switch vba.crystal to have instance methods

This commit is contained in:
Bryan Bishop 2013-09-21 21:24:38 -05:00
parent 8ca4bcf37e
commit 7fdf53f162

View File

@ -23,20 +23,10 @@ from pokemontools.map_names import (
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
@ -46,13 +36,26 @@ def translate_chars(charz):
result += chars[each]
return result
class crystal:
class crystal(object):
"""
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.
"""
@staticmethod
def call(bank, address, vba=vba, registers=registers):
def __init__(self):
"""
Launch the VBA controller.
"""
self.config = configuration.Config()
self.vba = vba_wrapper.VBA(self.config.rom_path)
self.registers = vba_wrapper.core.registers.Registers(self.vba)
if not os.path.exists(rom_path):
raise Exception("rom_path is not configured properly; edit vba_config.py? " + str(rom_path))
def call(self, bank, address):
"""
Jumps into a function at a certain address.
@ -60,49 +63,47 @@ class crystal:
string printed to the screen.
"""
push = [
registers.pc,
registers.hl,
registers.de,
registers.bc,
registers.af,
self.registers.pc,
self.registers.hl,
self.registers.de,
self.registers.bc,
self.registers.af,
0x3bb7,
]
for value in push:
registers.sp -= 2
vba.write_memory_at(registers.sp + 1, value >> 8)
vba.write_memory_at(registers.sp, value & 0xFF)
if list(vba.memory[registers.sp : registers.sp + 2]) != [value & 0xFF, value >> 8]:
self.registers.sp -= 2
self.vba.write_memory_at(registers.sp + 1, value >> 8)
self.vba.write_memory_at(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(vba.memory[registers.sp : registers.sp + 2]))
print "wrong value at " + hex(registers.sp) + " expected " + hex(value) + " but got " + hex(vba.read_memory_at(registers.sp))
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:
registers["af"] = (bank << 8) | (registers["af"] & 0xFF)
registers["hl"] = address
registers["pc"] = 0x2d63 # FarJump
self.registers["af"] = (bank << 8) | (self.registers["af"] & 0xFF)
self.registers["hl"] = address
self.registers["pc"] = 0x2d63 # FarJump
else:
registers["pc"] = address
self.registers["pc"] = address
@staticmethod
def get_stack(vba=vba, registers=registers):
def get_stack(self):
"""
Return a list of functions on the stack.
"""
addresses = []
sp = registers.sp
sp = self.registers.sp
for x in range(0, 11):
sp = sp - (2 * x)
hi = vba.read_memory_at(sp + 1)
lo = vba.read_memory_at(sp)
hi = self.vba.read_memory_at(sp + 1)
lo = self.vba.read_memory_at(sp)
address = ((hi << 8) | lo)
addresses.append(address)
return addresses
@staticmethod
def text_wait(step_size=1, max_wait=200, sfx_limit=0, debug=False, callback=None):
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.
@ -119,22 +120,22 @@ class crystal:
:param max_wait: number of wait loops to perform
"""
while max_wait > 0:
hi = vba.read_memory_at(registers.sp + 1)
lo = vba.read_memory_at(registers.sp)
hi = self.vba.read_memory_at(registers.sp + 1)
lo = self.vba.read_memory_at(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
vba.write_memory_at(0xc2bf, 0)
self.vba.write_memory_at(0xc2bf, 0)
vba.press("a", hold=10, after=1)
self.vba.press("a", hold=10, after=1)
# check if CurSFX is SFX_READ_TEXT_2
if vba.read_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
@ -145,7 +146,7 @@ class crystal:
break
else:
stack = crystal.get_stack()
stack = self.get_stack()
# yes/no box or the name selection box
if address in range(0xa46, 0xaaf):
@ -164,7 +165,7 @@ class crystal:
break
else:
vba.step(count=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
@ -187,17 +188,15 @@ class crystal:
if max_wait == 0:
print "max_wait was hit"
@staticmethod
def walk_through_walls_slow():
memory = vba.memory
def walk_through_walls_slow(self):
memory = self.vba.memory
memory[0xC2FA] = 0
memory[0xC2FB] = 0
memory[0xC2FC] = 0
memory[0xC2FD] = 0
vba.memory = memory
self.vba.memory = memory
@staticmethod
def walk_through_walls():
def walk_through_walls(self):
"""
Lets the player walk all over the map.
@ -206,73 +205,65 @@ class crystal:
to be executed each step/tick if continuous walk-through-walls
is desired.
"""
vba.write_memory_at(0xC2FA, 0)
vba.write_memory_at(0xC2FB, 0)
vba.write_memory_at(0xC2FC, 0)
vba.write_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):
# 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)
vba.step()
self.vba.step()
@staticmethod
def disable_triggers():
vba.write_memory_at(0x23c4, 0xAF)
vba.write_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():
vba.write_memory_at(0x23f2, 0xAF)
vba.write_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 vba.read_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 vba.read_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 = vba.read_memory_at(0xdcb8)
y = vba.read_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.
@ -281,38 +272,34 @@ class crystal:
This probably works on other menus.
"""
vba.write_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 (vba.read_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 vba.read_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.
"""
vba.write_memory_at(0xDCA5, 0xFF)
vba.write_memory_at(0xDCA6, 0xFF)
vba.write_memory_at(0xDCA7, 0xFF)
vba.write_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 = vba.read_memory_at(0xD472)
gender = self.vba.read_memory_at(0xD472)
if gender == 0:
return "male"
elif gender == 1:
@ -320,54 +307,49 @@ 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 = vba.memory[0xD47D: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):
vba.write_memory_at(0xdcb5, map_group_id)
vba.write_memory_at(0xdcb6, map_id)
vba.write_memory_at(0xdcb7, y)
vba.write_memory_at(0xdcb8, x)
vba.write_memory_at(0xd001, 0xFF)
vba.write_memory_at(0xff9f, 0xF1)
vba.write_memory_at(0xd432, 1)
vba.write_memory_at(0xd434, 0 & 251)
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)
@staticmethod
def warp_pokecenter():
crystal.warp(1, 1, 3, 3)
crystal.nstep(200)
def warp_pokecenter(self):
self.warp(1, 1, 3, 3)
self.nstep(200)
@staticmethod
def masterballs():
def masterballs(self):
# masterball
vba.write_memory_at(0xd8d8, 1)
vba.write_memory_at(0xd8d9, 99)
self.vba.write_memory_at(0xd8d8, 1)
self.vba.write_memory_at(0xd8d9, 99)
# ultraball
vba.write_memory_at(0xd8da, 2)
vba.write_memory_at(0xd8db, 99)
self.vba.write_memory_at(0xd8da, 2)
self.vba.write_memory_at(0xd8db, 99)
# pokeballs
vba.write_memory_at(0xd8dc, 5)
vba.write_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 = vba.memory[0xc4a0:0xc4a0 + 1000]
tiles = self.vba.memory[0xc4a0:0xc4a0 + 1000]
for each in tiles:
if each in chars.keys():
thing = chars[each]
@ -390,32 +372,29 @@ class crystal:
return output
@staticmethod
def keyboard_apply(button_sequence):
def keyboard_apply(self, button_sequence):
"""
Applies a sequence of buttons to the on-screen keyboard.
"""
for buttons in button_sequence:
vba.press(buttons)
vba.step(count=2)
vba.press([])
self.vba.press(buttons)
self.vba.step(count=2)
self.vba.press([])
@staticmethod
def write(something="TrAiNeR"):
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.keyboard_apply([[x] for x in button_sequence])
@staticmethod
def set_partymon2():
def set_partymon2(self):
"""
This causes corruption, so it's not working yet.
"""
memory = vba.memory
memory = self.vba.memory
memory[0xdcd7] = 2
memory[0xdcd9] = 0x7
@ -449,19 +428,18 @@ class crystal:
memory[0xdd33] = 0x10
memory[0xdd34] = 0x40
vba.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 vba.read_memory_at(0xd438) != 255:
if self.vba.read_memory_at(0xd438) != 255:
print "script is done executing"
return
else:
vba.step()
self.vba.step()
if debug:
limit = limit - 1
@ -469,20 +447,19 @@ class crystal:
if limit == 0:
print "limit ran out"
@staticmethod
def move(cmd):
def move(self, cmd):
"""
Attempt to move the player.
"""
vba.press(cmd, hold=10, after=0)
vba.press([])
self.vba.press(cmd, hold=10, after=0)
self.vba.press([])
memory = vba.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:
vba.step(count=10)
memory = vba.memory
self.vba.step(count=10)
memory = self.vba.memory
class TestEmulator(unittest.TestCase):
def test_PlaceString(self):