remove extra whitespace in extras/vba.py

This commit is contained in:
Bryan Bishop 2013-06-25 23:23:44 -05:00
parent aade38c733
commit 28268df40e
1 changed files with 47 additions and 47 deletions

View File

@ -119,9 +119,9 @@ if not os.path.exists(rom_path):
def _check_java_library_path():
"""
Returns the value of java.library.path.
The vba-clojure library must be compiled
Returns the value of java.library.path.
The vba-clojure library must be compiled
and linked from this location.
"""
return System.getProperty("java.library.path")
@ -159,8 +159,8 @@ a, b, r, l, u, d, select, start, restart = "a", "b", "r", "l", "u", "d", "select
def button_combiner(buttons):
"""
Combines multiple button presses into an integer.
Combines multiple button presses into an integer.
This is used when sending a keypress to the emulator.
"""
result = 0
@ -196,8 +196,8 @@ def button_combiner(buttons):
def load_rom(path=None):
"""
Starts the emulator with a certain ROM.
Starts the emulator with a certain ROM.
Defaults to rom_path if no parameters are given.
"""
if path == None:
@ -215,8 +215,8 @@ def load_rom(path=None):
def shutdown():
"""
Stops the emulator. Closes the window.
Stops the emulator. Closes the window.
The "opposite" of this is the load_rom function.
"""
Gb.shutdown()
@ -251,8 +251,8 @@ def translate_chars(charz):
def _create_byte_buffer(data):
"""
Converts data into a ByteBuffer.
Converts data into a ByteBuffer.
This is useful for interfacing with the Gb class.
"""
buf = ByteBuffer.allocateDirect(len(data))
@ -266,11 +266,11 @@ def _create_byte_buffer(data):
def set_state(state, do_step=False):
"""
Injects the given state into the emulator.
Use do_step if you want to call step(), which also allows
SDL to render the latest frame. Note that the default is to
not step, and that the screen (if it is enabled) will appear
Injects the given state into the emulator.
Use do_step if you want to call step(), which also allows
SDL to render the latest frame. Note that the default is to
not step, and that the screen (if it is enabled) will appear
as if it still has the last state loaded. This is normal.
"""
Gb.loadState(_create_byte_buffer(state))
@ -289,8 +289,8 @@ def get_state():
def save_state(name, state=None, override=False):
"""
Saves the given state to save_state_path.
Saves the given state to save_state_path.
The file format must be ".sav"
(and this will be appended to your string if necessary).
"""
@ -313,8 +313,8 @@ def save_state(name, state=None, override=False):
def load_state(name):
"""
Reads a state from file based on name.
Reads a state from file based on name.
Looks in save_state_path for a file
with this name (".sav" is optional).
"""
@ -340,8 +340,8 @@ def generate_root():
def get_root():
"""
Loads the root state.
Loads the root state.
(Or restarts the emulator and creates a new root state.)
"""
try:
@ -397,16 +397,16 @@ def get_memory():
def set_memory(memory):
"""
Sets memory in the emulator.
Sets memory in the emulator.
Use get_memory() to retrieve the current state.
"""
Gb.writeMemory(memory)
def get_pixels():
"""
Returns a list of pixels on the screen display.
Returns a list of pixels on the screen display.
Broken, probably. Use screenshot() instead.
"""
sys.stderr.write("ERROR: seems to be broken on VBA's end? Good luck. Use"
@ -418,9 +418,9 @@ def get_pixels():
def screenshot(filename, literal=False):
"""
Saves a PNG screenshot to the file at filename.
Use literal if you want to store it in the current directory.
Saves a PNG screenshot to the file at filename.
Use literal if you want to store it in the current directory.
Default is to save it to screenshots/ under the project.
"""
screenshots_path = os.path.join(project_path, "screenshots/")
@ -453,17 +453,17 @@ def get_memory_range(start_address, byte_count):
def set_memory_at(address, value):
"""
Sets a byte at a certain address in memory.
This directly sets the memory instead of copying
Sets a byte at a certain address in memory.
This directly sets the memory instead of copying
the memory from the emulator.
"""
Gb.setMemoryAt(address, value)
def press(buttons, holdsteps=1, aftersteps=1):
"""
Press a button.
Press a button.
Use steplimit to say for how many steps you want to press
the button (try leaving it at the default, 1).
"""
@ -483,8 +483,8 @@ def press(buttons, holdsteps=1, aftersteps=1):
def get_buttons():
"""
Returns the currentButtons[0] value
Returns the currentButtons[0] value
(an integer with bits set for which
buttons are currently pressed).
"""
@ -773,11 +773,11 @@ class crystal:
@staticmethod
def walk_through_walls():
"""
Lets the player walk all over the map.
These values are probably reset by some of the map/collision
functions when you move on to a new location, so this needs
to be executed each step/tick if continuous walk-through-walls
Lets the player walk all over the map.
These values are probably reset by some of the map/collision
functions when you move on to a new location, so this needs
to be executed each step/tick if continuous walk-through-walls
is desired.
"""
set_memory_at(0xC2FA, 0)
@ -793,7 +793,7 @@ class crystal:
def nstep(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):
@ -848,9 +848,9 @@ class crystal:
@staticmethod
def menu_select(id=1):
"""
Sets the cursor to the given pokemon in the player's party.
This is under Start -> PKMN. This is useful for selecting a
Sets the cursor to the given pokemon in the player's party.
This is under Start -> PKMN. This is useful for selecting a
certain pokemon with fly or another skill.
This probably works on other menus.
@ -936,8 +936,8 @@ class crystal:
@staticmethod
def get_text():
"""
Returns alphanumeric text on the screen.
Returns alphanumeric text on the screen.
Other characters will not be shown.
"""
output = ""