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2013-11-10crude attempt at injecting asm into wramBryan Bishop
2013-11-10allow bank=0 in call()Bryan Bishop
2013-11-10fix a few call() callsBryan Bishop
2013-11-10stop writing 0x4000 everywhereBryan Bishop
2013-11-10make call() calculate bank addressesBryan Bishop
2013-11-10broken attempt at calling givepokeBryan Bishop
2013-11-09draw the menu in skip_until_input_requiredBryan Bishop
Step forward 10 frames so that the menu actually draws. Otherwise the user will probably be confused about the actual state of the battle.
2013-11-09Merge branch 'master' into vba-automationBryan Bishop
Conflicts: pokemontools/vba/vba.py
2013-11-09fix some configuration in vba/vba.pyBryan Bishop
2013-11-09fix a syntax error in battle.pyBryan Bishop
2013-11-09fix move() for lists of commandsBryan Bishop
2013-11-09even more comments in the battle routinesBryan Bishop
2013-11-09add a bunch of docstrings in the battlerBryan Bishop
2013-11-03implement more parts of the battlerBryan Bishop
2013-11-03attempting a few more trainer battlesBryan Bishop
2013-11-02a broken attempt at starting random battlesBryan Bishop
2013-11-02a naive implementation of start_trainer_battleBryan Bishop
This is a really dumb way to start a battle, but the other methods aren't working yet.
2013-11-02attempt to start a trainer battleBryan Bishop
2013-11-02fix a call to vba.shutdown in bootstrap()Bryan Bishop
2013-11-02autoplayer.bootstrap to call skip_introBryan Bishop
There are situations other than just testing where making a bootstrapped game state is a useful ability.
2013-11-02fix some hook calls in Battle.runBryan Bishop
2013-11-02simplify the number of battle-related classesBryan Bishop
2013-11-02a basic battle handling frameworkBryan Bishop
2013-10-12move() can now take a list of movements to makeBryan Bishop
2013-10-12another minor docstringBryan Bishop
2013-10-12even more docstringsBryan Bishop
2013-10-12improve some VBA-related docstringsBryan Bishop
2013-10-12call super __init__() in SpeedRunnerBryan Bishop
2013-10-12use get_enemy_hp instead of a custom checkBryan Bishop
2013-10-12oops, made a mistake in get_enemy_hpBryan Bishop
2013-10-12write get_enemy_hp to calculate current hpBryan Bishop
2013-09-26grind to a higher levelBryan Bishop
2013-09-22use explicit skips in vba autoplayerBryan Bishop
2013-09-22basic level-up stats screen detectionBryan Bishop
2013-09-22go heal if level reached the targetBryan Bishop
2013-09-22pause a few frames before typing on a keyboardBryan Bishop
For names that weren't starting with a capletter, the "select" button to switch to downcase was happening too soon. So add in a small delay to get the keyboard writing to work.
2013-09-22make skippable decorator not always save stateBryan Bishop
There are some runs where the "skippable" decorator should not save the state of the game before and after, like if the function is given different parameters and the after state should not be the canonical after state.
2013-09-22only heal if HP is low or move1 PP is lowBryan Bishop
2013-09-22better IsInBattle detection for level grindingBryan Bishop
2013-09-22fix some func calls in the auto level grinderBryan Bishop
2013-09-22get rid of a text_wait when talking to ElmBryan Bishop
2013-09-22fix cyndaquil selection in Elm's LabBryan Bishop
2013-09-22make SpeedRunner.setup use the right config refBryan Bishop
2013-09-22weird, why was there no shutdown command?Bryan Bishop
2013-09-22save_state_path is only on self.configBryan Bishop
2013-09-22load_state was called on the wrong objectBryan Bishop
2013-09-22implement a vba helper func for state loadingBryan Bishop
This re-implements the load_state method that previously existed. I forget why it was removed, but basically a similar function is needed again, and it doesn't entirely belong in the emulator or in the emulator wrapper because these save states are game-specific.
2013-09-22fix skippable decorator emulator state setterBryan Bishop
2013-09-22use self.registers in text_waitBryan Bishop
2013-09-22fix how autoplayer calls hold/press on buttonsBryan Bishop