pokecrystal-board/extras/vba.py

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#!/usr/bin/jython
# -*- encoding: utf-8 -*-
"""
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.
hg clone http://hg.bortreb.com/vba-clojure
cd vba-clojure/java/
ant all
cd ..
autoreconf -i
./configure
make
sudo make install
Make sure vba-clojure bindings are in $CLASSPATH:
export CLASSPATH=$CLASSPATH:java/dist/gb-bindings.jar
Make sure vba-clojure is available within "java.library.path":
sudo ln -s \
$HOME/local/vba-clojure/vba-clojure/src/clojure/.libs/libvba.so.0.0.0 \
/usr/lib/jni/libvba.so
Also make sure VisualBoyAdvance.cfg is somewhere in the $PATH for VBA to find.
A default configuration is provided in vba-clojure under src/.
Usage (in jython, not python):
import vba
# activate the laser beam
vba.load_rom("/path/to/baserom.gbc")
# make the emulator eat some instructions
vba.nstep(300)
# save the state because we're paranoid
copyrights = vba.get_state()
# or ...
vba.save_state("copyrights")
# >>> vba.load_state("copyrights") == copyrights
# True
# play for a while, then press F12
vba.run()
# let's save the game again
vba.save_state("unknown-delete-me")
# and let's go back to the other state
vba.set_state(copyrights)
# or why not the other way around?
vba.set_state(vba.load_state("unknown-delete-me"))
vba.get_memory_at(0xDCDA)
vba.set_memory_at(0xDCDB, 0xFF)
vba.get_memory_range(0xDCDA, 10)
TOOD:
[ ] set a specific register
[ ] get a specific register
[ ] breakpoints
[ ] vgm stuff
[ ] gbz80disasm integration
[ ] pokecrystal.extras integration
"""
import os
import sys
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import re
from array import array
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import string
# for converting bytes to readable text
from chars import chars
from map_names import map_names
# for _check_java_library_path
from java.lang import System
# for passing states to the emulator
from java.nio import ByteBuffer
# For getRegisters and other times we have to pass a java int array to a
# function.
import jarray
# load in the vba-clojure bindings
import com.aurellem.gb.Gb as Gb
# load the vba-clojure library
Gb.loadVBA()
# by default we assume the user has things in their $HOME
home = os.path.expanduser("~") # or System.getProperty("user.home")
# and that the pokecrystal project folder is in there somewhere
project_path = os.path.join(home, os.path.join("code", "pokecrystal"))
# save states are in ~/code/pokecrystal/save-states/
save_state_path = os.path.join(project_path, "save-states")
# where is your rom?
rom_path = os.path.join(project_path, "baserom.gbc")
def _check_java_library_path():
"""
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)
def __repr__(self):
"""
Simplifies this object so that the output doesn't overflow stdout.
"""
return "RomList(too long)"
button_masks = {
"a": 0x0001,
"b": 0x0002,
"r": 0x0010,
"l": 0x0020,
"u": 0x0040,
"d": 0x0080,
"select": 0x0004,
"start": 0x0008,
"restart": 0x0800,
"listen": -1, # what?
}
# useful for directly stating what to press
a, b, r, l, u, d, select, start, restart = "a", "b", "r", "l", "u", "d", "select", "start", "restart"
def button_combiner(buttons):
"""
Combines multiple button presses into an integer. This is used when sending
a keypress to the emulator.
"""
result = 0
# String inputs need to be cleaned up so that "start" doesn't get
# recognized as "s" and "t" etc..
if isinstance(buttons, str):
if "restart" in buttons:
buttons.replace("restart", "")
result |= button_masks["restart"]
if "start" in buttons:
buttons.replace("start", "")
result |= button_masks["start"]
if "select" in buttons:
buttons.replace("select", "")
result |= button_masks["select"]
for each in buttons:
result |= button_masks[each]
print "button: " + str(result)
return result
def load_rom(path=None):
"""
Starts the emulator with a certain ROM. Defaults to rom_path if no
parameters are given.
"""
if path == None:
path = rom_path
try:
root = load_state("root")
except:
# "root.sav" is required because if you create it in the future, you
# will have to shutdown the emulator and possibly lose your state. Some
# functions require there to be at least one root state available to do
# computations between two states.
sys.stderr.write("ERROR: unable to read \"root.sav\", please run"
" generate_root() or get_root() to make an initial save.\n")
Gb.startEmulator(path)
def shutdown():
"""
Stops the emulator. Closes the window. The "opposite" of this is the
load_rom function.
"""
Gb.shutdown()
def step():
"""
Advances the emulator forward by one step.
"""
Gb.step()
def nstep(steplimit):
"""
Step the game forward by a certain number of instructions.
"""
for counter in range(0, steplimit):
Gb.step()
def step_until_capture():
"""
Loop step() until SDLK_F12 is detected.
"""
Gb.stepUntilCapture()
# just some aliases for step_until_capture
run = go = step_until_capture
def translate_chars(charz):
result = ""
for each in charz:
result += chars[each]
return result
def _create_byte_buffer(data):
"""
Converts data into a ByteBuffer. This is useful for interfacing with the Gb
class.
"""
buf = ByteBuffer.allocateDirect(len(data))
if isinstance(data[0], int):
for byte in data:
buf.put(byte)
else:
for byte in data:
buf.put(ord(byte))
return buf
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
as if it still has the last state loaded. This is normal.
"""
Gb.loadState(_create_byte_buffer(state))
if do_step:
step()
def get_state():
"""
Retrieves the current state of the emulator.
"""
buf = Gb.saveState()
state = [buf.get(x) for x in range(0, buf.capacity())]
arr = array("b")
arr.extend(state)
return arr.tostring() # instead of state
def save_state(name, state=None, override=False):
"""
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:
state = get_state()
if len(name) < 4 or name[-4:] != ".sav":
name += ".sav"
save_path = os.path.join(save_state_path, name)
if not override and os.path.exists(save_path):
raise Exception("oops, save state path already exists: " + str(save_path))
else:
# convert the state into a reasonable output
data = array('b')
data.extend(state)
output = data.tostring()
file_handler = open(save_path, "wb")
file_handler.write(output)
file_handler.close()
def load_state(name):
"""
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)
if not os.path.exists(save_path):
if len(name) < 4 or name[-4:] != ".sav":
name += ".sav"
save_path = os.path.join(save_state_path, name)
file_handler = open(save_path, "rb")
state = file_handler.read()
file_handler.close()
return state
def generate_root():
"""
Restarts the emulator and saves the initial state to "root.sav".
"""
shutdown()
load_rom()
root = get_state()
save_state("root", state=root, override=True)
return root
def get_root():
"""
Loads the root state, or restarts the emulator and creates a new root
state.
"""
try:
root = load_state("root")
except:
root = generate_root()
def get_registers():
"""
Returns a list of current register values.
"""
register_array = jarray.zeros(Gb.NUM_REGISTERS, "i")
Gb.getRegisters(register_array)
return list(register_array)
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def set_registers(registers):
"""
Applies the set of registers to the CPU.
"""
Gb.writeRegisters(registers)
write_registers = set_registers
def get_rom():
"""
Returns the ROM in bytes.
"""
rom_array = jarray.zeros(Gb.ROM_SIZE, "i")
Gb.getROM(rom_array)
return RomList(rom_array)
def get_ram():
"""
Returns the RAM in bytes.
"""
ram_array = jarray.zeros(Gb.RAM_SIZE, "i")
Gb.getRAM(ram_array)
return RomList(ram_array)
def say_hello():
"""
Test that the VBA/GB bindings are working.
"""
Gb.sayHello()
def get_memory():
"""
Returns memory in bytes.
"""
memory_size = 0x10000
memory = jarray.zeros(memory_size, "i")
Gb.getMemory(memory)
return RomList(memory)
def set_memory(memory):
"""
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.
"""
sys.stderr.write("ERROR: seems to be broken on VBA's end? Good luck. Use"
" screenshot() instead.\n")
size = Gb.DISPLAY_WIDTH * Gb.DISPLAY_HEIGHT
pixels = jarray.zeros(size, "i")
Gb.getPixels(pixels)
return RomList(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.
"""
screenshots_path = os.path.join(project_path, "screenshots/")
filename = os.path.join(screenshots_path, filename)
if len(filename) < 4 or filename[-4:] != ".png":
filename += ".png"
Gb.nwritePNG(filename)
print "Screenshot saved to: " + str(filename)
save_png = screenshot
def read_memory(address):
"""
Read an integer at an address.
"""
return Gb.readMemory(address)
get_memory_at = read_memory
def get_memory_range(start_address, byte_count):
"""
Returns a list of bytes.
start_address - address to start reading at
byte_count - how many bytes (0 returns just 1 byte)
"""
bytez = []
for counter in range(0, byte_count):
byte = get_memory_at(start_address + counter)
bytez.append(byte)
return bytez
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.
"""
Gb.setMemoryAt(address, value)
def press(buttons, steplimit=1):
"""
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__"):
number = button_combiner(buttons)
elif isinstance(buttons, int):
number = buttons
else:
number = buttons
for step_counter in range(0, steplimit):
Gb.step(number)
class Registers:
order = [
"pc",
"sp",
"af",
"bc",
"de",
"hl",
"iff",
"div",
"tima",
"tma",
"tac",
"if",
"lcdc",
"stat",
"scy",
"scx",
"ly",
"lyc",
"dma",
"wy",
"wx",
"vbk",
"hdma1",
"hdma2",
"hdma3",
"hdma4",
"hdma5",
"svbk",
"ie",
]
def __setitem__(self, key, value):
current_registers = get_registers()
current_registers[Registers.order.index(key)] = value
set_registers(current_registers)
def __getitem__(self, key):
current_registers = get_registers()
return current_registers[Registers.order.index(key)]
def __list__(self):
return get_registers()
def _get_register(id):
def constructed_func(self):
return get_registers()[id]
return constructed_func
def _set_register(id):
def constructed_func(self, value):
current_registers = get_registers()
current_registers[id] = value
set_registers(current_registers)
return constructed_func
pc = property(fget=_get_register(0), fset=_set_register(0))
sp = property(fget=_get_register(1), fset=_set_register(1))
af = property(fget=_get_register(2), fset=_set_register(2))
bc = property(fget=_get_register(3), fset=_set_register(3))
de = property(fget=_get_register(4), fset=_set_register(4))
hl = property(fget=_get_register(5), fset=_set_register(5))
iff = property(fget=_get_register(6), fset=_set_register(6))
div = property(fget=_get_register(7), fset=_set_register(7))
tima = property(fget=_get_register(8), fset=_set_register(8))
tma = property(fget=_get_register(9), fset=_set_register(9))
tac = property(fget=_get_register(10), fset=_set_register(10))
_if = property(fget=_get_register(11), fset=_set_register(11))
lcdc = property(fget=_get_register(12), fset=_set_register(12))
stat = property(fget=_get_register(13), fset=_set_register(13))
scy = property(fget=_get_register(14), fset=_set_register(14))
scx = property(fget=_get_register(15), fset=_set_register(15))
ly = property(fget=_get_register(16), fset=_set_register(16))
lyc = property(fget=_get_register(17), fset=_set_register(17))
dma = property(fget=_get_register(18), fset=_set_register(18))
wy = property(fget=_get_register(19), fset=_set_register(19))
wx = property(fget=_get_register(20), fset=_set_register(20))
vbk = property(fget=_get_register(21), fset=_set_register(21))
hdma1 = property(fget=_get_register(22), fset=_set_register(22))
hdma2 = property(fget=_get_register(23), fset=_set_register(23))
hdma3 = property(fget=_get_register(24), fset=_set_register(24))
hdma4 = property(fget=_get_register(25), fset=_set_register(25))
hdma5 = property(fget=_get_register(26), fset=_set_register(26))
svbk = property(fget=_get_register(27), fset=_set_register(27))
ie = property(fget=_get_register(28), fset=_set_register(28))
def __repr__(self):
spacing = "\t"
output = "Registers:\n"
for each in self.order:
output += spacing + each + " = " + hex(self[each])
output += "\n"
return output
registers = Registers()
class crystal:
"""
Just a simple namespace to store a bunch of functions for Pokémon Crystal.
"""
@staticmethod
def walk_through_walls_slow():
memory = get_memory()
memory[0xC2FA] = 0
memory[0xC2FB] = 0
memory[0xC2FC] = 0
memory[0xC2FD] = 0
set_memory(memory)
@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.
"""
set_memory_at(0xC2FA, 0)
set_memory_at(0xC2FB, 0)
set_memory_at(0xC2FC, 0)
set_memory_at(0xC2FD, 0)
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#@staticmethod
#def set_enemy_level(level):
# set_memory_at(0xd213, level)
@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.
"""
for step_counter in range(0, steplimit):
crystal.walk_through_walls()
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#crystal.set_enemy_level(1)
step()
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@staticmethod
def disable_triggers():
set_memory_at(0x23c4, 0xAF)
set_memory_at(0x23d0, 0xAF);
@staticmethod
def disable_callbacks():
set_memory_at(0x23f2, 0xAF)
set_memory_at(0x23fe, 0xAF)
@staticmethod
def get_map_group_id():
"""
Returns the current map group.
"""
return get_memory_at(0xdcb5)
@staticmethod
def get_map_id():
"""
Returns the map number of the current map.
"""
return get_memory_at(0xdcb6)
@staticmethod
def get_map_name():
"""
Figures out the current map name.
"""
map_group_id = crystal.get_map_group_id()
map_id = crystal.get_map_id()
return map_names[map_group_id][map_id]["name"]
@staticmethod
def get_xy():
"""
(x, y) coordinates of player on map.
Relative to top-left corner of map.
"""
x = get_memory_at(0xdcb8)
y = get_memory_at(0xdcb7)
return (x, y)
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@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.
This probably works on other menus.
"""
set_memory_at(0xcfa9, id)
@staticmethod
def is_in_battle():
"""
Checks whether or not we're in a battle.
"""
return (get_memory_at(0xd22d) != 0) or crystal.is_in_link_battle()
@staticmethod
def is_in_link_battle():
return get_memory_at(0xc2dc) != 0
@staticmethod
def unlock_flypoints():
"""
Unlocks different destinations for flying.
Note: this might start at 0xDCA4 (minus one on all addresses), but not
sure.
"""
set_memory_at(0xDCA5, 0xFF)
set_memory_at(0xDCA6, 0xFF)
set_memory_at(0xDCA7, 0xFF)
set_memory_at(0xDCA8, 0xFF)
@staticmethod
def get_gender():
"""
Returns 'male' or 'female'.
"""
gender = get_memory_at(0xD472)
if gender == 0:
return "male"
elif gender == 1:
return "female"
else:
return gender
@staticmethod
def get_player_name():
"""
Returns the 7 characters making up the player's name.
"""
bytez = get_memory_range(0xD47D, 7)
name = translate_chars(bytez)
return name
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@staticmethod
def warp(map_group_id, map_id, x, y):
set_memory_at(0xdcb5, map_group_id)
set_memory_at(0xdcb6, map_id)
set_memory_at(0xdcb7, y)
set_memory_at(0xdcb8, x)
set_memory_at(0xd001, 0xFF)
set_memory_at(0xff9f, 0xF1)
set_memory_at(0xd432, 1)
set_memory_at(0xd434, 0 & 251)
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@staticmethod
def warp_pokecenter():
crystal.warp(1, 1, 3, 3)
crystal.nstep(200)
@staticmethod
def masterballs():
# masterball
set_memory_at(0xd8d8, 1)
set_memory_at(0xd8d9, 99)
# ultraball
set_memory_at(0xd8da, 2)
set_memory_at(0xd8db, 99)
# pokeballs
set_memory_at(0xd8dc, 5)
set_memory_at(0xd8dd, 99)
@staticmethod
def get_text():
"""
Returns alphanumeric text on the screen. Other characters will not be
shown.
"""
output = ""
tiles = get_memory_range(0xc4a0, 1000)
for each in tiles:
if each in chars.keys():
thing = chars[each]
acceptable = False
if len(thing) == 2:
portion = thing[1:]
else:
portion = thing
if portion in string.printable:
acceptable = True
if acceptable:
output += thing
# remove extra whitespace
output = re.sub(" +", " ", output)
output = output.strip()
return output
@staticmethod
def set_partymon2():
"""
This causes corruption, so it's not working yet.
"""
memory = get_memory()
memory[0xdcd7] = 2
memory[0xdcd9] = 0x7
memory[0xdd0f] = 0x7
memory[0xdd10] = 0x1
# moves
memory[0xdd11] = 0x1
memory[0xdd12] = 0x2
memory[0xdd13] = 0x3
memory[0xdd14] = 0x4
# id
memory[0xdd15] = 0x1
memory[0xdd16] = 0x2
# experience
memory[0xdd17] = 0x2
memory[0xdd18] = 0x3
memory[0xdd19] = 0x4
# hp
memory[0xdd1a] = 0x5
memory[0xdd1b] = 0x6
# current hp
memory[0xdd31] = 0x10
memory[0xdd32] = 0x25
# max hp
memory[0xdd33] = 0x10
memory[0xdd34] = 0x40
set_memory(memory)