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begin to rewrite the text parser
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@ -385,6 +385,183 @@ def command_debug_information(command_byte=None, map_group=None, map_id=None, ad
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#info1 += " long_info: " + long_info
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return info1
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class TextCommand: pass
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class MainText(TextCommand):
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"Write text. Structure: [00][Text][0x50 (ends code)]"
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id = 0x0
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macro_name = "do_text"
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class WriteTextFromRAM(TextCommand):
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"""
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Write text from ram. Structure: [01][Ram address (2byte)]
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For valid ram addresses see Glossary. This enables use of variable text strings.
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"""
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id = 0x1
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macro_name = "text_from_ram"
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class WriteNumberFromRAM(TextCommand):
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"""
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02 = Write number from ram. Structure: [02][Ram address (2byte)][Byte]
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Byte:
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Bit5:Bit6:Bit7
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1: 1: 1 = PokéDollar| Don’t write zeros
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0: 1: 1 = Don’t write zeros
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0: 0: 1 = Spaces instead of zeros
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0: 0: 0 = Write zeros
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0: 1: 0 = Write zeros
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1: 0: 0 = PokéDollar
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1: 1: 0 = PokéDollar
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1: 0: 1 = Spaces instead of zeros| PokéDollar
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Number of figures = Byte AND 0x1F *2
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No Hex --> Dec Conversio
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"""
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id = 0x2
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macro_name = "number_from_ram"
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class SetWriteRAMLocation(TextCommand):
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"Define new ram address to write to. Structure: [03][Ram address (2byte)]"
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id = 0x3
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macro_name = "store_at"
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class ShowBoxWithValueAt(TextCommand):
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"04 = Write a box. Structure: [04][Ram address (2byte)][Y][X]"
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id = 0x4
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macro_name = "text_box"
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class Populate2ndLineOfTextBoxWithRAMContents(TextCommand):
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"05 = New ram address to write to becomes 2nd line of a text box. Structure: [05]"
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id = 0x5
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macro_name = "text_dunno1"
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class ShowArrowsAndButtonWait(TextCommand):
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"06 = Wait for key down + show arrows. Structure: [06]"
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id = 0x6
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macro_name = "waitbutton"
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class Populate2ndLine(TextCommand):
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"""
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07 = New ram address to write to becomes 2nd line of a text box
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Textbox + show arrows. Structure: [07]
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"""
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id = 0x7
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macro_name = "text_dunno2"
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class TextInlineAsm(TextCommand):
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"08 = After the code an ASM script starts. Structure: [08][Script]"
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id = 0x8
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macro_name = "start_asm"
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class WriteDecimalNumberFromRAM(TextCommand):
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"""
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09 = Write number from rom/ram in decimal. Structure: [09][Ram address/Pointer (2byte)][Byte]
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Byte:
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Is split: 1. 4 bits = Number of bytes to load. 0 = 3, 1 = 1, 2 = 2
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2. 4 bits = Number of figures of displayed number
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0 = Don’t care
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1 = Don’t care
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>=2 = Number
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"""
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id = 0x9
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macro_name = "deciram"
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class InterpretDataStream(TextCommand):
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"""
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0A = Interpret Data stream. Structure: [0A]
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see: http://hax.iimarck.us/files/scriptingcodes_eng.htm#Marke88
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"""
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id = 0xA
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macro_name = "interpret_data"
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class Play0thSound(TextCommand):
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"0B = Play sound 0x0000. Structure: [0B]"
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id = 0xB
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sound_num = 0
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macro_name = "sound0"
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class LimitedIntrepretDataStream(TextCommand):
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"""
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0C = Interpret Data stream. Structure: [0C][Number of codes to interpret]
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For every interpretation there is a“…“ written
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"""
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id = 0xC
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macro_name = "limited_interpret_data"
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class WaitForKeyDownDisplayArrow(ShowArrowsAndButtonWait):
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"""
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0D = Wait for key down display arrow. Structure: [0D]
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"""
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id = 0xD
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macro_name = "waitbutton2"
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class Play9thSound(Play0thSound):
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id = 0xE
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sound_num = 9
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macro_name = "sound0x09"
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class Play1stSound(Play0thSound):
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id = 0xF
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sound_num = 1
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macro_name = "sound0x0F"
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class Play2ndSound(Play0thSound):
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id = 0x10
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sound_num = 2
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macro_name = "sound0x02"
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class Play10thSound(Play0thSound):
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id = 0x11
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sound_num = 10
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macro_name = "sound0x0A"
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class Play45thSound(Play0thSound):
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id = 0x12
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sound_num = 0x2D
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macro_name = "sound0x2D"
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class Play44thSound(Play0thSound):
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id = 0x13
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sound_num = 0x2C
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macro_name = "sound0x2C"
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class DisplayByteFromRAMAt(TextCommand):
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"""
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14 = Display MEMORY. Structure: [14][Byte]
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Byte:
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00 = MEMORY1
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01 = MEMORY2
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02 = MEMORY
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04 = TEMPMEMORY2
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05 = TEMPMEMORY1
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"""
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id = 0x14
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macro_name = "show_byte_at"
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class WriteCurrentDay(TextCommand):
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"15 = Write current day. Structure: [15]"
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id = 0x15
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macro_name = "current_day"
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class TextJump(TextCommand):
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"16 = 3byte pointer to new text follows. Structure: [16][2byte pointer][bank]"
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id = 0x16
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macro_name = "text_jump"
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class NewTextScript:
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""" A text is a sequence of bytes (and sometimes commands). It's not the
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same thing as a Script. The bytes are translated into characters based
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on the lookup table (see chars.py). The in-text commands are for including
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values from RAM, playing sound, etc.
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see: http://hax.iimarck.us/files/scriptingcodes_eng.htm#InText
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"""
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base_label = "UnknownText_"
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def __init__(self, address, map_group=None, map_id=None, debug=True, label=None):
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self.address = address
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self.map_group, self.map_id, self.debug = map_group, map_id, debug
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self.dependencies = []
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self.commands = []
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if not label:
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label = self.base_label + hex(address)
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self.label = Label(name=label, address=address, object=self)
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self.parse()
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def get_dependencies(self, recompute=False, global_dependencies=set()):
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global_dependencies.update(self.dependencies)
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return self.dependencies
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def parse(self):
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global text_command_classes, script_parse_table
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raise NotImplementedError, bryan_message
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def to_asm(self):
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pass
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class TextScript:
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"a text is a sequence of commands different from a script-engine script"
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base_label = "UnknownText_"
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