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-rw-r--r--pokemontools/vba/vba.py1024
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)