begin to rewrite the text parser

This commit is contained in:
Bryan Bishop 2012-04-29 15:15:48 -05:00
parent 6eb1478f1b
commit 9189b3f6e0

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