diff options
Diffstat (limited to 'pokemontools/vba/vba.py')
-rw-r--r-- | pokemontools/vba/vba.py | 1024 |
1 files changed, 808 insertions, 216 deletions
diff --git a/pokemontools/vba/vba.py b/pokemontools/vba/vba.py index 4b0bbee..10513c6 100644 --- a/pokemontools/vba/vba.py +++ b/pokemontools/vba/vba.py @@ -9,12 +9,14 @@ 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 @@ -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): - """ - Press a button. - - Use steplimit to say for how many steps you want to press - the button (try leaving it at the default, 1). +def translate_text(text, chars=chars): """ - 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. - """ - 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(): +class crystal(object): """ - 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() + + 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 + + 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. + + :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. - @staticmethod - def text_wait(step_size=1, max_wait=200, sfx_limit=0, debug=False, callback=None): + :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): @@ -179,14 +471,14 @@ 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 +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 +511,68 @@ 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 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 +581,34 @@ 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 +616,59 @@ 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): """ 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 +691,69 @@ 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) - @staticmethod - def write(something="TrAiNeR"): + 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 +787,18 @@ 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 +806,314 @@ 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 + + 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) + + # finish loading the map, might not be necessary? + self.nstep(100) + + # 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 + + # battle win message + translated_text = translate_text(text_win) + + # also include the first and last bytes needed for text + translated_text = [0] + translated_text + [0x57] + + mem = self.vba.memory + + # create a backup of the current data + wram_backup = mem[text_address : text_address + len(translated_text)] + + # manipulate the memory + mem[text_address : text_address + len(translated_text)] = translated_text + self.vba.memory = mem + + text_pointer_hi = text_address / 0x100 + text_pointer_lo = text_address % 0x100 + + 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 - 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() + 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) -class TestEmulator(unittest.TestCase): - def test_PlaceString(self): - call(0, 0x1078) + # location for byte for whether script has started executing + execution_indicator_address = wram_address - # where to draw the text - registers["hl"] = 0xc4a0 + # backup whatever exists at the current wram location + backup_wram = self.vba.read_memory_at(execution_indicator_address) - # what text to read from - registers["de"] = 0x1276 + # .. and set it to "pending" + self.vba.write_memory_at(execution_indicator_address, execution_pending) - nstep(10) + # 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, + ] - text = crystal.get_text() + # make the indicator script run before the user script + full_script = execution_indicator_script + asm - self.assertTrue("TRAINER" in text) + # inject the asm + rom = list(self.vba.rom) + rom[rom_address : rom_address + len(full_script)] = full_script -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"] + # set the rom with the injected bytes + self.vba.rom = rom - self.assertEqual(len(expected_result), len(button_sequence)) - self.assertEqual(expected_result, button_sequence) + # setup the script for execution + self.call_script(rom_address) -if __name__ == "__main__": - unittest.main() + 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: + 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) |