Merge remote-tracking branch 'xcrystal/master' into master

Conflicts:
	battle/ai/scoring.asm
	main.asm
This commit is contained in:
yenatch 2014-10-23 02:41:52 -04:00
commit 81e2a3f0cf
5 changed files with 448 additions and 47 deletions

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@ -1,3 +1,35 @@
# Vagrant
The simplest way to get pokecrystal to compile is to use Vagrant and
VirtualBox. Follow these steps:
* [Download and install Vagrant](http://www.vagrantup.com/downloads.html)
* Follow the instructions to [download and install VirtualBox](http://docs-v1.vagrantup.com/v1/docs/getting-started/)
* Run these commands:
vagrant box add pokecrystal http://diyhpl.us/~bryan/irc/pokecrystal/pokecrystal.box
mkdir vagrantbox
cd vagrantbox
vagrant init pokecrystal
vagrant up
vagrant ssh -c "cd /vagrant && git clone git://github.com/kanzure/pokecrystal.git"
vagrant ssh -c "cd /vagrant/pokecrystal && git submodule init && git submodule update"
vagrant ssh
Running "vagrant ssh" will give you a shell to type commands into for compiling
the source code. The the "virtualbox" directory on the host appears as a shared
folder inside of the guest virtual machine at "/vagrant".
To build the project, run these commands in the guest (that is, inside "vagrant
ssh"):
cd /vagrant/pokecrystal
make
To make the build work you will need to copy baserom.gbc into the "pokecrystal"
directory inside the "virtualbox" directory on the host machine. Eventually
this will not be required.
# Linux # Linux
Dependencies: Dependencies:

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@ -43,7 +43,7 @@ crystal: pokecrystal.gbc
clean: clean:
rm -f $(roms) $(all_obj) rm -f $(roms) $(all_obj)
find -iname '*.tx' -exec rm {} + find . -iname '*.tx' -exec rm {} +
baserom.gbc: ; baserom.gbc: ;
@echo "Wait! Need baserom.gbc first. Check README and INSTALL for details." && false @echo "Wait! Need baserom.gbc first. Check README and INSTALL for details." && false

59
Vagrantfile vendored Normal file
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@ -0,0 +1,59 @@
# -*- mode: ruby -*-
# vi: set ft=ruby :
# TODO: insert scripts to build the box instead of trusting the uploaded
# version. The default should be to build the box when running "vagrant up",
# rather than just downloading a pre-existing box.
# Vagrantfile API/syntax version. Don't touch unless you know what you're doing!
VAGRANTFILE_API_VERSION = "2"
Vagrant.configure(VAGRANTFILE_API_VERSION) do |config|
# All Vagrant configuration is done here. The most common configuration
# options are documented and commented below. For a complete reference,
# please see the online documentation at vagrantup.com.
# Every Vagrant virtual environment requires a box to build off of.
config.vm.box = "pokecrystal"
config.vm.box_url = "http://diyhpl.us/~bryan/irc/pokecrystal/pokecrystal.box"
# Disable automatic box update checking. If you disable this, then
# boxes will only be checked for updates when the user runs
# `vagrant box outdated`. This is not recommended.
config.vm.box_check_update = false
# Create a forwarded port mapping which allows access to a specific port
# within the machine from a port on the host machine. In the example below,
# accessing "localhost:8080" will access port 80 on the guest machine.
config.vm.network "forwarded_port", guest: 80, host: 8650
# Create a private network, which allows host-only access to the machine
# using a specific IP.
# config.vm.network "private_network", ip: "192.168.33.10"
# Create a public network, which generally matched to bridged network.
# Bridged networks make the machine appear as another physical device on
# your network.
config.vm.network "public_network"
# If true, then any SSH connections made will enable agent forwarding.
# Default value: false
config.ssh.forward_agent = true
# Share an additional folder to the guest VM. The first argument is
# the path on the host to the actual folder. The second argument is
# the path on the guest to mount the folder. And the optional third
# argument is a set of non-required options.
config.vm.synced_folder "./", "/vagrant"
# Provider-specific configuration so you can fine-tune various
# backing providers for Vagrant. These expose provider-specific options.
# Example for VirtualBox:
config.vm.provider "virtualbox" do |vb|
# Don't boot with headless mode
vb.gui = false
# Use VBoxManage to customize the VM. For example to change memory:
vb.customize ["modifyvm", :id, "--memory", "1024"]
end
end

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@ -41695,6 +41695,8 @@ TrainerClassNames:: ; 2c1ef
AI_Redundant: ; 2c41a AI_Redundant: ; 2c41a
; Check if move effect c will fail because it's already been used. ; Check if move effect c will fail because it's already been used.
; Return z if the move is a good choice.
; Return nz if the move is a bad choice.
ld a, c ld a, c
ld de, 3 ld de, 3
ld hl, .Moves ld hl, .Moves
@ -47162,7 +47164,7 @@ AIChooseMove: ; 440ce
ld a, c ld a, c
cp 16 ; up to 16 scoring layers cp 16 ; up to 16 scoring layers
jr z, .asm_4415e jr z, .DecrementScores
push bc push bc
ld d, BANK(TrainerClassAttributes) ld d, BANK(TrainerClassAttributes)
@ -47191,28 +47193,36 @@ AIChooseMove: ; 440ce
jr .CheckLayer jr .CheckLayer
.asm_4415e ; Decrement the scores of all moves one by one until one reaches 0.
.DecrementScores
ld hl, Buffer1 ld hl, Buffer1
ld de, EnemyMonMoves ld de, EnemyMonMoves
ld c, EnemyMonMovesEnd - EnemyMonMoves ld c, EnemyMonMovesEnd - EnemyMonMoves
.asm_44166
.DecrementNextScore
; If the enemy has no moves, this will infinite. ; If the enemy has no moves, this will infinite.
ld a, [de] ld a, [de]
inc de inc de
and a and a
jr z, .asm_4415e jr z, .DecrementScores
; We are done whenever a score reaches 0
dec [hl] dec [hl]
jr z, .asm_44174 jr z, .PickLowestScoreMoves
; If we just decremented the fourth move's score, go back to the first move
inc hl inc hl
dec c dec c
jr z, .asm_4415e jr z, .DecrementScores
jr .asm_44166 jr .DecrementNextScore
.asm_44174 ; In order to avoid bias towards the moves located first in memory, increment the scores
; that were decremented one more time than the rest (in case there was a tie).
; This means that the minimum score will be 1.
.PickLowestScoreMoves
ld a, c ld a, c
.asm_44175 .asm_44175
inc [hl] inc [hl]
dec hl dec hl
@ -47223,11 +47233,15 @@ AIChooseMove: ; 440ce
ld hl, Buffer1 ld hl, Buffer1
ld de, EnemyMonMoves ld de, EnemyMonMoves
ld c, NUM_MOVES ld c, NUM_MOVES
; Give a score of 0 to a blank move
.asm_44184 .asm_44184
ld a, [de] ld a, [de]
and a and a
jr nz, .asm_44189 jr nz, .asm_44189
ld [hl], a ld [hl], a
; Disregard the move if its score is not 1
.asm_44189 .asm_44189
ld a, [hl] ld a, [hl]
dec a dec a
@ -47235,6 +47249,7 @@ AIChooseMove: ; 440ce
xor a xor a
ld [hli], a ld [hli], a
jr .asm_44193 jr .asm_44193
.asm_44191 .asm_44191
ld a, [de] ld a, [de]
ld [hli], a ld [hli], a
@ -47243,7 +47258,8 @@ AIChooseMove: ; 440ce
dec c dec c
jr nz, .asm_44184 jr nz, .asm_44184
.asm_44197 ; Randomly choose one of the moves with a score of 1
.ChooseMove
ld hl, Buffer1 ld hl, Buffer1
call Random call Random
and 3 and 3
@ -47252,7 +47268,7 @@ AIChooseMove: ; 440ce
add hl, bc add hl, bc
ld a, [hl] ld a, [hl]
and a and a
jr z, .asm_44197 jr z, .ChooseMove
ld [CurEnemyMove], a ld [CurEnemyMove], a
ld a, c ld a, c