diff options
Diffstat (limited to 'pokemontools/vba/vba.py')
-rw-r--r-- | pokemontools/vba/vba.py | 483 |
1 files changed, 255 insertions, 228 deletions
diff --git a/pokemontools/vba/vba.py b/pokemontools/vba/vba.py index d7fdf1d..ce4bef2 100644 --- a/pokemontools/vba/vba.py +++ b/pokemontools/vba/vba.py @@ -9,30 +9,22 @@ 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() -project_path = config.path -save_state_path = config.save_state_path -rom_path = config.rom_path - -if not os.path.exists(rom_path): - raise Exception("rom_path is not configured properly; edit vba_config.py? " + str(rom_path)) +import pokemontools.configuration as configuration 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 @@ -42,82 +34,128 @@ def translate_chars(charz): result += chars[each] return result -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). +class crystal(object): """ - 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): + 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. """ - 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 - -def get_stack(): - """ - Return a list of functions on the stack. - """ - addresses = [] - sp = registers.sp + def __init__(self, config=None): + """ + Launch the VBA controller. + """ + if not config: + config = configuration.Config() - 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) + self.config = config - return addresses + self.vba = vba_wrapper.VBA(self.config.rom_path) + self.registers = vba_wrapper.core.registers.Registers(self.vba) -class crystal: - """ - Just a simple namespace to store a bunch of functions for Pokémon Crystal. - """ + 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 - @staticmethod - def text_wait(step_size=1, max_wait=200, sfx_limit=0, debug=False, callback=None): + def call(self, 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 = [ + self.registers.pc, + self.registers.hl, + self.registers.de, + self.registers.bc, + self.registers.af, + 0x3bb7, + ] + + 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)) + + 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 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 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 +172,22 @@ 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=1) # check if CurSFX is SFX_READ_TEXT_2 - if get_memory_at(0xc2bf) == 0x8: + if self.vba.read_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) + 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 +198,7 @@ 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): @@ -179,14 +217,14 @@ class crystal: 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 +240,15 @@ 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 +257,65 @@ 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) + # vba.write_memory_at(0xd213, level) - @staticmethod - def nstep(steplimit=500): + 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() + self.walk_through_walls() #call(0x1, 0x1078) - step() + 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 +324,34 @@ 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() - @staticmethod - def is_in_link_battle(): - return get_memory_at(0xc2dc) != 0 + def is_in_link_battle(self): + return self.vba.read_memory_at(0xc2dc) != 0 - @staticmethod - def unlock_flypoints(): + 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 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 +359,49 @@ 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): + 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): + self.warp(1, 1, 3, 3) + self.nstep(200) + + def masterballs(self): # 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): """ Returns alphanumeric text on the screen. Other characters will not be shown. """ output = "" - tiles = get_memory_range(0xc4a0, 1000) + tiles = self.vba.memory[0xc4a0:0xc4a0 + 1000] for each in tiles: if each in chars.keys(): thing = chars[each] @@ -405,32 +424,69 @@ 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) - @staticmethod - def write(something="TrAiNeR"): + if buttons == "select": + self.vba.step(count=5) + else: + self.vba.step(count=2) + + self.vba.press([]) + + 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 +520,18 @@ 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 +539,16 @@ 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([]) + self.vba.press(cmd, hold=10, after=0) + self.vba.press([]) - memory = get_memory() + 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: - nstep(10) - memory = get_memory() - -class TestEmulator(unittest.TestCase): - 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() + self.vba.step(count=10) + memory = self.vba.memory |