_register(16))
+ lyc = property(fget=_get_register(17), fset=_set_register(17))
+ dma = property(fget=_get_register(18), fset=_set_register(18))
+ wy = property(fget=_get_register(19), fset=_set_register(19))
+ wx = property(fget=_get_register(20), fset=_set_register(20))
+ vbk = property(fget=_get_register(21), fset=_set_register(21))
+ hdma1 = property(fget=_get_register(22), fset=_set_register(22))
+ hdma2 = property(fget=_get_register(23), fset=_set_register(23))
+ hdma3 = property(fget=_get_register(24), fset=_set_register(24))
+ hdma4 = property(fget=_get_register(25), fset=_set_register(25))
+ hdma5 = property(fget=_get_register(26), fset=_set_register(26))
+ svbk = property(fget=_get_register(27), fset=_set_register(27))
+ ie = property(fget=_get_register(28), fset=_set_register(28))
+
+ def __repr__(self):
+ spacing = "\t"
+ output = "Registers:\n"
+ for (id, each) in enumerate(self.order):
+ output += spacing + each + " = " + hex(get_registers()[id])
+ #hex(self[each])
+ output += "\n"
+ return output
+
+registers = Registers()
+
+def call(bank, address):
+ """
+ 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.
+ """
+ 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
+
+class cheats:
+ """
+ Helpers to manage the cheating infrastructure.
+
+ import vba; vba.load_rom(); vba.cheats.add_gameshark("0100CFCF", "text speedup 1"); vba.cheats.add_gameshark("0101CCCF", "text speedup 2"); vba.go()
+ """
+
+ @staticmethod
+ def enable(id):
+ """
+ void gbCheatEnable(int i)
+ """
+ Gb.cheatEnable(id)
+
+ @staticmethod
+ def disable(id):
+ """
+ void gbCheatDisable(int i)
+ """
+ Gb.cheatDisable(id)
+
+ @staticmethod
+ def load_file(filename):
+ """
+ Loads a .clt file. By default each cheat is disabled.
+ """
+ Gb.loadCheatsFromFile(filename)
+
+ @staticmethod
+ def remove_all():
+ """
+ Removes all cheats from memory.
+
+ void gbCheatRemoveAll()
+ """
+ Gb.cheatRemoveAll()
+
+ @staticmethod
+ def remove_cheat(id):
+ """
+ Removes a specific cheat from memory by id.
+
+ void gbCheatRemove(int i)
+ """
+ Gb.cheatRemove(id)
+
+ @staticmethod
+ def add_gamegenie(code, description=""):
+ """
+ void gbAddGgCheat(const char *code, const char *desc)
+ """
+ Gb.cheatAddGamegenie(code, description)
+
+ @staticmethod
+ def add_gameshark(code, description=""):
+ """
+ gbAddGsCheat(const char *code, const char *desc)
+ """
+ Gb.cheatAddGameshark(code, description)
+
+def get_stack():
+ """
+ Return a list of functions on the stack.
+ """
+ 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)
+
+ return addresses
+
+class crystal:
+ """
+ Just a simple namespace to store a bunch of functions for Pokémon Crystal.
+ """
+
+ @staticmethod
+ def text_wait(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.
+
+ The `debug` parameter is only useful when debugging this function. It
+ enables the `max_wait` feature, which causes the function to exit
+ instead of hanging around.
+
+ The `sfx_limit` parameter is useful for when the player is given an
+ item during the text. Set it to 1 to not treat the sound as the end of
+ text. The next loop around it will return to the normal behavior of the
+ function.
+
+ :param step_size: number of steps per wait loop
+ :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)
+ 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)
+
+ press("a", holdsteps=10, aftersteps=1)
+
+ # 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)
+ else:
+ if sfx_limit > 0:
+ sfx_limit = sfx_limit - 1
+ print "decreasing sfx_limit"
+ else:
+ # probably the last textbox in a sequence
+ print "cursfx is not set to SFX_READ_TEXT_2, so: breaking"
+
+ break
+ else:
+ stack = get_stack()
+
+ # yes/no box or the name selection box
+ if address in range(0xa46, 0xaaf):
+ print "probably at a yes/no box.. exiting."
+ break
+
+ # 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
+
+ # "How many minutes?" selection box
+ elif 0x4826 in stack:
+ print "probably at a \"How many minutes?\" box ? exiting."
+ break
+
+ else:
+ nstep(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".
+ if callback != None:
+ result = callback()
+ if result == True:
+ print "callback returned True, exiting"
+ return
+
+ # only useful when debugging. When this is left on, text that
+ # takes a while to print to screen will cause this function to
+ # exit.
+ if debug == True:
+ max_wait = max_wait - 1
+
+ if max_wait == 0:
+ print "max_wait was hit"
+
+ @staticmethod
+ def walk_through_walls_slow():
+ memory = get_memory()
+ memory[0xC2FA] = 0
+ memory[0xC2FB] = 0
+ memory[0xC2FC] = 0
+ memory[0xC2FD] = 0
+ set_memory(memory)
+
+ @staticmethod
+ def walk_through_walls():
+ """
+ Lets the player walk all over the map.
+
+ These values are probably reset by some of the map/collision
+ functions when you move on to a new location, so this needs
+ 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)
+
+ #@staticmethod
+ #def set_enemy_level(level):
+ # set_memory_at(0xd213, level)
+
+ @staticmethod
+ def nstep(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()
+
+ @staticmethod
+ def disable_triggers():
+ set_memory_at(0x23c4, 0xAF)
+ set_memory_at(0x23d0, 0xAF);
+
+ @staticmethod
+ def disable_callbacks():
+ set_memory_at(0x23f2, 0xAF)
+ set_memory_at(0x23fe, 0xAF)
+
+ @staticmethod
+ def get_map_group_id():
+ """
+ Returns the current map group.
+ """
+ return get_memory_at(0xdcb5)
+
+ @staticmethod
+ def get_map_id():
+ """
+ Returns the map number of the current map.
+ """
+ return get_memory_at(0xdcb6)
+
+ @staticmethod
+ def get_map_name():
+ """
+ Figures out the current map name.
+ """
+ map_group_id = crystal.get_map_group_id()
+ map_id = crystal.get_map_id()
+ return map_names[map_group_id][map_id]["name"]
+
+ @staticmethod
+ def get_xy():
+ """
+ (x, y) coordinates of player on map.
+
+ Relative to top-left corner of map.
+ """
+ x = get_memory_at(0xdcb8)
+ y = get_memory_at(0xdcb7)
+ return (x, y)
+
+ @staticmethod
+ def menu_select(id=1):
+ """
+ Sets the cursor to the given pokemon in the player's party.
+
+ This is under Start -> PKMN. This is useful for selecting a
+ certain pokemon with fly or another skill.
+
+ This probably works on other menus.
+ """
+ set_memory_at(0xcfa9, id)
+
+ @staticmethod
+ def is_in_battle():
+ """
+ Checks whether or not we're in a battle.
+ """
+ return (get_memory_at(0xd22d) != 0) or crystal.is_in_link_battle()
+
+ @staticmethod
+ def is_in_link_battle():
+ return get_memory_at(0xc2dc) != 0
+
+ @staticmethod
+ def unlock_flypoints():
+ """
+ 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)
+
+ @staticmethod
+ def get_gender():
+ """
+ Returns 'male' or 'female'.
+ """
+ gender = get_memory_at(0xD472)
+ if gender == 0:
+ return "male"
+ elif gender == 1:
+ return "female"
+ else:
+ return gender
+
+ @staticmethod
+ def get_player_name():
+ """
+ Returns the 7 characters making up the player's name.
+ """
+ bytez = get_memory_range(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():
+ # masterball
+ set_memory_at(0xd8d8, 1)
+ set_memory_at(0xd8d9, 99)
+
+ # ultraball
+ set_memory_at(0xd8da, 2)
+ set_memory_at(0xd8db, 99)
+
+ # pokeballs
+ set_memory_at(0xd8dc, 5)
+ set_memory_at(0xd8dd, 99)
+
+ @staticmethod
+ def get_text():
+ """
+ Returns alphanumeric text on the screen.
+
+ Other characters will not be shown.
+ """
+ output = ""
+ tiles = get_memory_range(0xc4a0, 1000)
+ for each in tiles:
+ if each in chars.keys():
+ thing = chars[each]
+ acceptable = False
+
+ if len(thing) == 2:
+ portion = thing[1:]
+ else:
+ portion = thing
+
+ if portion in string.printable:
+ acceptable = True
+
+ if acceptable:
+ output += thing
+
+ # remove extra whitespace
+ output = re.sub(" +", " ", output)
+ output = output.strip()
+
+ return output
+
+ @staticmethod
+ def keyboard_apply(button_sequence):
+ """
+ Applies a sequence of buttons to the on-screen keyboard.
+ """
+ for buttons in button_sequence:
+ press(buttons)
+ nstep(2)
+ press([])
+
+ @staticmethod
+ def write(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])
+
+ @staticmethod
+ def set_partymon2():
+ """
+ This causes corruption, so it's not working yet.
+ """
+ memory = get_memory()
+ memory[0xdcd7] = 2
+ memory[0xdcd9] = 0x7
+
+ memory[0xdd0f] = 0x7
+ memory[0xdd10] = 0x1
+
+ # moves
+ memory[0xdd11] = 0x1
+ memory[0xdd12] = 0x2
+ memory[0xdd13] = 0x3
+ memory[0xdd14] = 0x4
+
+ # id
+ memory[0xdd15] = 0x1
+ memory[0xdd16] = 0x2
+
+ # experience
+ memory[0xdd17] = 0x2
+ memory[0xdd18] = 0x3
+ memory[0xdd19] = 0x4
+
+ # hp
+ memory[0xdd1a] = 0x5
+ memory[0xdd1b] = 0x6
+
+ # current hp
+ memory[0xdd31] = 0x10
+ memory[0xdd32] = 0x25
+
+ # max hp
+ memory[0xdd33] = 0x10
+ memory[0xdd34] = 0x40
+
+ set_memory(memory)
+
+ @staticmethod
+ def wait_for_script_running(debug=False, limit=1000):
+ """
+ Wait until ScriptRunning isn't -1.
+ """
+ while limit > 0:
+ if get_memory_at(0xd438) != 255:
+ print "script is done executing"
+ return
+ else:
+ step()
+
+ if debug:
+ limit = limit - 1
+
+ if limit == 0:
+ print "limit ran out"
+
+ @staticmethod
+ def move(cmd):
+ """
+ Attempt to move the player.
+ """
+ press(cmd, holdsteps=10, aftersteps=0)
+ press([])
+
+ 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()
+
+class TestEmulator(unittest.TestCase):
+ try:
+ state = load_state("cheating-12")
+ except:
+ if "__name__" == "__main__":
+ raise Exception("failed to setup unit tests because no save state found")
+
+ def setUp(self):
+ load_rom()
+ set_state(self.state)
+
+ def tearDown(self):
+ shutdown()
+
+ def test_PlaceString(self):
+ call(0, 0x1078)
+
+ # where to draw the text
+ registers["hl"] = 0xc4a0
+
+ # what text to read from
+ registers["de"] = 0x1276
+
+ nstep(10)
+
+ text = crystal.get_text()
+
+ self.assertTrue("TRAINER" in 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"]
+
+ self.assertEqual(len(expected_result), len(button_sequence))
+ self.assertEqual(expected_result, button_sequence)
+
+if __name__ == "__main__":
+ unittest.main()