annotate clojure/com/aurellem/gb/characters.clj @ 281:ca1afcef3542

Replaced manually listed move data in gb.moves with a call to hxc-move-data. Also, began work on hxc-shops, which lists shop inventory. todo: find out how the game converts internal order to pokedex order; todo: get hardcoded tm data.
author Dylan Holmes <ocsenave@gmail.com>
date Tue, 27 Mar 2012 22:41:24 -0500
parents b2f9a0cb13e3
children
rev   line source
rlm@145 1 (ns com.aurellem.gb.characters
rlm@176 2 (:use (com.aurellem.gb gb-driver constants))
rlm@145 3 (:import [com.aurellem.gb.gb_driver SaveState]))
rlm@145 4
ocsenave@213 5
ocsenave@213 6 (def pronouns
ocsenave@213 7 ;; Note: 0x0 seems to be the end-of-name sentinel
ocsenave@213 8 {
ocsenave@213 9 ;; what is 0x57? what is 0x0?
ocsenave@213 10 :RED [0x52]
ocsenave@213 11 :BLUE [0x53]
ocsenave@213 12 :opponent [0x01 0x49 0xD0 0x0]
ocsenave@213 13 :turn-pokemon [0x5A]
ocsenave@213 14 :off-turn-pokemon [0x59]
ocsenave@213 15 :your-pokemon [0x01 0x08 0xD0 0x0]
ocsenave@213 16 :opponent-pokemon [0x50 0x01 0xD9 0xCF 0x0]
ocsenave@213 17 :n-times [0x50 0x09 0x05 0xCD 0x11 0x0]
ocsenave@213 18 })
ocsenave@213 19
ocsenave@234 20
ocsenave@234 21
ocsenave@234 22 (def meta-characters
ocsenave@234 23 {0x00 "non-meta text follows"
ocsenave@234 24 0x01 "load text from RAM (nn)"
ocsenave@234 25 0x02 "BCD number (nn)C" ;; C is 3 flags and 5 length bits."
ocsenave@234 26 0x03 "store text in RAM (nn)"
ocsenave@234 27 0x04 "draw box (nn)WH"
ocsenave@234 28 0x05 "BEGIN text on textbox line 2"
ocsenave@234 29 0x06 "wait for A or B"
ocsenave@234 30 0x07 "scrolling text"
ocsenave@234 31 0x08 "BEGIN routine"
ocsenave@234 32 0x09 "load RAM (nn) hex-to-dec. (nn)BC. B is bytes to read, C is
ocsenave@234 33 digits to display"
ocsenave@234 34 0x0A "wait 30 vblanks iff you pressed A or B"
ocsenave@234 35
ocsenave@234 36 0x0B "sound: got item"
ocsenave@234 37 0x0E "sound: learned skill"
ocsenave@234 38 0x0F "sound: got rarecandy" ;; incidentally, same as 'got item'
ocsenave@234 39 0x10 "sound: caught pokemon!"
ocsenave@234 40 0x11 "sound: gave OAK the parcel"
ocsenave@234 41 0x12 "sound: same as 0x10???"
ocsenave@234 42 0x13 "sound: new data added"
ocsenave@234 43 0x14 "sound: cry-nidorina"
ocsenave@234 44 0x15 "sound: cry-pidgeot"
ocsenave@234 45 0x16 "sound: cry-dewgong"
ocsenave@234 46
ocsenave@234 47 0x4E "new line"
ocsenave@234 48 0x51 "new page"
ocsenave@234 49 0x55 "scroll page"
ocsenave@234 50 0x50 "END command" ;; the pair 0x50 0x50 ??
ocsenave@234 51 0x57 "END command"
ocsenave@234 52 0x58 "END after you press A or B"
ocsenave@234 53 })
ocsenave@234 54
ocsenave@234 55
ocsenave@234 56
ocsenave@234 57
rlm@225 58 (def end-of-name-sentinel 0x00)
ocsenave@213 59
rlm@145 60 (def character-code->character
rlm@145 61 {
ocsenave@213 62 0x0 "" ;; separator character?
ocsenave@213 63 0x58 "\n"
rlm@225 64 ;;0x00 "<";;"end-of-name-sentinel" ;; begin messsage
ocsenave@259 65 0x49 "\n //" ;; ocsenave: pagebreak pokedex
ocsenave@259 66 0x4E "\n..." ; ocsenave: clearscroll pokedex page
ocsenave@259 67 0x4F "\n" ; newline
ocsenave@259 68 0x50 "#";;"end-of-pokemon-name-sentinel"
ocsenave@259 69 0x51 "\n\n" ;; ocsenave: clear screen
ocsenave@213 70 0x52 "[RED]" ;;ocsenave: placeholder for your name?
ocsenave@194 71 0x54 "[POKE]"
ocsenave@259 72 0x55 "_" ;; ocsenave: breaking space?
ocsenave@259 73 0x57 ">" ;; ocsenave: end message
ocsenave@259 74 0x5F ">" ;; ocsenave: end pokedex entry??
rlm@145 75 0x60 "A-bold"
rlm@145 76 0x61 "B-bold"
rlm@145 77 0x62 "C-bold"
rlm@145 78 0x63 "D-bold"
rlm@145 79 0x64 "E-bold"
rlm@145 80 0x65 "F-bold"
rlm@145 81 0x66 "G-bold"
rlm@145 82 0x67 "H-bold"
rlm@145 83 0x68 "I-bold"
rlm@145 84 0x69 "V-bold"
rlm@145 85 0x6A "S-bold"
rlm@145 86 0x6B "L-bold"
rlm@145 87 0x6C "M-bold"
ocsenave@194 88 0x7F " " ;space
rlm@145 89 0x80 "A"
rlm@145 90 0x81 "B"
rlm@145 91 0x82 "C"
rlm@145 92 0x83 "D"
rlm@145 93 0x84 "E"
rlm@145 94 0x85 "F"
rlm@145 95 0x86 "G"
rlm@145 96 0x87 "H"
rlm@145 97 0x88 "I"
rlm@145 98 0x89 "J"
rlm@145 99 0x8A "K"
rlm@145 100 0x8B "L"
rlm@145 101 0x8C "M"
rlm@145 102 0x8D "N"
rlm@145 103 0x8E "O"
rlm@145 104 0x8F "P"
rlm@145 105 0x90 "Q"
rlm@145 106 0x91 "R"
rlm@145 107 0x92 "S"
rlm@145 108 0x93 "T"
rlm@145 109 0x94 "U"
rlm@145 110 0x95 "V"
rlm@145 111 0x96 "W"
rlm@145 112 0x97 "X"
rlm@145 113 0x98 "Y"
rlm@145 114 0x99 "Z"
rlm@145 115 0x9A "("
rlm@145 116 0x9B ")"
rlm@145 117 0x9C ":"
rlm@145 118 0x9D ";"
rlm@145 119 0xA0 "a"
rlm@145 120 0xA1 "b"
rlm@145 121 0xA2 "c"
rlm@145 122 0xA3 "d"
rlm@145 123 0xA4 "e"
rlm@145 124 0xA5 "f"
rlm@145 125 0xA6 "g"
rlm@145 126 0xA7 "h"
rlm@145 127 0xA8 "i"
rlm@145 128 0xA9 "j"
rlm@145 129 0xAA "k"
rlm@145 130 0xAB "l"
rlm@145 131 0xAC "m"
rlm@145 132 0xAD "n"
rlm@145 133 0xAE "o"
rlm@145 134 0xAF "p"
rlm@145 135 0xB0 "q"
rlm@145 136 0xB1 "r"
rlm@145 137 0xB2 "s"
rlm@145 138 0xB3 "t"
rlm@145 139 0xB4 "u"
rlm@145 140 0xB5 "v"
rlm@145 141 0xB6 "w"
rlm@145 142 0xB7 "x"
rlm@145 143 0xB8 "y"
rlm@145 144 0xB9 "z"
rlm@253 145 0xBA "é"
ocsenave@194 146 0xBB "'d" ;ocsenave
ocsenave@194 147 0xBC "'l" ;ocsenave
ocsenave@194 148 0xBD "'s" ;ocsenave
ocsenave@194 149 0xBE "'t" ;ocsenave
ocsenave@194 150 0xBF "'v" ; ocsenave
ocsenave@194 151
rlm@145 152 0xE0 "'"
rlm@145 153 0xE1 "PK"
rlm@145 154 0xE2 "MN"
rlm@148 155 0xE3 "-"
ocsenave@194 156 0xE4 "'r" ;ocsenave
ocsenave@194 157 0xE5 "'m" ;ocsenave
rlm@145 158 0xE6 "?"
rlm@145 159 0xE7 "!"
rlm@145 160 0xE8 "."
rlm@253 161 0xEF "♂"
ocsenave@194 162 0xF0 "$" ;;"pokemon-money-symbol"
rlm@145 163 0xF1 "."
rlm@145 164 0xF2 "/"
rlm@145 165 0xF3 ","
ocsenave@194 166 0xF4 ", "
rlm@253 167 0xF5 "♀"
rlm@145 168 0xF6 "0 "
rlm@145 169 0xF7 "1"
rlm@145 170 0xF8 "2"
rlm@145 171 0xF9 "3"
rlm@145 172 0xFA "4"
rlm@145 173 0xFB "5"
rlm@145 174 0xFC "6"
rlm@145 175 0xFD "7"
rlm@145 176 0xFE "8"
rlm@145 177 0xFF "9"
rlm@145 178 })
rlm@145 179
rlm@145 180 (def character->character-code
rlm@145 181 (zipmap (vals character-code->character)
rlm@145 182 (keys character-code->character)))
rlm@145 183
rlm@145 184 (defn str->character-codes [s]
rlm@145 185 (map character->character-code (map str s)))
rlm@145 186
rlm@145 187 (defn character-codes->str [codes]
rlm@145 188 (apply str
rlm@145 189 (map #(character-code->character
rlm@145 190 %
rlm@145 191 (format "[0x%02X]" %))
rlm@145 192 codes)))
rlm@145 193
rlm@176 194 (defn print-text
rlm@176 195 ([^SaveState state begin end]
rlm@176 196 (dorun
rlm@176 197 (map (fn [character-code line]
rlm@176 198 (println
rlm@176 199 (format "0x%04X: " line)
rlm@176 200 (str (character-code->character character-code))))
rlm@176 201 (subvec (vec (memory state)) begin end)
rlm@176 202 (range begin end)))
rlm@176 203 state)
rlm@176 204 ([begin end]
rlm@176 205 (print-text @current-state begin end)))
rlm@176 206
rlm@176 207 (defn read-name [codes]
rlm@176 208 (character-codes->str
rlm@176 209 (take-while
rlm@176 210 (partial not= end-of-name-marker) codes)))