remove some experimental methods

These methods weren't needed. Turns out the problem was frameskip, these
were just other attempts to try to do movement and text waiting.
This commit is contained in:
Bryan Bishop
2013-09-07 23:38:29 -05:00
parent 92a4be1776
commit eb669fb19a

56
vba.py
View File

@@ -757,36 +757,6 @@ class crystal:
Just a simple namespace to store a bunch of functions for Pokémon Crystal.
"""
@staticmethod
def better_text_wait(limit=500):
"""
Try to get out of text.
"""
done = False
while not done:
if limit == 0:
raise Exception("limit reached")
press("a", holdsteps=10, aftersteps=1)
stack = get_stack()
# PrintLetterDelay
pld = range(0x313d, 0x318c)
delayframes = range(0x468, 0x46f)
if any([address in stack for address in [0xaef] + pld + delayframes + range(0xa35, 0xa46)]):
press("a", holdsteps=10, aftersteps=1)
else:
print str([hex(x) for x in stack])
break
limit = limit - 1
print "limit is: " + str(limit)
@staticmethod
def text_wait(step_size=1, max_wait=200, sfx_limit=0, debug=False, callback=None):
"""
@@ -1170,32 +1140,6 @@ class crystal:
nstep(10)
memory = get_memory()
@staticmethod
def bad_move_d042(cmd, limit=1000):
"""
Move until not moving.
"""
press(cmd, holdsteps=10, aftersteps=0)
press([])
# still standing? probably at a wall or something.
if get_memory()[0xd042] == 0x3e:
return
counter = 0
# this doesn't work because sometimes 0xd042 happens more/less times
while counter <= 6:
# check MovementAnimation
if get_memory()[0xd042] != 0x3e:
print "0xd042 is not 0x3e"
counter += 1
# make the emulator state advance one frame or w/e
step()
print "counter: " + str(counter)
class TestEmulator(unittest.TestCase):
try:
state = load_state("cheating-12")