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# -*- coding: utf-8 -*-
"""
Programmatic speedrun of Pokémon Crystal
"""
from __future__ import print_function
from __future__ import absolute_import
import os
import pokemontools.configuration as configuration
# bring in the emulator and basic tools
from . import vba as _vba
def skippable(func):
"""
Makes a function skippable.
Saves the state before and after the function runs. Pass "skip=True" to the
function to load the previous save state from when the function finished.
"""
def wrapped_function(*args, **kwargs):
self = args[0]
skip = True
override = True
if "skip" in kwargs.keys():
skip = kwargs["skip"]
del kwargs["skip"]
if "override" in kwargs.keys():
override = kwargs["override"]
del kwargs["override"]
# override skip if there's no save
if skip:
full_name = func.__name__ + "-end.sav"
if not os.path.exists(os.path.join(self.config.save_state_path, full_name)):
skip = False
return_value = None
if not skip:
if override:
self.cry.save_state(func.__name__ + "-start", override=override)
return_value = func(*args, **kwargs)
if override:
self.cry.save_state(func.__name__ + "-end", override=override)
elif skip:
self.cry.vba.state = self.cry.load_state(func.__name__ + "-end")
return return_value
return wrapped_function
class Runner(object):
"""
``Runner`` is used to represent a set of functions that control an instance
of the emulator. This allows for automated runs of games.
"""
pass
class SpeedRunner(Runner):
def __init__(self, cry=None, config=None):
super(SpeedRunner, self).__init__()
self.cry = cry
if not config:
config = configuration.Config()
self.config = config
def setup(self):
"""
Configure this ``Runner`` instance to contain a reference to an active
emulator session.
"""
if not self.cry:
self.cry = _vba.crystal(config=self.config)
def main(self):
"""
Main entry point for complete control of the game as the main player.
"""
# get past the opening sequence
self.skip_intro(skip=True)
# walk to mom and handle her text
self.handle_mom(skip=True)
# walk outside into new bark town
self.walk_into_new_bark_town(skip=True)
# walk to elm and do whatever he wants
self.handle_elm("totodile", skip=True)
self.new_bark_level_grind(17, skip=False)
@skippable
def skip_intro(self, stop_at_name_selection=False):
"""
Skip the game boot intro sequence.
"""
# copyright sequence
self.cry.nstep(400)
# skip the ditto sequence
self.cry.vba.press("a")
self.cry.nstep(100)
# skip the start screen
self.cry.vba.press("start")
self.cry.nstep(100)
# click "new game"
self.cry.vba.press("a", hold=50, after=1)
# skip text up to "Are you a boy? Or are you a girl?"
self.cry.text_wait()
# select "Boy"
self.cry.vba.press("a", hold=50, after=1)
# text until "What time is it?"
self.cry.text_wait()
# select 10 o'clock
self.cry.vba.press("a", hold=50, after=1)
# yes i mean it
self.cry.vba.press("a", hold=50, after=1)
# "How many minutes?" 0 min.
self.cry.vba.press("a", hold=50, after=1)
# "Who! 0 min.?" yes/no select yes
self.cry.vba.press("a", hold=50, after=1)
# read text until name selection
self.cry.text_wait()
if stop_at_name_selection:
return
# select "Chris"
self.cry.vba.press("d", hold=10, after=1)
self.cry.vba.press("a", hold=50, after=1)
def overworldcheck():
"""
A basic check for when the game starts.
"""
return self.cry.vba.memory[0xcfb1] != 0
# go until the introduction is done
self.cry.text_wait(callback=overworldcheck)
return
@skippable
def handle_mom(self):
"""
Walk to mom. Handle her speech and questions.
"""
self.cry.move("r")
self.cry.move("r")
self.cry.move("r")
self.cry.move("r")
self.cry.move("u")
self.cry.move("u")
self.cry.move("u")
self.cry.move("d")
self.cry.move("d")
# move into mom's line of sight
self.cry.move("d")
# let mom talk until "What day is it?"
self.cry.text_wait()
# "What day is it?" Sunday
self.cry.vba.press("a", hold=10) # Sunday
self.cry.text_wait()
# "SUNDAY, is it?" yes/no
self.cry.vba.press("a", hold=10) # yes
self.cry.text_wait()
# "Is it Daylight Saving Time now?" yes/no
self.cry.vba.press("a", hold=10) # yes
self.cry.text_wait()
# "AM DST, is that OK?" yes/no
self.cry.vba.press("a", hold=10) # yes
# text until "know how to use the PHONE?" yes/no
self.cry.text_wait()
# press yes
self.cry.vba.press("a", hold=10)
# wait until mom is done talking
self.cry.text_wait()
# wait until the script is done running
self.cry.wait_for_script_running()
return
@skippable
def walk_into_new_bark_town(self):
"""
Walk outside after talking with mom.
"""
self.cry.move("d")
self.cry.move("d")
self.cry.move("d")
self.cry.move("l")
self.cry.move("l")
# walk outside
self.cry.move("d")
@skippable
def handle_elm(self, starter_choice):
"""
Walk to Elm's Lab and get a starter.
"""
# walk to the lab
self.cry.move("l")
self.cry.move("l")
self.cry.move("l")
self.cry.move("l")
self.cry.move("l")
self.cry.move("l")
self.cry.move("l")
self.cry.move("u")
self.cry.move("u")
# walk into the lab
self.cry.move("u")
# talk to elm
self.cry.text_wait()
# "that I recently caught." yes/no
self.cry.vba.press("a", hold=10) # yes
# talk to elm some more
self.cry.text_wait()
# talking isn't done yet..
self.cry.text_wait()
self.cry.text_wait()
self.cry.text_wait()
# wait until the script is done running
self.cry.wait_for_script_running()
# move toward the pokeballs
self.cry.move("r")
# move to cyndaquil
self.cry.move("r")
moves = 0
if starter_choice.lower() == "cyndaquil":
moves = 0
elif starter_choice.lower() == "totodile":
moves = 1
else:
moves = 2
for each in range(0, moves):
self.cry.move("r")
# face the pokeball
self.cry.move("u")
# select it
self.cry.vba.press("a", hold=10, after=0)
# wait for the image to pop up
self.cry.text_wait()
# wait for the image to close
self.cry.text_wait()
# wait for the yes/no box
self.cry.text_wait()
# press yes
self.cry.vba.press("a", hold=10, after=0)
# wait for elm to talk a bit
self.cry.text_wait()
# TODO: why didn't that finish his talking?
self.cry.text_wait()
# give a nickname? yes/no
self.cry.vba.press("d", hold=10, after=0) # move to "no"
self.cry.vba.press("a", hold=10, after=0) # no
# TODO: why didn't this wait until he was completely done?
self.cry.text_wait()
self.cry.text_wait()
# get the phone number
self.cry.text_wait()
# talk with elm a bit more
self.cry.text_wait()
# wait until the script is done running
self.cry.wait_for_script_running()
# move down
self.cry.move("d")
self.cry.move("d")
self.cry.move("d")
self.cry.move("d")
# move into the researcher's line of sight
self.cry.move("d")
# get the potion from the person
self.cry.text_wait()
self.cry.text_wait()
# wait for the script to end
self.cry.wait_for_script_running()
self.cry.move("d")
self.cry.move("d")
self.cry.move("d")
# go outside
self.cry.move("d")
return
@skippable
def new_bark_level_grind(self, level, walk_to_grass=True):
"""
Do level grinding in New Bark.
Starting just outside of Elm's Lab, do some level grinding until the
first partymon level is equal to the given value..
"""
# walk to the grass area
if walk_to_grass:
self.new_bark_level_grind_walk_to_grass(skip=False)
last_direction = "u"
# walk around in the grass until a battle happens
while self.cry.vba.memory[0xd22d] == 0:
if last_direction == "u":
direction = "d"
else:
direction = "u"
self.cry.move(direction)
last_direction = direction
# wait for wild battle to completely start
self.cry.text_wait()
attacks = 5
while attacks > 0:
# FIGHT
self.cry.vba.press("a", hold=10, after=1)
# wait to select a move
self.cry.text_wait()
# SCRATCH
self.cry.vba.press("a", hold=10, after=1)
# wait for the move to be over
self.cry.text_wait()
hp = self.cry.get_enemy_hp()
print("enemy hp is: " + str(hp))
if hp == 0:
print("enemy hp is zero, exiting")
break
else:
print("enemy hp is: " + str(hp))
attacks = attacks - 1
while self.cry.vba.memory[0xd22d] != 0:
self.cry.vba.press("a", hold=10, after=1)
# wait for the map to finish loading
self.cry.vba.step(count=50)
# This is used to handle any additional textbox that might be up on the
# screen. The debug parameter is set to True so that max_wait is
# enabled. This might be a textbox that is still waiting around because
# of some faint during the battle. I am not completely sure why this
# happens.
self.cry.text_wait(max_wait=30, debug=True)
print("okay, back in the overworld")
cur_hp = ((self.cry.vba.memory[0xdd01] << 8) | self.cry.vba.memory[0xdd02])
move_pp = self.cry.vba.memory[0xdcf6] # move 1 pp
# if pokemon health is >20, just continue
# if move 1 PP is 0, just continue
if cur_hp > 20 and move_pp > 5 and self.cry.vba.memory[0xdcfe] < level:
self.cry.move("u")
return self.new_bark_level_grind(level, walk_to_grass=False, skip=False)
# move up
self.cry.move("u")
self.cry.move("u")
self.cry.move("u")
self.cry.move("u")
# move into new bark town
self.cry.move("r")
self.cry.move("r")
self.cry.move("r")
self.cry.move("r")
self.cry.move("r")
self.cry.move("r")
self.cry.move("r")
self.cry.move("r")
self.cry.move("r")
self.cry.move("r")
# move up
self.cry.move("u")
self.cry.move("u")
self.cry.move("u")
self.cry.move("u")
self.cry.move("u")
# move to the door
self.cry.move("r")
self.cry.move("r")
self.cry.move("r")
# walk in
self.cry.move("u")
# move up to the healing thing
self.cry.move("u")
self.cry.move("u")
self.cry.move("u")
self.cry.move("u")
self.cry.move("u")
self.cry.move("u")
self.cry.move("u")
self.cry.move("u")
self.cry.move("u")
self.cry.move("l")
self.cry.move("l")
# face it
self.cry.move("u")
# interact
self.cry.vba.press("a", hold=10, after=1)
# wait for yes/no box
self.cry.text_wait()
# press yes
self.cry.vba.press("a", hold=10, after=1)
# TODO: when is healing done?
# wait until the script is done running
self.cry.wait_for_script_running()
# wait for it to be really really done
self.cry.vba.step(count=50)
self.cry.move("r")
self.cry.move("r")
# move to the door
self.cry.move("d")
self.cry.move("d")
self.cry.move("d")
self.cry.move("d")
self.cry.move("d")
self.cry.move("d")
self.cry.move("d")
self.cry.move("d")
self.cry.move("d")
# walk out
self.cry.move("d")
# check partymon1 level
if self.cry.vba.memory[0xdcfe] < level:
self.new_bark_level_grind(level, skip=False)
else:
return
@skippable
def new_bark_level_grind_walk_to_grass(self):
"""
Move to just above the grass from outside Elm's lab.
"""
self.cry.move("d")
self.cry.move("d")
self.cry.move("l")
self.cry.move("l")
self.cry.move("d")
self.cry.move("d")
self.cry.move("l")
self.cry.move("l")
# move to route 29 past the trees
self.cry.move("l")
self.cry.move("l")
self.cry.move("l")
self.cry.move("l")
self.cry.move("l")
self.cry.move("l")
self.cry.move("l")
self.cry.move("l")
self.cry.move("l")
# move to just above the grass
self.cry.move("d")
self.cry.move("d")
self.cry.move("d")
def bootstrap(runner=None, cry=None):
"""
Setup the initial game and return the state. This skips the intro and
performs some other actions to get the game to a reasonable starting state.
"""
if not runner:
runner = SpeedRunner(cry=cry)
runner.setup()
# skip=False means always run the skip_intro function regardless of the
# presence of a saved after state.
runner.skip_intro(skip=True)
# keep a reference of the current state
state = runner.cry.vba.state
runner.cry.vba.shutdown()
return state
def main():
"""
Setup a basic ``SpeedRunner`` instance and then run the runner.
"""
runner = SpeedRunner()
runner.setup()
return runner.main()
if __name__ == "__main__":
main()
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