mirror of https://github.com/pret/pokecrystal.git
commit
aee96a5cf7
|
@ -1,6 +1,6 @@
|
|||
# -*- coding: utf-8 -*-
|
||||
"""
|
||||
Finds shared functions between red/crystal.
|
||||
Find shared functions between red/crystal.
|
||||
"""
|
||||
|
||||
from crystal import (
|
||||
|
@ -18,13 +18,13 @@ from romstr import (
|
|||
|
||||
def load_rom(path):
|
||||
"""
|
||||
Loads a ROM file into an abbreviated RomStr object.
|
||||
Load a ROM file into an abbreviated RomStr object.
|
||||
"""
|
||||
return direct_load_rom(filename=path)
|
||||
|
||||
def load_asm(path):
|
||||
"""
|
||||
Loads source ASM into an abbreviated AsmList object.
|
||||
Load source ASM into an abbreviated AsmList object.
|
||||
"""
|
||||
return direct_load_asm(filename=path)
|
||||
|
||||
|
@ -63,7 +63,8 @@ found_blobs = []
|
|||
|
||||
class BinaryBlob(object):
|
||||
"""
|
||||
Stores a label, line number, and addresses of a function from Pokémon Red.
|
||||
Store a label, line number, and addresses of a function from Pokémon Red.
|
||||
|
||||
These details can be used to determine whether or not the function was
|
||||
copied into Pokémon Crystal.
|
||||
"""
|
||||
|
@ -128,7 +129,7 @@ class BinaryBlob(object):
|
|||
|
||||
def parse_from_red(self):
|
||||
"""
|
||||
Reads bytes from Pokémon Red and stores them.
|
||||
Read bytes from Pokémon Red and stores them.
|
||||
"""
|
||||
|
||||
self.bytes = redrom[self.start_address : self.end_address + 1]
|
||||
|
@ -146,7 +147,7 @@ class BinaryBlob(object):
|
|||
|
||||
def find_in_crystal(self):
|
||||
"""
|
||||
Checks whether or not the bytes appear in Pokémon Crystal.
|
||||
Check whether or not the bytes appear in Pokémon Crystal.
|
||||
"""
|
||||
|
||||
finditer = findall_iter(self.bytes, cryrom)
|
||||
|
@ -160,7 +161,7 @@ class BinaryBlob(object):
|
|||
|
||||
def find_by_first_bytes(self):
|
||||
"""
|
||||
Finds this blob in Crystal based on the first n bytes.
|
||||
Find this blob in Crystal based on the first n bytes.
|
||||
"""
|
||||
|
||||
# how many bytes to match
|
||||
|
@ -194,7 +195,7 @@ redsrc = load_asm(pokered_src_path)
|
|||
|
||||
def scan_red_asm(bank_stop=3, debug=True):
|
||||
"""
|
||||
Scans the ASM from Pokémon Red. Finds labels and objects. Does things.
|
||||
Scan the ASM from Pokémon Red. Finds labels and objects. Does things.
|
||||
|
||||
Uses get_label_from_line and get_address_from_line_comment.
|
||||
"""
|
||||
|
|
|
@ -13,6 +13,11 @@ if not hasattr(json, "read"):
|
|||
json.read = json.loads
|
||||
|
||||
def load_rom(filename="../baserom.gbc"):
|
||||
"""
|
||||
Load the specified rom.
|
||||
|
||||
If no rom is given, load "../baserom.gbc".
|
||||
"""
|
||||
global rom
|
||||
rom = bytearray(open(filename,'rb').read())
|
||||
return rom
|
||||
|
@ -557,6 +562,11 @@ call_commands = [0xdc, 0xd4, 0xc4, 0xcc, 0xcd]
|
|||
|
||||
all_labels = {}
|
||||
def load_labels(filename="labels.json"):
|
||||
"""
|
||||
Load labels from specified file.
|
||||
|
||||
If no filename is given, loads 'labels.json'.
|
||||
"""
|
||||
global all_labels
|
||||
|
||||
# don't re-load labels each time
|
||||
|
@ -588,21 +598,28 @@ def find_label(local_address, bank_id=0):
|
|||
return None
|
||||
|
||||
def asm_label(address):
|
||||
# why using a random value when you can use the address?
|
||||
"""
|
||||
Return the ASM label using the address.
|
||||
"""
|
||||
|
||||
return ".ASM_" + hex(address)[2:]
|
||||
|
||||
def output_bank_opcodes(original_offset, max_byte_count=0x4000, include_last_address=True, stop_at=[], debug = False):
|
||||
#fs = current_address
|
||||
#b = bank_byte
|
||||
#in = input_data -- rom
|
||||
#bank_size = byte_count
|
||||
#i = offset
|
||||
#ad = end_address
|
||||
#a, oa = current_byte_number
|
||||
def output_bank_opcodes(original_offset, max_byte_count=0x4000, include_last_address=True, stop_at=[], debug=False):
|
||||
"""
|
||||
Output bank opcodes.
|
||||
|
||||
# stop_at can be used to supply a list of addresses to not disassemble
|
||||
# over. This is useful if you know in advance that there are a lot of
|
||||
# fall-throughs.
|
||||
fs = current_address
|
||||
b = bank_byte
|
||||
in = input_data -- rom
|
||||
bank_size = byte_count
|
||||
i = offset
|
||||
ad = end_address
|
||||
a, oa = current_byte_number
|
||||
|
||||
stop_at can be used to supply a list of addresses to not disassemble
|
||||
over. This is useful if you know in advance that there are a lot of
|
||||
fall-throughs.
|
||||
"""
|
||||
|
||||
load_labels()
|
||||
load_rom()
|
||||
|
@ -851,8 +868,9 @@ def output_bank_opcodes(original_offset, max_byte_count=0x4000, include_last_add
|
|||
|
||||
def has_outstanding_labels(byte_labels):
|
||||
"""
|
||||
If a label is used once in the asm output, then that means it has to be
|
||||
called or specified later.
|
||||
Check whether a label is used once in the asm output.
|
||||
|
||||
If so, then that means it has to be called or specified later.
|
||||
"""
|
||||
for label_line in byte_labels.keys():
|
||||
real_line = byte_labels[label_line]
|
||||
|
|
2514
extras/gfx.py
2514
extras/gfx.py
File diff suppressed because it is too large
Load Diff
|
@ -1,6 +1,11 @@
|
|||
import gfx
|
||||
|
||||
def rip_sprites_from_bank(bank, offset=0):
|
||||
"""
|
||||
Rips sprites from specified bank.
|
||||
|
||||
Sprites are 4x4.
|
||||
"""
|
||||
file_handler = open("../gfx/overworld/bank" + str(hex(bank))[2:] + ".asm", "w")
|
||||
for sprite in range(0 + offset, 256 + offset):
|
||||
filename = "../gfx/overworld/" + str(sprite).zfill(3) + ".2bpp"
|
||||
|
@ -10,4 +15,4 @@ def rip_sprites_from_bank(bank, offset=0):
|
|||
file_handler.close()
|
||||
|
||||
rip_sprites_from_bank(0x30)
|
||||
rip_sprites_from_bank(0x31, offset=256)
|
||||
rip_sprites_from_bank(0x31, offset=256)
|
||||
|
|
|
@ -50,7 +50,7 @@ class RomStr(str):
|
|||
@classmethod
|
||||
def load(cls, filename=None, crystal=True, red=False):
|
||||
"""
|
||||
Loads a ROM into a RomStr.
|
||||
Load a ROM into a RomStr.
|
||||
"""
|
||||
if crystal and not red and not filename:
|
||||
file_handler = open("../baserom.gbc", "r")
|
||||
|
@ -66,8 +66,10 @@ class RomStr(str):
|
|||
|
||||
def load_labels(self, filename="labels.json"):
|
||||
"""
|
||||
Loads labels from labels.json, or parses the source code file and
|
||||
generates new labels.
|
||||
Loads labels from labels.json.
|
||||
|
||||
(Or parses the source code file and
|
||||
generates new labels.)
|
||||
"""
|
||||
filename = os.path.join(os.path.dirname(__file__), filename)
|
||||
|
||||
|
@ -114,8 +116,9 @@ class RomStr(str):
|
|||
|
||||
def get_address_for(self, label):
|
||||
"""
|
||||
Returns the address of a label. This is slow and could be improved
|
||||
dramatically.
|
||||
Return the address of a label.
|
||||
|
||||
This is slow and could be improved dramatically.
|
||||
"""
|
||||
label = str(label)
|
||||
for address in self.labels.keys():
|
||||
|
@ -137,7 +140,7 @@ class RomStr(str):
|
|||
|
||||
def interval(self, offset, length, strings=True, debug=True):
|
||||
"""
|
||||
returns hex values for the rom starting at offset until offset+length
|
||||
Return hex values for the rom starting at offset until offset+length.
|
||||
"""
|
||||
returnable = []
|
||||
for byte in self[offset:offset+length]:
|
||||
|
@ -149,16 +152,17 @@ class RomStr(str):
|
|||
|
||||
def until(self, offset, byte, strings=True, debug=False):
|
||||
"""
|
||||
Returns hex values from rom starting at offset until the given byte.
|
||||
Return hex values from rom starting at offset until the given byte.
|
||||
"""
|
||||
return self.interval(offset, self.find(chr(byte), offset) - offset, strings=strings)
|
||||
|
||||
def to_asm(self, address, end_address=None, size=None, max_size=0x4000, debug=None):
|
||||
"""
|
||||
Disassembles ASM at some address. This will stop disassembling when
|
||||
either the end_address or size is met. Also, there's a maximum size
|
||||
that will be parsed, so that large patches of data aren't parsed as
|
||||
code.
|
||||
Disassemble ASM at some address.
|
||||
|
||||
This will stop disassembling when either the end_address or size is
|
||||
met. Also, there's a maximum size that will be parsed, so that large
|
||||
patches of data aren't parsed as code.
|
||||
"""
|
||||
if type(address) in [str, unicode] and "0x" in address:
|
||||
address = int(address, 16)
|
||||
|
|
126
extras/vba.py
126
extras/vba.py
|
@ -6,13 +6,15 @@ vba-clojure (but really it's jython/python/jvm)
|
|||
This is jython, not python. Use jython to run this file. Before running this
|
||||
file, some of the dependencies need to be constructed. These can be obtained
|
||||
from the vba-clojure project.
|
||||
sudo apt-get install g++ libtool openjdk-6-jre openjdk-6-jdk libsdl1.2-dev ant jython
|
||||
sudo apt-get install g++ libtool openjdk-6-jre openjdk-6-jdk libsdl1.2-dev mercurial ant autoconf jython
|
||||
|
||||
export JAVA_INCLUDE_PATH=/usr/lib/jvm/java-6-openjdk-amd64/include/
|
||||
export JAVA_INCLUDE_PATH2=/usr/lib/jvm/java-6-openjdk-amd64/include/
|
||||
|
||||
hg clone http://hg.bortreb.com/vba-clojure
|
||||
cd vba-clojure/java/
|
||||
cd vba-clojure/
|
||||
./dl-libs.sh
|
||||
cd java/
|
||||
ant all
|
||||
cd ..
|
||||
autoreconf -i
|
||||
|
@ -28,6 +30,9 @@ Make sure vba-clojure is available within "java.library.path":
|
|||
$HOME/local/vba-clojure/vba-clojure/src/clojure/.libs/libvba.so.0.0.0 \
|
||||
/usr/lib/jni/libvba.so
|
||||
|
||||
(In the above command, substitute the first path with the path of the vba-clojure
|
||||
directory you made, if it is different.)
|
||||
|
||||
Also make sure VisualBoyAdvance.cfg is somewhere in the $PATH for VBA to find.
|
||||
A default configuration is provided in vba-clojure under src/.
|
||||
|
||||
|
@ -114,15 +119,19 @@ 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 and linked from this location.
|
||||
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")
|
||||
|
||||
class RomList(list):
|
||||
|
||||
"""
|
||||
Simple wrapper to prevent a giant rom from being shown on screen.
|
||||
"""
|
||||
|
||||
def __init__(self, *args, **kwargs):
|
||||
list.__init__(self, *args, **kwargs)
|
||||
|
||||
|
@ -150,8 +159,9 @@ 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. This is used when sending
|
||||
a keypress to the emulator.
|
||||
Combines multiple button presses into an integer.
|
||||
|
||||
This is used when sending a keypress to the emulator.
|
||||
"""
|
||||
result = 0
|
||||
|
||||
|
@ -186,8 +196,9 @@ def button_combiner(buttons):
|
|||
|
||||
def load_rom(path=None):
|
||||
"""
|
||||
Starts the emulator with a certain ROM. Defaults to rom_path if no
|
||||
parameters are given.
|
||||
Starts the emulator with a certain ROM.
|
||||
|
||||
Defaults to rom_path if no parameters are given.
|
||||
"""
|
||||
if path == None:
|
||||
path = rom_path
|
||||
|
@ -204,8 +215,9 @@ def load_rom(path=None):
|
|||
|
||||
def shutdown():
|
||||
"""
|
||||
Stops the emulator. Closes the window. The "opposite" of this is the
|
||||
load_rom function.
|
||||
Stops the emulator. Closes the window.
|
||||
|
||||
The "opposite" of this is the load_rom function.
|
||||
"""
|
||||
Gb.shutdown()
|
||||
|
||||
|
@ -239,8 +251,9 @@ def translate_chars(charz):
|
|||
|
||||
def _create_byte_buffer(data):
|
||||
"""
|
||||
Converts data into a ByteBuffer. This is useful for interfacing with the Gb
|
||||
class.
|
||||
Converts data into a ByteBuffer.
|
||||
|
||||
This is useful for interfacing with the Gb class.
|
||||
"""
|
||||
buf = ByteBuffer.allocateDirect(len(data))
|
||||
if isinstance(data[0], int):
|
||||
|
@ -253,9 +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))
|
||||
|
@ -274,7 +289,9 @@ def get_state():
|
|||
|
||||
def save_state(name, state=None, override=False):
|
||||
"""
|
||||
Saves the given state to save_state_path. The file format must be ".sav"
|
||||
Saves the given state to save_state_path.
|
||||
|
||||
The file format must be ".sav"
|
||||
(and this will be appended to your string if necessary).
|
||||
"""
|
||||
if state == None:
|
||||
|
@ -296,7 +313,9 @@ def save_state(name, state=None, override=False):
|
|||
|
||||
def load_state(name):
|
||||
"""
|
||||
Reads a state from file based on name. Looks in save_state_path for a file
|
||||
Reads a state from file based on name.
|
||||
|
||||
Looks in save_state_path for a file
|
||||
with this name (".sav" is optional).
|
||||
"""
|
||||
save_path = os.path.join(save_state_path, name)
|
||||
|
@ -321,8 +340,9 @@ def generate_root():
|
|||
|
||||
def get_root():
|
||||
"""
|
||||
Loads the root state, or restarts the emulator and creates a new root
|
||||
state.
|
||||
Loads the root state.
|
||||
|
||||
(Or restarts the emulator and creates a new root state.)
|
||||
"""
|
||||
try:
|
||||
root = load_state("root")
|
||||
|
@ -377,15 +397,17 @@ def get_memory():
|
|||
|
||||
def set_memory(memory):
|
||||
"""
|
||||
Sets memory in the emulator. Use get_memory() to retrieve the current
|
||||
state.
|
||||
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. Broken, probably. Use
|
||||
screenshot() instead.
|
||||
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"
|
||||
" screenshot() instead.\n")
|
||||
|
@ -396,9 +418,10 @@ 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. Default is to save it to screenshots/
|
||||
under the project.
|
||||
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/")
|
||||
filename = os.path.join(screenshots_path, filename)
|
||||
|
@ -430,14 +453,18 @@ 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 the memory from the emulator.
|
||||
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. Use steplimit to say for how many steps you want to press
|
||||
Press a button.
|
||||
|
||||
Use steplimit to say for how many steps you want to press
|
||||
the button (try leaving it at the default, 1).
|
||||
"""
|
||||
if hasattr(buttons, "__len__"):
|
||||
|
@ -456,7 +483,9 @@ def press(buttons, holdsteps=1, aftersteps=1):
|
|||
|
||||
def get_buttons():
|
||||
"""
|
||||
Returns the currentButtons[0] value (an integer with bits set for which
|
||||
Returns the currentButtons[0] value
|
||||
|
||||
(an integer with bits set for which
|
||||
buttons are currently pressed).
|
||||
"""
|
||||
return Gb.getCurrentButtons()
|
||||
|
@ -708,6 +737,7 @@ class cheats:
|
|||
Gb.cheatAddGameshark(code, description)
|
||||
|
||||
class crystal:
|
||||
|
||||
"""
|
||||
Just a simple namespace to store a bunch of functions for Pokémon Crystal.
|
||||
"""
|
||||
|
@ -715,8 +745,7 @@ class crystal:
|
|||
@staticmethod
|
||||
def text_wait(step_size=10, max_wait=500):
|
||||
"""
|
||||
Watches for a sign that text is done being drawn to screen, then
|
||||
presses the "A" button.
|
||||
Presses the "A" button when text is done being drawn to screen.
|
||||
|
||||
:param step_size: number of steps per wait loop
|
||||
:param max_wait: number of wait loops to perform
|
||||
|
@ -744,10 +773,12 @@ 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 is desired.
|
||||
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)
|
||||
set_memory_at(0xC2FB, 0)
|
||||
|
@ -761,8 +792,9 @@ class crystal:
|
|||
@staticmethod
|
||||
def nstep(steplimit=500):
|
||||
"""
|
||||
Steps the CPU forward and calls some functions in between each step,
|
||||
like to manipulate memory. This is pretty slow.
|
||||
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()
|
||||
|
@ -806,6 +838,7 @@ class crystal:
|
|||
def get_xy():
|
||||
"""
|
||||
(x, y) coordinates of player on map.
|
||||
|
||||
Relative to top-left corner of map.
|
||||
"""
|
||||
x = get_memory_at(0xdcb8)
|
||||
|
@ -815,9 +848,10 @@ 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 certain pokemon
|
||||
with fly or another skill.
|
||||
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.
|
||||
"""
|
||||
|
@ -902,8 +936,9 @@ class crystal:
|
|||
@staticmethod
|
||||
def get_text():
|
||||
"""
|
||||
Returns alphanumeric text on the screen. Other characters will not be
|
||||
shown.
|
||||
Returns alphanumeric text on the screen.
|
||||
|
||||
Other characters will not be shown.
|
||||
"""
|
||||
output = ""
|
||||
tiles = get_memory_range(0xc4a0, 1000)
|
||||
|
@ -942,8 +977,9 @@ class crystal:
|
|||
@staticmethod
|
||||
def write(something="TrAiNeR"):
|
||||
"""
|
||||
Uses a planning algorithm to type out a word in the most efficient way
|
||||
possible.
|
||||
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])
|
||||
|
|
|
@ -26,8 +26,10 @@ def main():
|
|||
|
||||
def skippable(func):
|
||||
"""
|
||||
Makes a function skippable by saving the state before and after the
|
||||
function runs. Pass "skip=True" to the function to load the previous save
|
||||
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):
|
||||
|
@ -433,6 +435,8 @@ def handle_elm(starter_choice):
|
|||
@skippable
|
||||
def new_bark_level_grind(level):
|
||||
"""
|
||||
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..
|
||||
"""
|
||||
|
|
Loading…
Reference in New Issue