Module pyboy
Expand source code
#
# License: See LICENSE.md file
# GitHub: https://github.com/Baekalfen/PyBoy
#
__pdoc__ = {
"core": False,
"logging": False,
"pyboy": False,
"conftest": False,
}
__all__ = ["PyBoy", "PyBoyMemoryView", "PyBoyRegisterFile"]
from .pyboy import PyBoy, PyBoyMemoryView, PyBoyRegisterFile
Sub-modules
pyboy.api
-
Tools to help interfacing with the Game Boy hardware
pyboy.plugins
-
Plugins that extend PyBoy's functionality. The only publicly exposed, are the game wrappers.
pyboy.utils
Classes
class PyBoy (gamerom, *, window='SDL2', scale=3, symbols=None, bootrom=None, sound=False, sound_emulated=False, cgb=None, gameshark=None, log_level='ERROR', **kwargs)
-
PyBoy is loadable as an object in Python. This means, it can be initialized from another script, and be controlled and probed by the script. It is supported to spawn multiple emulators, just instantiate the class multiple times.
A range of methods are exposed, which should allow for complete control of the emulator. Please open an issue on GitHub, if other methods are needed for your projects. Take a look at the files in
examples/
for a crude "bots", which interact with the game.Only the
gamerom
argument is required.Example:
>>> pyboy = PyBoy('game_rom.gb') >>> for _ in range(60): # Use 'while True:' for infinite ... pyboy.tick() True... >>> pyboy.stop()
Args
gamerom
:str
- Filepath to a game-ROM for Game Boy or Game Boy Color.
Kwargs
- window (str): "SDL2", "OpenGL", or "null"
- scale (int): Window scale factor. Doesn't apply to API.
- symbols (str): Filepath to a .sym file to use. If unsure, specify
None
. - bootrom (str): Filepath to a boot-ROM to use. If unsure, specify
None
. - sound (bool): Enable sound emulation and output.
- sound_emulated (bool): Enable sound emulation without any output. Used for compatibility.
- cgb (bool): Forcing Game Boy Color mode.
- log_level (str): "CRITICAL", "ERROR", "WARNING", "INFO" or "DEBUG"
- color_palette (tuple): Specify the color palette to use for rendering.
- cgb_color_palette (list of tuple): Specify the color palette to use for rendering in CGB-mode for non-color games.
Other keyword arguments may exist for plugins that are not listed here. They can be viewed by running
pyboy --help
in the terminal.Expand source code
class PyBoy: def __init__( self, gamerom, *, window=defaults["window"], scale=defaults["scale"], symbols=None, bootrom=None, sound=False, sound_emulated=False, cgb=None, gameshark=None, log_level=defaults["log_level"], **kwargs ): """ PyBoy is loadable as an object in Python. This means, it can be initialized from another script, and be controlled and probed by the script. It is supported to spawn multiple emulators, just instantiate the class multiple times. A range of methods are exposed, which should allow for complete control of the emulator. Please open an issue on GitHub, if other methods are needed for your projects. Take a look at the files in `examples/` for a crude "bots", which interact with the game. Only the `gamerom` argument is required. Example: ```python >>> pyboy = PyBoy('game_rom.gb') >>> for _ in range(60): # Use 'while True:' for infinite ... pyboy.tick() True... >>> pyboy.stop() ``` Args: gamerom (str): Filepath to a game-ROM for Game Boy or Game Boy Color. Kwargs: * window (str): "SDL2", "OpenGL", or "null" * scale (int): Window scale factor. Doesn't apply to API. * symbols (str): Filepath to a .sym file to use. If unsure, specify `None`. * bootrom (str): Filepath to a boot-ROM to use. If unsure, specify `None`. * sound (bool): Enable sound emulation and output. * sound_emulated (bool): Enable sound emulation without any output. Used for compatibility. * cgb (bool): Forcing Game Boy Color mode. * log_level (str): "CRITICAL", "ERROR", "WARNING", "INFO" or "DEBUG" * color_palette (tuple): Specify the color palette to use for rendering. * cgb_color_palette (list of tuple): Specify the color palette to use for rendering in CGB-mode for non-color games. Other keyword arguments may exist for plugins that are not listed here. They can be viewed by running `pyboy --help` in the terminal. """ self.initialized = False if "bootrom_file" in kwargs: logger.error( "Deprecated use of 'bootrom_file'. Use 'bootrom' keyword argument instead. https://github.com/Baekalfen/PyBoy/wiki/Migrating-from-v1.x.x-to-v2.0.0" ) bootrom = kwargs.pop("bootrom_file") if "window_type" in kwargs: logger.error( "Deprecated use of 'window_type'. Use 'window' keyword argument instead. https://github.com/Baekalfen/PyBoy/wiki/Migrating-from-v1.x.x-to-v2.0.0" ) window = kwargs.pop("window_type") if window not in ["SDL2", "OpenGL", "null", "headless", "dummy"]: raise KeyError(f'Unknown window type: {window}. Use "SDL2", "OpenGL", or "null"') kwargs["window"] = window kwargs["scale"] = scale randomize = kwargs.pop("randomize", False) # Undocumented feature for k, v in defaults.items(): if k not in kwargs: kwargs[k] = v _log_level(log_level) if gamerom is None: raise FileNotFoundError(f"None is not a ROM file!") if not os.path.isfile(gamerom): raise FileNotFoundError(f"ROM file {gamerom} was not found!") self.gamerom = gamerom self.rom_symbols = {} self.rom_symbols_inverse = {} if symbols is not None: if not os.path.isfile(symbols): raise FileNotFoundError(f"Symbols file {symbols} was not found!") self.symbols_file = symbols self._load_symbols() self.mb = Motherboard( gamerom, bootrom, kwargs["color_palette"], kwargs["cgb_color_palette"], sound, sound_emulated, cgb, randomize=randomize, ) # Validate all kwargs plugin_manager_keywords = [] for x in parser_arguments(): if not x: continue plugin_manager_keywords.extend(z.strip("-").replace("-", "_") for y in x for z in y[:-1]) for k, v in kwargs.items(): if k not in defaults and k not in plugin_manager_keywords: logger.error("Unknown keyword argument: %s", k) raise KeyError(f"Unknown keyword argument: {k}") # Performance measures self.avg_tick = 0 self.avg_emu = 0 # Absolute frame count of the emulation self.frame_count = 0 self.set_emulation_speed(1) self.paused = False self.events = [] self.queued_input = [] self.quitting = False self.stopped = False self.window_title = "PyBoy" ################### # API attributes self.screen = Screen(self.mb) """ Use this method to get a `pyboy.api.screen.Screen` object. This can be used to get the screen buffer in a variety of formats. It's also here you can find the screen position (SCX, SCY, WX, WY) for each scan line in the screen buffer. See `pyboy.api.screen.Screen.tilemap_position_list` for more information. Example: ```python >>> pyboy.screen.image.show() >>> pyboy.screen.ndarray.shape (144, 160, 4) >>> pyboy.screen.raw_buffer_format 'RGBA' ``` Returns ------- `pyboy.api.screen.Screen`: A Screen object with helper functions for reading the screen buffer. """ self.memory = PyBoyMemoryView(self.mb) """ Provides a `pyboy.PyBoyMemoryView` object for reading and writing the memory space of the Game Boy. For a more comprehensive description, see the `pyboy.PyBoyMemoryView` class. Example: ```python >>> pyboy.memory[0x0000:0x0010] # Read 16 bytes from ROM bank 0 [49, 254, 255, 33, 0, 128, 175, 34, 124, 254, 160, 32, 249, 6, 48, 33] >>> pyboy.memory[1, 0x2000] = 12 # Override address 0x2000 from ROM bank 1 with the value 12 >>> pyboy.memory[0xC000] = 1 # Write to address 0xC000 with value 1 ``` """ self.register_file = PyBoyRegisterFile(self.mb.cpu) """ Provides a `pyboy.PyBoyRegisterFile` object for reading and writing the CPU registers of the Game Boy. The register file is best used inside the callback of a hook, as `PyBoy.tick` doesn't return at a specific point. For a more comprehensive description, see the `pyboy.PyBoyRegisterFile` class. Example: ```python >>> def my_callback(register_file): ... print("Register A:", register_file.A) >>> pyboy.hook_register(0, 0x100, my_callback, pyboy.register_file) >>> pyboy.tick(70) Register A: 1 True ``` """ self.memory_scanner = MemoryScanner(self) """ Provides a `pyboy.api.memory_scanner.MemoryScanner` object for locating addresses of interest in the memory space of the Game Boy. This might require some trial and error. Values can be represented in memory in surprising ways. _Open an issue on GitHub if you need finer control, and we will take a look at it._ Example: ```python >>> current_score = 4 # You write current score in game >>> pyboy.memory_scanner.scan_memory(current_score, start_addr=0xC000, end_addr=0xDFFF) [] >>> for _ in range(175): ... pyboy.tick(1, True) # Progress the game to change score True... >>> current_score = 8 # You write the new score in game >>> from pyboy.api.memory_scanner import DynamicComparisonType >>> addresses = pyboy.memory_scanner.rescan_memory(current_score, DynamicComparisonType.MATCH) >>> print(addresses) # If repeated enough, only one address will remain [] ``` """ self.tilemap_background = TileMap(self, self.mb, "BACKGROUND") """ The Game Boy uses two tile maps at the same time to draw graphics on the screen. This method will provide one for the _background_ tiles. The game chooses whether it wants to use the low or the high tilemap. Read more details about it, in the [Pan Docs](https://gbdev.io/pandocs/Tile_Maps.html). Example: ``` >>> pyboy.tilemap_background[8,8] 1 >>> pyboy.tilemap_background[7:12,8] [0, 1, 0, 1, 0] >>> pyboy.tilemap_background[7:12,8:11] [[0, 1, 0, 1, 0], [0, 2, 3, 4, 5], [0, 0, 6, 0, 0]] ``` Returns ------- `pyboy.api.tilemap.TileMap`: A TileMap object for the tile map. """ self.tilemap_window = TileMap(self, self.mb, "WINDOW") """ The Game Boy uses two tile maps at the same time to draw graphics on the screen. This method will provide one for the _window_ tiles. The game chooses whether it wants to use the low or the high tilemap. Read more details about it, in the [Pan Docs](https://gbdev.io/pandocs/Tile_Maps.html). Example: ``` >>> pyboy.tilemap_window[8,8] 1 >>> pyboy.tilemap_window[7:12,8] [0, 1, 0, 1, 0] >>> pyboy.tilemap_window[7:12,8:11] [[0, 1, 0, 1, 0], [0, 2, 3, 4, 5], [0, 0, 6, 0, 0]] ``` Returns ------- `pyboy.api.tilemap.TileMap`: A TileMap object for the tile map. """ self.cartridge_title = self.mb.cartridge.gamename """ The title stored on the currently loaded cartridge ROM. The title is all upper-case ASCII and may have been truncated to 11 characters. Example: ```python >>> pyboy.cartridge_title # Title of PyBoy's default ROM 'DEFAULT-ROM' ``` Returns ------- str : Game title """ self._hooks = {} self._plugin_manager = PluginManager(self, self.mb, kwargs) """ Returns ------- `pyboy.plugins.manager.PluginManager`: Object for handling plugins in PyBoy """ self.game_wrapper = self._plugin_manager.gamewrapper() """ Provides an instance of a game-specific or generic wrapper. The game is detected by the cartridge's hard-coded game title (see `pyboy.PyBoy.cartridge_title`). If a game-specific wrapper is not found, a generic wrapper will be returned. To get more information, find the wrapper for your game in `pyboy.plugins`. Example: ```python >>> pyboy.game_wrapper.start_game() >>> pyboy.game_wrapper.reset_game() ``` Returns ------- `pyboy.plugins.base_plugin.PyBoyGameWrapper`: A game-specific wrapper object. """ self.gameshark = GameShark(self.memory) """ Provides an instance of the `pyboy.api.gameshark.GameShark` handler. This allows you to inject GameShark-based cheat codes. Example: ```python >>> pyboy.gameshark.add("010138CD") >>> pyboy.gameshark.remove("010138CD") >>> pyboy.gameshark.clear_all() ``` """ if gameshark: for code in gameshark.split(","): self.gameshark.add(code.strip()) self.initialized = True def _tick(self, render): if self.stopped: return False self._handle_events(self.events) if not self.paused: self.gameshark.tick() self.__rendering(render) # Reenter mb.tick until we eventually get a clean exit without breakpoints while self.mb.tick(): # Breakpoint reached # NOTE: Potentially reinject breakpoint that we have now stepped passed self.mb.breakpoint_reinject() # NOTE: PC has not been incremented when hitting breakpoint! breakpoint_meta = self.mb.breakpoint_reached() if breakpoint_meta != (-1, -1, -1): bank, addr, _ = breakpoint_meta self.mb.breakpoint_remove(bank, addr) self.mb.breakpoint_singlestep_latch = 0 if not self._handle_hooks(): self._plugin_manager.handle_breakpoint() else: if self.mb.breakpoint_singlestep_latch: if not self._handle_hooks(): self._plugin_manager.handle_breakpoint() # Keep singlestepping on, if that's what we're doing self.mb.breakpoint_singlestep = self.mb.breakpoint_singlestep_latch self.frame_count += 1 self._post_handle_events() return not self.quitting def tick(self, count=1, render=True): """ Progresses the emulator ahead by `count` frame(s). To run the emulator in real-time, it will need to process 60 frames a second (for example in a while-loop). This function will block for roughly 16,67ms per frame, to not run faster than real-time, unless you specify otherwise with the `PyBoy.set_emulation_speed` method. If you need finer control than 1 frame, have a look at `PyBoy.hook_register` to inject code at a specific point in the game. Setting `render` to `True` will make PyBoy render the screen for *the last frame* of this tick. This can be seen as a type of "frameskipping" optimization. For AI training, it's adviced to use as high a count as practical, as it will otherwise reduce performance substantially. While setting `render` to `False`, you can still access the `PyBoy.game_area` to get a simpler representation of the game. If `render` was enabled, use `pyboy.api.screen.Screen` to get a NumPy buffer or raw memory buffer. Example: ```python >>> pyboy.tick() # Progress 1 frame with rendering True >>> pyboy.tick(1) # Progress 1 frame with rendering True >>> pyboy.tick(60, False) # Progress 60 frames *without* rendering True >>> pyboy.tick(60, True) # Progress 60 frames and render *only the last frame* True >>> for _ in range(60): # Progress 60 frames and render every frame ... if not pyboy.tick(1, True): ... break >>> ``` Args: count (int): Number of ticks to process render (bool): Whether to render an image for this tick Returns ------- (True or False): False if emulation has ended otherwise True """ _count = count running = False t_start = time.perf_counter_ns() while count != 0: _render = render and count == 1 # Only render on last tick to improve performance running = self._tick(_render) count -= 1 t_tick = time.perf_counter_ns() self._post_tick() t_post = time.perf_counter_ns() if _count > 0: nsecs = t_tick - t_start self.avg_tick = 0.9 * (self.avg_tick / _count) + (0.1*nsecs/1_000_000_000) nsecs = t_post - t_start self.avg_emu = 0.9 * (self.avg_emu / _count) + (0.1*nsecs/1_000_000_000) return running def _handle_events(self, events): # This feeds events into the tick-loop from the window. There might already be events in the list from the API. events = self._plugin_manager.handle_events(events) for event in events: if event == WindowEvent.QUIT: self.quitting = True elif event == WindowEvent.RELEASE_SPEED_UP: # Switch between unlimited and 1x real-time emulation speed self.target_emulationspeed = int(bool(self.target_emulationspeed) ^ True) logger.debug("Speed limit: %d", self.target_emulationspeed) elif event == WindowEvent.STATE_SAVE: with open(self.gamerom + ".state", "wb") as f: self.mb.save_state(IntIOWrapper(f)) elif event == WindowEvent.STATE_LOAD: state_path = self.gamerom + ".state" if not os.path.isfile(state_path): logger.error("State file not found: %s", state_path) continue with open(state_path, "rb") as f: self.mb.load_state(IntIOWrapper(f)) elif event == WindowEvent.PASS: pass # Used in place of None in Cython, when key isn't mapped to anything elif event == WindowEvent.PAUSE_TOGGLE: if self.paused: self._unpause() else: self._pause() elif event == WindowEvent.PAUSE: self._pause() elif event == WindowEvent.UNPAUSE: self._unpause() elif event == WindowEvent._INTERNAL_RENDERER_FLUSH: self._plugin_manager._post_tick_windows() else: self.mb.buttonevent(event) def _pause(self): if self.paused: return self.paused = True self.save_target_emulationspeed = self.target_emulationspeed self.target_emulationspeed = 1 logger.info("Emulation paused!") self._update_window_title() def _unpause(self): if not self.paused: return self.paused = False self.target_emulationspeed = self.save_target_emulationspeed logger.info("Emulation unpaused!") self._update_window_title() def _post_tick(self): # Fix buggy PIL. They will copy our image buffer and destroy the # reference on some user operations like .save(). if self.screen.image and not self.screen.image.readonly: self.screen._set_image() if self.frame_count % 60 == 0: self._update_window_title() self._plugin_manager.post_tick() self._plugin_manager.frame_limiter(self.target_emulationspeed) def _post_handle_events(self): # Prepare an empty list, as the API might be used to send in events between ticks self.events = [] while self.queued_input and self.frame_count == self.queued_input[0][0]: _, _event = heapq.heappop(self.queued_input) self.events.append(WindowEvent(_event)) def _update_window_title(self): self.window_title = f"CPU/frame: {(self.avg_tick) / SPF * 100:0.2f}%" self.window_title += f' Emulation: x{(round(SPF / self.avg_emu) if self.avg_emu > 0 else "INF")}' if self.paused: self.window_title += "[PAUSED]" self.window_title += self._plugin_manager.window_title() self._plugin_manager._set_title() def __del__(self): self.stop(save=False) def __enter__(self): return self def __exit__(self, type, value, traceback): self.stop() def stop(self, save=True): """ Gently stops the emulator and all sub-modules. Example: ```python >>> pyboy.stop() # Stop emulator and save game progress (cartridge RAM) >>> pyboy.stop(False) # Stop emulator and discard game progress (cartridge RAM) ``` Args: save (bool): Specify whether to save the game upon stopping. It will always be saved in a file next to the provided game-ROM. """ if self.initialized and not self.stopped: logger.info("###########################") logger.info("# Emulator is turning off #") logger.info("###########################") self._plugin_manager.stop() self.mb.stop(save) self.stopped = True ################################################################### # Scripts and bot methods # def button(self, input, delay=1): """ Send input to PyBoy in the form of "a", "b", "start", "select", "left", "right", "up" and "down". The button will automatically be released at the following call to `PyBoy.tick`. Example: ```python >>> pyboy.button('a') # Press button 'a' and release after `pyboy.tick()` >>> pyboy.tick() # Button 'a' pressed True >>> pyboy.tick() # Button 'a' released True >>> pyboy.button('a', 3) # Press button 'a' and release after 3 `pyboy.tick()` >>> pyboy.tick() # Button 'a' pressed True >>> pyboy.tick() # Button 'a' still pressed True >>> pyboy.tick() # Button 'a' still pressed True >>> pyboy.tick() # Button 'a' released True ``` Args: input (str): button to press delay (int, optional): Number of frames to delay the release. Defaults to 1 """ input = input.lower() if input == "left": self.send_input(WindowEvent.PRESS_ARROW_LEFT) self.send_input(WindowEvent.RELEASE_ARROW_LEFT, delay) elif input == "right": self.send_input(WindowEvent.PRESS_ARROW_RIGHT) self.send_input(WindowEvent.RELEASE_ARROW_RIGHT, delay) elif input == "up": self.send_input(WindowEvent.PRESS_ARROW_UP) self.send_input(WindowEvent.RELEASE_ARROW_UP, delay) elif input == "down": self.send_input(WindowEvent.PRESS_ARROW_DOWN) self.send_input(WindowEvent.RELEASE_ARROW_DOWN, delay) elif input == "a": self.send_input(WindowEvent.PRESS_BUTTON_A) self.send_input(WindowEvent.RELEASE_BUTTON_A, delay) elif input == "b": self.send_input(WindowEvent.PRESS_BUTTON_B) self.send_input(WindowEvent.RELEASE_BUTTON_B, delay) elif input == "start": self.send_input(WindowEvent.PRESS_BUTTON_START) self.send_input(WindowEvent.RELEASE_BUTTON_START, delay) elif input == "select": self.send_input(WindowEvent.PRESS_BUTTON_SELECT) self.send_input(WindowEvent.RELEASE_BUTTON_SELECT, delay) else: raise Exception("Unrecognized input:", input) def button_press(self, input): """ Send input to PyBoy in the form of "a", "b", "start", "select", "left", "right", "up" and "down". The button will remain press until explicitly released with `PyBoy.button_release` or `PyBoy.send_input`. Example: ```python >>> pyboy.button_press('a') # Press button 'a' and keep pressed after `PyBoy.tick()` >>> pyboy.tick() # Button 'a' pressed True >>> pyboy.tick() # Button 'a' still pressed True >>> pyboy.button_release('a') # Release button 'a' on next call to `PyBoy.tick()` >>> pyboy.tick() # Button 'a' released True ``` Args: input (str): button to press """ input = input.lower() if input == "left": self.send_input(WindowEvent.PRESS_ARROW_LEFT) elif input == "right": self.send_input(WindowEvent.PRESS_ARROW_RIGHT) elif input == "up": self.send_input(WindowEvent.PRESS_ARROW_UP) elif input == "down": self.send_input(WindowEvent.PRESS_ARROW_DOWN) elif input == "a": self.send_input(WindowEvent.PRESS_BUTTON_A) elif input == "b": self.send_input(WindowEvent.PRESS_BUTTON_B) elif input == "start": self.send_input(WindowEvent.PRESS_BUTTON_START) elif input == "select": self.send_input(WindowEvent.PRESS_BUTTON_SELECT) else: raise Exception("Unrecognized input") def button_release(self, input): """ Send input to PyBoy in the form of "a", "b", "start", "select", "left", "right", "up" and "down". This will release a button after a call to `PyBoy.button_press` or `PyBoy.send_input`. Example: ```python >>> pyboy.button_press('a') # Press button 'a' and keep pressed after `PyBoy.tick()` >>> pyboy.tick() # Button 'a' pressed True >>> pyboy.tick() # Button 'a' still pressed True >>> pyboy.button_release('a') # Release button 'a' on next call to `PyBoy.tick()` >>> pyboy.tick() # Button 'a' released True ``` Args: input (str): button to release """ input = input.lower() if input == "left": self.send_input(WindowEvent.RELEASE_ARROW_LEFT) elif input == "right": self.send_input(WindowEvent.RELEASE_ARROW_RIGHT) elif input == "up": self.send_input(WindowEvent.RELEASE_ARROW_UP) elif input == "down": self.send_input(WindowEvent.RELEASE_ARROW_DOWN) elif input == "a": self.send_input(WindowEvent.RELEASE_BUTTON_A) elif input == "b": self.send_input(WindowEvent.RELEASE_BUTTON_B) elif input == "start": self.send_input(WindowEvent.RELEASE_BUTTON_START) elif input == "select": self.send_input(WindowEvent.RELEASE_BUTTON_SELECT) else: raise Exception("Unrecognized input") def send_input(self, event, delay=0): """ Send a single input to control the emulator. This is both Game Boy buttons and emulator controls. See `pyboy.utils.WindowEvent` for which events to send. Consider using `PyBoy.button` instead for easier access. Example: ```python >>> from pyboy.utils import WindowEvent >>> pyboy.send_input(WindowEvent.PRESS_BUTTON_A) # Press button 'a' and keep pressed after `PyBoy.tick()` >>> pyboy.tick() # Button 'a' pressed True >>> pyboy.tick() # Button 'a' still pressed True >>> pyboy.send_input(WindowEvent.RELEASE_BUTTON_A) # Release button 'a' on next call to `PyBoy.tick()` >>> pyboy.tick() # Button 'a' released True ``` And even simpler with delay: ```python >>> from pyboy.utils import WindowEvent >>> pyboy.send_input(WindowEvent.PRESS_BUTTON_A) # Press button 'a' and keep pressed after `PyBoy.tick()` >>> pyboy.send_input(WindowEvent.RELEASE_BUTTON_A, 2) # Release button 'a' on third call to `PyBoy.tick()` >>> pyboy.tick() # Button 'a' pressed True >>> pyboy.tick() # Button 'a' still pressed True >>> pyboy.tick() # Button 'a' released True ``` Args: event (pyboy.WindowEvent): The event to send delay (int): 0 for immediately, number of frames to delay the input """ if delay: assert delay > 0, "Only positive integers allowed" heapq.heappush(self.queued_input, (self.frame_count + delay, event)) else: self.events.append(WindowEvent(event)) def save_state(self, file_like_object): """ Saves the complete state of the emulator. It can be called at any time, and enable you to revert any progress in a game. You can either save it to a file, or in-memory. The following two examples will provide the file handle in each case. Remember to `seek` the in-memory buffer to the beginning before calling `PyBoy.load_state`: ```python >>> # Save to file >>> with open("state_file.state", "wb") as f: ... pyboy.save_state(f) >>> >>> # Save to memory >>> import io >>> with io.BytesIO() as f: ... f.seek(0) ... pyboy.save_state(f) 0 ``` Args: file_like_object (io.BufferedIOBase): A file-like object for which to write the emulator state. """ if isinstance(file_like_object, str): raise Exception("String not allowed. Did you specify a filepath instead of a file-like object?") if file_like_object.__class__.__name__ == "TextIOWrapper": raise Exception("Text file not allowed. Did you specify open(..., 'wb')?") self.mb.save_state(IntIOWrapper(file_like_object)) def load_state(self, file_like_object): """ Restores the complete state of the emulator. It can be called at any time, and enable you to revert any progress in a game. You can either load it from a file, or from memory. See `PyBoy.save_state` for how to save the state, before you can load it here. To load a file, remember to load it as bytes: ```python >>> # Load file >>> with open("state_file.state", "rb") as f: ... pyboy.load_state(f) >>> ``` Args: file_like_object (io.BufferedIOBase): A file-like object for which to read the emulator state. """ if isinstance(file_like_object, str): raise Exception("String not allowed. Did you specify a filepath instead of a file-like object?") if file_like_object.__class__.__name__ == "TextIOWrapper": raise Exception("Text file not allowed. Did you specify open(..., 'rb')?") self.mb.load_state(IntIOWrapper(file_like_object)) def game_area_dimensions(self, x, y, width, height, follow_scrolling=True): """ If using the generic game wrapper (see `pyboy.PyBoy.game_wrapper`), you can use this to set the section of the tilemaps to extract. This will default to the entire tilemap. Example: ```python >>> pyboy.game_wrapper.shape (32, 32) >>> pyboy.game_area_dimensions(2, 2, 10, 18, False) >>> pyboy.game_wrapper.shape (10, 18) ``` Args: x (int): Offset from top-left corner of the screen y (int): Offset from top-left corner of the screen width (int): Width of game area height (int): Height of game area follow_scrolling (bool): Whether to follow the scrolling of [SCX and SCY](https://gbdev.io/pandocs/Scrolling.html) """ self.game_wrapper._set_dimensions(x, y, width, height, follow_scrolling=True) def game_area_collision(self): """ Some game wrappers define a collision map. Check if your game wrapper has this feature implemented: `pyboy.plugins`. The output will be unique for each game wrapper. Example: ```python >>> # This example show nothing, but a supported game will >>> pyboy.game_area_collision() array([[0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0]], dtype=uint32) ``` Returns ------- memoryview: Simplified 2-dimensional memoryview of the collision map """ return self.game_wrapper.game_area_collision() def game_area_mapping(self, mapping, sprite_offset=0): """ Define custom mappings for tile identifiers in the game area. Example of custom mapping: ```python >>> mapping = [x for x in range(384)] # 1:1 mapping >>> mapping[0] = 0 # Map tile identifier 0 -> 0 >>> mapping[1] = 0 # Map tile identifier 1 -> 0 >>> mapping[2] = 0 # Map tile identifier 2 -> 0 >>> mapping[3] = 0 # Map tile identifier 3 -> 0 >>> pyboy.game_area_mapping(mapping, 1000) ``` Some game wrappers will supply mappings as well. See the specific documentation for your game wrapper: `pyboy.plugins`. ```python >>> pyboy.game_area_mapping(pyboy.game_wrapper.mapping_one_to_one, 0) ``` Args: mapping (list or ndarray): list of 384 (DMG) or 768 (CGB) tile mappings. Use `None` to reset to a 1:1 mapping. sprite_offest (int): Optional offset add to tile id for sprites """ if mapping is None: mapping = [x for x in range(768)] assert isinstance(sprite_offset, int) assert isinstance(mapping, (np.ndarray, list)) assert len(mapping) == 384 or len(mapping) == 768 self.game_wrapper.game_area_mapping(mapping, sprite_offset) def game_area(self): """ Use this method to get a matrix of the "game area" of the screen. This view is simplified to be perfect for machine learning applications. The layout will vary from game to game. Below is an example from Tetris: Example: ```python >>> pyboy.game_area() array([[ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 130, 130, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 130, 130, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47]], dtype=uint32) ``` If you want a "compressed", "minimal" or raw mapping of tiles, you can change the mapping using `pyboy.PyBoy.game_area_mapping`. Either you'll have to supply your own mapping, or you can find one that is built-in with the game wrapper plugin for your game. See `pyboy.PyBoy.game_area_mapping`. Returns ------- memoryview: Simplified 2-dimensional memoryview of the screen """ return self.game_wrapper.game_area() def _serial(self): """ Provides all data that has been sent over the serial port since last call to this function. Returns ------- str : Buffer data """ return self.mb.getserial() def set_emulation_speed(self, target_speed): """ Set the target emulation speed. It might loose accuracy of keeping the exact speed, when using a high `target_speed`. The speed is defined as a multiple of real-time. I.e `target_speed=2` is double speed. A `target_speed` of `0` means unlimited. I.e. fastest possible execution. Due to backwards compatibility, the null window starts at unlimited speed (i.e. `target_speed=0`), while others start at realtime (i.e. `target_speed=1`). Example: ```python >>> pyboy.tick() # Delays 16.67ms True >>> pyboy.set_emulation_speed(0) # Disable limit >>> pyboy.tick() # As fast as possible True ``` Args: target_speed (int): Target emulation speed as multiplier of real-time. """ if target_speed > 5: logger.warning("The emulation speed might not be accurate when speed-target is higher than 5") self.target_emulationspeed = target_speed def __rendering(self, value): """ Disable or enable rendering """ self.mb.lcd.disable_renderer = not value def _is_cpu_stuck(self): return self.mb.cpu.is_stuck def _load_symbols(self): gamerom_file_no_ext, rom_ext = os.path.splitext(self.gamerom) for sym_path in [self.symbols_file, gamerom_file_no_ext + ".sym", gamerom_file_no_ext + rom_ext + ".sym"]: if sym_path and os.path.isfile(sym_path): logger.info("Loading symbol file: %s", sym_path) with open(sym_path) as f: for _line in f.readlines(): line = _line.strip() if line == "": continue elif line.startswith(";"): continue elif line.startswith("["): # Start of key group # [labels] # [definitions] continue try: bank, addr, sym_label = re.split(":| ", line.strip()) bank = int(bank, 16) addr = int(addr, 16) if not bank in self.rom_symbols: self.rom_symbols[bank] = {} if not addr in self.rom_symbols[bank]: self.rom_symbols[bank][addr] = [] self.rom_symbols[bank][addr].append(sym_label) self.rom_symbols_inverse[sym_label] = (bank, addr) except ValueError as ex: logger.warning("Skipping .sym line: %s", line.strip()) return self.rom_symbols def _lookup_symbol(self, symbol): bank_addr = self.rom_symbols_inverse.get(symbol) if bank_addr is None: raise ValueError("Symbol not found: %s" % symbol) return bank_addr def symbol_lookup(self, symbol): """ Look up a specific symbol from provided symbols file. This can be useful in combination with `PyBoy.memory` or even `PyBoy.hook_register`. See `PyBoy.hook_register` for how to load symbol into PyBoy. Example: ```python >>> # Directly >>> pyboy.memory[pyboy.symbol_lookup("Tileset")] 0 >>> # By bank and address >>> bank, addr = pyboy.symbol_lookup("Tileset") >>> pyboy.memory[bank, addr] 0 >>> pyboy.memory[bank, addr:addr+10] [0, 0, 0, 0, 0, 0, 102, 102, 102, 102] ``` Returns ------- (int, int): ROM/RAM bank, address """ return self._lookup_symbol(symbol) def hook_register(self, bank, addr, callback, context): """ Adds a hook into a specific bank and memory address. When the Game Boy executes this address, the provided callback function will be called. By providing an object as `context`, you can later get access to information inside and outside of the callback. Example: ```python >>> context = "Hello from hook" >>> def my_callback(context): ... print(context) >>> pyboy.hook_register(0, 0x100, my_callback, context) >>> pyboy.tick(70) Hello from hook True ``` If a symbol file is loaded, this function can also automatically resolve a bank and address from a symbol. To enable this, you'll need to place a `.sym` file next to your ROM, or provide it using: `PyBoy(..., symbols="game_rom.gb.sym")`. Then provide `None` for `bank` and the symbol for `addr` to trigger the automatic lookup. Example: ```python >>> # Continued example above >>> pyboy.hook_register(None, "Main.move", lambda x: print(x), "Hello from hook2") >>> pyboy.tick(80) Hello from hook2 True ``` **NOTE**: Don't register hooks to something that isn't executable (graphics data etc.). This will cause your game to show weird behavior or crash. Hooks are installed by replacing the instruction at the bank and address with a special opcode (`0xDB`). If the address is read by the game instead of executed as code, this value will be read instead. Args: bank (int or None): ROM or RAM bank (None for symbol lookup) addr (int or str): Address in the Game Boy's address space (str for symbol lookup) callback (func): A function which takes `context` as argument context (object): Argument to pass to callback when hook is called """ if bank is None and isinstance(addr, str): bank, addr = self._lookup_symbol(addr) opcode = self.memory[bank, addr] if opcode == 0xDB: raise ValueError("Hook already registered for this bank and address.") self.mb.breakpoint_add(bank, addr) bank_addr_opcode = (bank & 0xFF) << 24 | (addr & 0xFFFF) << 8 | (opcode & 0xFF) logger.debug("Adding hook for opcode %08x", bank_addr_opcode) self._hooks[bank_addr_opcode] = (callback, context) def hook_deregister(self, bank, addr): """ Remove a previously registered hook from a specific bank and memory address. Example: ```python >>> context = "Hello from hook" >>> def my_callback(context): ... print(context) >>> pyboy.hook_register(0, 0x2000, my_callback, context) >>> pyboy.hook_deregister(0, 0x2000) ``` This function can also deregister a hook based on a symbol. See `PyBoy.hook_register` for details. Example: ```python >>> pyboy.hook_register(None, "Main", lambda x: print(x), "Hello from hook") >>> pyboy.hook_deregister(None, "Main") ``` Args: bank (int or None): ROM or RAM bank (None for symbol lookup) addr (int or str): Address in the Game Boy's address space (str for symbol lookup) """ if bank is None and isinstance(addr, str): bank, addr = self._lookup_symbol(addr) breakpoint_meta = self.mb.breakpoint_find(bank, addr) if not breakpoint_meta: raise ValueError("Breakpoint not found for bank and addr") _, _, opcode = breakpoint_meta self.mb.breakpoint_remove(bank, addr) bank_addr_opcode = (bank & 0xFF) << 24 | (addr & 0xFFFF) << 8 | (opcode & 0xFF) self._hooks.pop(bank_addr_opcode) def _handle_hooks(self): if _handler := self._hooks.get(self.mb.breakpoint_waiting): (callback, context) = _handler callback(context) return True return False def get_sprite(self, sprite_index): """ Provides a `pyboy.api.sprite.Sprite` object, which makes the OAM data more presentable. The given index corresponds to index of the sprite in the "Object Attribute Memory" (OAM). The Game Boy supports 40 sprites in total. Read more details about it, in the [Pan Docs](http://bgb.bircd.org/pandocs.htm). ```python >>> s = pyboy.get_sprite(12) >>> s Sprite [12]: Position: (-8, -16), Shape: (8, 8), Tiles: (Tile: 0), On screen: False >>> s.on_screen False >>> s.tiles [Tile: 0] ``` Args: index (int): Sprite index from 0 to 39. Returns ------- `pyboy.api.sprite.Sprite`: Sprite corresponding to the given index. """ return Sprite(self.mb, sprite_index) def get_sprite_by_tile_identifier(self, tile_identifiers, on_screen=True): """ Provided a list of tile identifiers, this function will find all occurrences of sprites using the tile identifiers and return the sprite indexes where each identifier is found. Use the sprite indexes in the `pyboy.PyBoy.get_sprite` function to get a `pyboy.api.sprite.Sprite` object. Example: ```python >>> print(pyboy.get_sprite_by_tile_identifier([43, 123])) [[0, 2, 4], []] ``` Meaning, that tile identifier `43` is found at the sprite indexes: 0, 2, and 4, while tile identifier `123` was not found anywhere. Args: identifiers (list): List of tile identifiers (int) on_screen (bool): Require that the matched sprite is on screen Returns ------- list: list of sprite matches for every tile identifier in the input """ matches = [] for i in tile_identifiers: match = [] for s in range(constants.SPRITES): sprite = Sprite(self.mb, s) for t in sprite.tiles: if t.tile_identifier == i and (not on_screen or (on_screen and sprite.on_screen)): match.append(s) matches.append(match) return matches def get_tile(self, identifier): """ The Game Boy can have 384 tiles loaded in memory at once (768 for Game Boy Color). Use this method to get a `pyboy.api.tile.Tile`-object for given identifier. The identifier is a PyBoy construct, which unifies two different scopes of indexes in the Game Boy hardware. See the `pyboy.api.tile.Tile` object for more information. Example: ```python >>> t = pyboy.get_tile(2) >>> t Tile: 2 >>> t.shape (8, 8) ``` Returns ------- `pyboy.api.tile.Tile`: A Tile object for the given identifier. """ return Tile(self.mb, identifier=identifier) def rtc_lock_experimental(self, enable): """ **WARN: This is an experimental API and is subject to change.** Lock the Real Time Clock (RTC) of a supporting cartridge. It might be advantageous to lock the RTC when training an AI in games that use it to change behavior (i.e. day and night). The first time the game is turned on, an `.rtc` file is created with the current time. This is the epoch for the RTC. When using `rtc_lock_experimental`, the RTC will always report this point in time. If you let the game progress first, before using `rtc_lock_experimental`, the internal clock will move backwards and might corrupt the game. Example: ```python >>> pyboy = PyBoy('game_rom.gb') >>> pyboy.rtc_lock_experimental(True) # RTC will not progress ``` **WARN: This is an experimental API and is subject to change.** Args: enable (bool): True to lock RTC, False to operate normally """ if self.mb.cartridge.rtc_enabled: self.mb.cartridge.rtc.timelock = enable else: raise Exception("There's no RTC for this cartridge type")
Instance variables
var screen
-
Use this method to get a
Screen
object. This can be used to get the screen buffer in a variety of formats.It's also here you can find the screen position (SCX, SCY, WX, WY) for each scan line in the screen buffer. See
Screen.tilemap_position_list
for more information.Example:
>>> pyboy.screen.image.show() >>> pyboy.screen.ndarray.shape (144, 160, 4) >>> pyboy.screen.raw_buffer_format 'RGBA'
Returns
Screen
: A Screen object with helper functions for reading the screen buffer. var memory
-
Provides a
PyBoyMemoryView
object for reading and writing the memory space of the Game Boy.For a more comprehensive description, see the
PyBoyMemoryView
class.Example:
>>> pyboy.memory[0x0000:0x0010] # Read 16 bytes from ROM bank 0 [49, 254, 255, 33, 0, 128, 175, 34, 124, 254, 160, 32, 249, 6, 48, 33] >>> pyboy.memory[1, 0x2000] = 12 # Override address 0x2000 from ROM bank 1 with the value 12 >>> pyboy.memory[0xC000] = 1 # Write to address 0xC000 with value 1
var register_file
-
Provides a
PyBoyRegisterFile
object for reading and writing the CPU registers of the Game Boy.The register file is best used inside the callback of a hook, as
PyBoy.tick()
doesn't return at a specific point.For a more comprehensive description, see the
PyBoyRegisterFile
class.Example:
>>> def my_callback(register_file): ... print("Register A:", register_file.A) >>> pyboy.hook_register(0, 0x100, my_callback, pyboy.register_file) >>> pyboy.tick(70) Register A: 1 True
var memory_scanner
-
Provides a
MemoryScanner
object for locating addresses of interest in the memory space of the Game Boy. This might require some trial and error. Values can be represented in memory in surprising ways.Open an issue on GitHub if you need finer control, and we will take a look at it.
Example:
>>> current_score = 4 # You write current score in game >>> pyboy.memory_scanner.scan_memory(current_score, start_addr=0xC000, end_addr=0xDFFF) [] >>> for _ in range(175): ... pyboy.tick(1, True) # Progress the game to change score True... >>> current_score = 8 # You write the new score in game >>> from pyboy.api.memory_scanner import DynamicComparisonType >>> addresses = pyboy.memory_scanner.rescan_memory(current_score, DynamicComparisonType.MATCH) >>> print(addresses) # If repeated enough, only one address will remain []
var tilemap_background
-
The Game Boy uses two tile maps at the same time to draw graphics on the screen. This method will provide one for the background tiles. The game chooses whether it wants to use the low or the high tilemap.
Read more details about it, in the Pan Docs.
Example:
>>> pyboy.tilemap_background[8,8] 1 >>> pyboy.tilemap_background[7:12,8] [0, 1, 0, 1, 0] >>> pyboy.tilemap_background[7:12,8:11] [[0, 1, 0, 1, 0], [0, 2, 3, 4, 5], [0, 0, 6, 0, 0]]
Returns
TileMap
: A TileMap object for the tile map. var tilemap_window
-
The Game Boy uses two tile maps at the same time to draw graphics on the screen. This method will provide one for the window tiles. The game chooses whether it wants to use the low or the high tilemap.
Read more details about it, in the Pan Docs.
Example:
>>> pyboy.tilemap_window[8,8] 1 >>> pyboy.tilemap_window[7:12,8] [0, 1, 0, 1, 0] >>> pyboy.tilemap_window[7:12,8:11] [[0, 1, 0, 1, 0], [0, 2, 3, 4, 5], [0, 0, 6, 0, 0]]
Returns
TileMap
: A TileMap object for the tile map. var cartridge_title
-
The title stored on the currently loaded cartridge ROM. The title is all upper-case ASCII and may have been truncated to 11 characters.
Example:
>>> pyboy.cartridge_title # Title of PyBoy's default ROM 'DEFAULT-ROM'
Returns
str :
- Game title
var game_wrapper
-
Provides an instance of a game-specific or generic wrapper. The game is detected by the cartridge's hard-coded game title (see
PyBoy.cartridge_title
).If a game-specific wrapper is not found, a generic wrapper will be returned.
To get more information, find the wrapper for your game in
pyboy.plugins
.Example:
>>> pyboy.game_wrapper.start_game() >>> pyboy.game_wrapper.reset_game()
Returns
PyBoyGameWrapper
: A game-specific wrapper object. var gameshark
-
Provides an instance of the
GameShark
handler. This allows you to inject GameShark-based cheat codes.Example:
>>> pyboy.gameshark.add("010138CD") >>> pyboy.gameshark.remove("010138CD") >>> pyboy.gameshark.clear_all()
Methods
def tick(self, count=1, render=True)
-
Progresses the emulator ahead by
count
frame(s).To run the emulator in real-time, it will need to process 60 frames a second (for example in a while-loop). This function will block for roughly 16,67ms per frame, to not run faster than real-time, unless you specify otherwise with the
PyBoy.set_emulation_speed()
method.If you need finer control than 1 frame, have a look at
PyBoy.hook_register()
to inject code at a specific point in the game.Setting
render
toTrue
will make PyBoy render the screen for the last frame of this tick. This can be seen as a type of "frameskipping" optimization.For AI training, it's adviced to use as high a count as practical, as it will otherwise reduce performance substantially. While setting
render
toFalse
, you can still access thePyBoy.game_area()
to get a simpler representation of the game.If
render
was enabled, useScreen
to get a NumPy buffer or raw memory buffer.Example:
>>> pyboy.tick() # Progress 1 frame with rendering True >>> pyboy.tick(1) # Progress 1 frame with rendering True >>> pyboy.tick(60, False) # Progress 60 frames *without* rendering True >>> pyboy.tick(60, True) # Progress 60 frames and render *only the last frame* True >>> for _ in range(60): # Progress 60 frames and render every frame ... if not pyboy.tick(1, True): ... break >>>
Args
count
:int
- Number of ticks to process
render
:bool
- Whether to render an image for this tick
Returns
(True or False): False if emulation has ended otherwise True
Expand source code
def tick(self, count=1, render=True): """ Progresses the emulator ahead by `count` frame(s). To run the emulator in real-time, it will need to process 60 frames a second (for example in a while-loop). This function will block for roughly 16,67ms per frame, to not run faster than real-time, unless you specify otherwise with the `PyBoy.set_emulation_speed` method. If you need finer control than 1 frame, have a look at `PyBoy.hook_register` to inject code at a specific point in the game. Setting `render` to `True` will make PyBoy render the screen for *the last frame* of this tick. This can be seen as a type of "frameskipping" optimization. For AI training, it's adviced to use as high a count as practical, as it will otherwise reduce performance substantially. While setting `render` to `False`, you can still access the `PyBoy.game_area` to get a simpler representation of the game. If `render` was enabled, use `pyboy.api.screen.Screen` to get a NumPy buffer or raw memory buffer. Example: ```python >>> pyboy.tick() # Progress 1 frame with rendering True >>> pyboy.tick(1) # Progress 1 frame with rendering True >>> pyboy.tick(60, False) # Progress 60 frames *without* rendering True >>> pyboy.tick(60, True) # Progress 60 frames and render *only the last frame* True >>> for _ in range(60): # Progress 60 frames and render every frame ... if not pyboy.tick(1, True): ... break >>> ``` Args: count (int): Number of ticks to process render (bool): Whether to render an image for this tick Returns ------- (True or False): False if emulation has ended otherwise True """ _count = count running = False t_start = time.perf_counter_ns() while count != 0: _render = render and count == 1 # Only render on last tick to improve performance running = self._tick(_render) count -= 1 t_tick = time.perf_counter_ns() self._post_tick() t_post = time.perf_counter_ns() if _count > 0: nsecs = t_tick - t_start self.avg_tick = 0.9 * (self.avg_tick / _count) + (0.1*nsecs/1_000_000_000) nsecs = t_post - t_start self.avg_emu = 0.9 * (self.avg_emu / _count) + (0.1*nsecs/1_000_000_000) return running
def stop(self, save=True)
-
Gently stops the emulator and all sub-modules.
Example:
>>> pyboy.stop() # Stop emulator and save game progress (cartridge RAM) >>> pyboy.stop(False) # Stop emulator and discard game progress (cartridge RAM)
Args
save
:bool
- Specify whether to save the game upon stopping. It will always be saved in a file next to the provided game-ROM.
Expand source code
def stop(self, save=True): """ Gently stops the emulator and all sub-modules. Example: ```python >>> pyboy.stop() # Stop emulator and save game progress (cartridge RAM) >>> pyboy.stop(False) # Stop emulator and discard game progress (cartridge RAM) ``` Args: save (bool): Specify whether to save the game upon stopping. It will always be saved in a file next to the provided game-ROM. """ if self.initialized and not self.stopped: logger.info("###########################") logger.info("# Emulator is turning off #") logger.info("###########################") self._plugin_manager.stop() self.mb.stop(save) self.stopped = True
-
Send input to PyBoy in the form of "a", "b", "start", "select", "left", "right", "up" and "down".
The button will automatically be released at the following call to
PyBoy.tick()
.Example:
>>> pyboy.button('a') # Press button 'a' and release after `pyboy.tick()` >>> pyboy.tick() # Button 'a' pressed True >>> pyboy.tick() # Button 'a' released True >>> pyboy.button('a', 3) # Press button 'a' and release after 3 `pyboy.tick()` >>> pyboy.tick() # Button 'a' pressed True >>> pyboy.tick() # Button 'a' still pressed True >>> pyboy.tick() # Button 'a' still pressed True >>> pyboy.tick() # Button 'a' released True
Args
input
:str
- button to press
delay
:int
, optional- Number of frames to delay the release. Defaults to 1
Expand source code
def button(self, input, delay=1): """ Send input to PyBoy in the form of "a", "b", "start", "select", "left", "right", "up" and "down". The button will automatically be released at the following call to `PyBoy.tick`. Example: ```python >>> pyboy.button('a') # Press button 'a' and release after `pyboy.tick()` >>> pyboy.tick() # Button 'a' pressed True >>> pyboy.tick() # Button 'a' released True >>> pyboy.button('a', 3) # Press button 'a' and release after 3 `pyboy.tick()` >>> pyboy.tick() # Button 'a' pressed True >>> pyboy.tick() # Button 'a' still pressed True >>> pyboy.tick() # Button 'a' still pressed True >>> pyboy.tick() # Button 'a' released True ``` Args: input (str): button to press delay (int, optional): Number of frames to delay the release. Defaults to 1 """ input = input.lower() if input == "left": self.send_input(WindowEvent.PRESS_ARROW_LEFT) self.send_input(WindowEvent.RELEASE_ARROW_LEFT, delay) elif input == "right": self.send_input(WindowEvent.PRESS_ARROW_RIGHT) self.send_input(WindowEvent.RELEASE_ARROW_RIGHT, delay) elif input == "up": self.send_input(WindowEvent.PRESS_ARROW_UP) self.send_input(WindowEvent.RELEASE_ARROW_UP, delay) elif input == "down": self.send_input(WindowEvent.PRESS_ARROW_DOWN) self.send_input(WindowEvent.RELEASE_ARROW_DOWN, delay) elif input == "a": self.send_input(WindowEvent.PRESS_BUTTON_A) self.send_input(WindowEvent.RELEASE_BUTTON_A, delay) elif input == "b": self.send_input(WindowEvent.PRESS_BUTTON_B) self.send_input(WindowEvent.RELEASE_BUTTON_B, delay) elif input == "start": self.send_input(WindowEvent.PRESS_BUTTON_START) self.send_input(WindowEvent.RELEASE_BUTTON_START, delay) elif input == "select": self.send_input(WindowEvent.PRESS_BUTTON_SELECT) self.send_input(WindowEvent.RELEASE_BUTTON_SELECT, delay) else: raise Exception("Unrecognized input:", input)
-
Send input to PyBoy in the form of "a", "b", "start", "select", "left", "right", "up" and "down".
The button will remain press until explicitly released with
PyBoy.button_release()
orPyBoy.send_input()
.Example:
>>> pyboy.button_press('a') # Press button 'a' and keep pressed after `PyBoy.tick()` >>> pyboy.tick() # Button 'a' pressed True >>> pyboy.tick() # Button 'a' still pressed True >>> pyboy.button_release('a') # Release button 'a' on next call to `PyBoy.tick()` >>> pyboy.tick() # Button 'a' released True
Args
input
:str
- button to press
Expand source code
def button_press(self, input): """ Send input to PyBoy in the form of "a", "b", "start", "select", "left", "right", "up" and "down". The button will remain press until explicitly released with `PyBoy.button_release` or `PyBoy.send_input`. Example: ```python >>> pyboy.button_press('a') # Press button 'a' and keep pressed after `PyBoy.tick()` >>> pyboy.tick() # Button 'a' pressed True >>> pyboy.tick() # Button 'a' still pressed True >>> pyboy.button_release('a') # Release button 'a' on next call to `PyBoy.tick()` >>> pyboy.tick() # Button 'a' released True ``` Args: input (str): button to press """ input = input.lower() if input == "left": self.send_input(WindowEvent.PRESS_ARROW_LEFT) elif input == "right": self.send_input(WindowEvent.PRESS_ARROW_RIGHT) elif input == "up": self.send_input(WindowEvent.PRESS_ARROW_UP) elif input == "down": self.send_input(WindowEvent.PRESS_ARROW_DOWN) elif input == "a": self.send_input(WindowEvent.PRESS_BUTTON_A) elif input == "b": self.send_input(WindowEvent.PRESS_BUTTON_B) elif input == "start": self.send_input(WindowEvent.PRESS_BUTTON_START) elif input == "select": self.send_input(WindowEvent.PRESS_BUTTON_SELECT) else: raise Exception("Unrecognized input")
-
Send input to PyBoy in the form of "a", "b", "start", "select", "left", "right", "up" and "down".
This will release a button after a call to
PyBoy.button_press()
orPyBoy.send_input()
.Example:
>>> pyboy.button_press('a') # Press button 'a' and keep pressed after `PyBoy.tick()` >>> pyboy.tick() # Button 'a' pressed True >>> pyboy.tick() # Button 'a' still pressed True >>> pyboy.button_release('a') # Release button 'a' on next call to `PyBoy.tick()` >>> pyboy.tick() # Button 'a' released True
Args
input
:str
- button to release
Expand source code
def button_release(self, input): """ Send input to PyBoy in the form of "a", "b", "start", "select", "left", "right", "up" and "down". This will release a button after a call to `PyBoy.button_press` or `PyBoy.send_input`. Example: ```python >>> pyboy.button_press('a') # Press button 'a' and keep pressed after `PyBoy.tick()` >>> pyboy.tick() # Button 'a' pressed True >>> pyboy.tick() # Button 'a' still pressed True >>> pyboy.button_release('a') # Release button 'a' on next call to `PyBoy.tick()` >>> pyboy.tick() # Button 'a' released True ``` Args: input (str): button to release """ input = input.lower() if input == "left": self.send_input(WindowEvent.RELEASE_ARROW_LEFT) elif input == "right": self.send_input(WindowEvent.RELEASE_ARROW_RIGHT) elif input == "up": self.send_input(WindowEvent.RELEASE_ARROW_UP) elif input == "down": self.send_input(WindowEvent.RELEASE_ARROW_DOWN) elif input == "a": self.send_input(WindowEvent.RELEASE_BUTTON_A) elif input == "b": self.send_input(WindowEvent.RELEASE_BUTTON_B) elif input == "start": self.send_input(WindowEvent.RELEASE_BUTTON_START) elif input == "select": self.send_input(WindowEvent.RELEASE_BUTTON_SELECT) else: raise Exception("Unrecognized input")
def send_input(self, event, delay=0)
-
Send a single input to control the emulator. This is both Game Boy buttons and emulator controls. See
WindowEvent
for which events to send.Consider using
PyBoy.button()
instead for easier access.Example:
>>> from pyboy.utils import WindowEvent >>> pyboy.send_input(WindowEvent.PRESS_BUTTON_A) # Press button 'a' and keep pressed after `PyBoy.tick()` >>> pyboy.tick() # Button 'a' pressed True >>> pyboy.tick() # Button 'a' still pressed True >>> pyboy.send_input(WindowEvent.RELEASE_BUTTON_A) # Release button 'a' on next call to `PyBoy.tick()` >>> pyboy.tick() # Button 'a' released True
And even simpler with delay:
>>> from pyboy.utils import WindowEvent >>> pyboy.send_input(WindowEvent.PRESS_BUTTON_A) # Press button 'a' and keep pressed after `PyBoy.tick()` >>> pyboy.send_input(WindowEvent.RELEASE_BUTTON_A, 2) # Release button 'a' on third call to `PyBoy.tick()` >>> pyboy.tick() # Button 'a' pressed True >>> pyboy.tick() # Button 'a' still pressed True >>> pyboy.tick() # Button 'a' released True
Args
event
:pyboy.WindowEvent
- The event to send
delay
:int
- 0 for immediately, number of frames to delay the input
Expand source code
def send_input(self, event, delay=0): """ Send a single input to control the emulator. This is both Game Boy buttons and emulator controls. See `pyboy.utils.WindowEvent` for which events to send. Consider using `PyBoy.button` instead for easier access. Example: ```python >>> from pyboy.utils import WindowEvent >>> pyboy.send_input(WindowEvent.PRESS_BUTTON_A) # Press button 'a' and keep pressed after `PyBoy.tick()` >>> pyboy.tick() # Button 'a' pressed True >>> pyboy.tick() # Button 'a' still pressed True >>> pyboy.send_input(WindowEvent.RELEASE_BUTTON_A) # Release button 'a' on next call to `PyBoy.tick()` >>> pyboy.tick() # Button 'a' released True ``` And even simpler with delay: ```python >>> from pyboy.utils import WindowEvent >>> pyboy.send_input(WindowEvent.PRESS_BUTTON_A) # Press button 'a' and keep pressed after `PyBoy.tick()` >>> pyboy.send_input(WindowEvent.RELEASE_BUTTON_A, 2) # Release button 'a' on third call to `PyBoy.tick()` >>> pyboy.tick() # Button 'a' pressed True >>> pyboy.tick() # Button 'a' still pressed True >>> pyboy.tick() # Button 'a' released True ``` Args: event (pyboy.WindowEvent): The event to send delay (int): 0 for immediately, number of frames to delay the input """ if delay: assert delay > 0, "Only positive integers allowed" heapq.heappush(self.queued_input, (self.frame_count + delay, event)) else: self.events.append(WindowEvent(event))
def save_state(self, file_like_object)
-
Saves the complete state of the emulator. It can be called at any time, and enable you to revert any progress in a game.
You can either save it to a file, or in-memory. The following two examples will provide the file handle in each case. Remember to
seek
the in-memory buffer to the beginning before callingPyBoy.load_state()
:>>> # Save to file >>> with open("state_file.state", "wb") as f: ... pyboy.save_state(f) >>> >>> # Save to memory >>> import io >>> with io.BytesIO() as f: ... f.seek(0) ... pyboy.save_state(f) 0
Args
file_like_object
:io.BufferedIOBase
- A file-like object for which to write the emulator state.
Expand source code
def save_state(self, file_like_object): """ Saves the complete state of the emulator. It can be called at any time, and enable you to revert any progress in a game. You can either save it to a file, or in-memory. The following two examples will provide the file handle in each case. Remember to `seek` the in-memory buffer to the beginning before calling `PyBoy.load_state`: ```python >>> # Save to file >>> with open("state_file.state", "wb") as f: ... pyboy.save_state(f) >>> >>> # Save to memory >>> import io >>> with io.BytesIO() as f: ... f.seek(0) ... pyboy.save_state(f) 0 ``` Args: file_like_object (io.BufferedIOBase): A file-like object for which to write the emulator state. """ if isinstance(file_like_object, str): raise Exception("String not allowed. Did you specify a filepath instead of a file-like object?") if file_like_object.__class__.__name__ == "TextIOWrapper": raise Exception("Text file not allowed. Did you specify open(..., 'wb')?") self.mb.save_state(IntIOWrapper(file_like_object))
def load_state(self, file_like_object)
-
Restores the complete state of the emulator. It can be called at any time, and enable you to revert any progress in a game.
You can either load it from a file, or from memory. See
PyBoy.save_state()
for how to save the state, before you can load it here.To load a file, remember to load it as bytes:
>>> # Load file >>> with open("state_file.state", "rb") as f: ... pyboy.load_state(f) >>>
Args
file_like_object
:io.BufferedIOBase
- A file-like object for which to read the emulator state.
Expand source code
def load_state(self, file_like_object): """ Restores the complete state of the emulator. It can be called at any time, and enable you to revert any progress in a game. You can either load it from a file, or from memory. See `PyBoy.save_state` for how to save the state, before you can load it here. To load a file, remember to load it as bytes: ```python >>> # Load file >>> with open("state_file.state", "rb") as f: ... pyboy.load_state(f) >>> ``` Args: file_like_object (io.BufferedIOBase): A file-like object for which to read the emulator state. """ if isinstance(file_like_object, str): raise Exception("String not allowed. Did you specify a filepath instead of a file-like object?") if file_like_object.__class__.__name__ == "TextIOWrapper": raise Exception("Text file not allowed. Did you specify open(..., 'rb')?") self.mb.load_state(IntIOWrapper(file_like_object))
def game_area_dimensions(self, x, y, width, height, follow_scrolling=True)
-
If using the generic game wrapper (see
PyBoy.game_wrapper
), you can use this to set the section of the tilemaps to extract. This will default to the entire tilemap.Example:
>>> pyboy.game_wrapper.shape (32, 32) >>> pyboy.game_area_dimensions(2, 2, 10, 18, False) >>> pyboy.game_wrapper.shape (10, 18)
Args
x
:int
- Offset from top-left corner of the screen
y
:int
- Offset from top-left corner of the screen
width
:int
- Width of game area
height
:int
- Height of game area
follow_scrolling
:bool
- Whether to follow the scrolling of SCX and SCY
Expand source code
def game_area_dimensions(self, x, y, width, height, follow_scrolling=True): """ If using the generic game wrapper (see `pyboy.PyBoy.game_wrapper`), you can use this to set the section of the tilemaps to extract. This will default to the entire tilemap. Example: ```python >>> pyboy.game_wrapper.shape (32, 32) >>> pyboy.game_area_dimensions(2, 2, 10, 18, False) >>> pyboy.game_wrapper.shape (10, 18) ``` Args: x (int): Offset from top-left corner of the screen y (int): Offset from top-left corner of the screen width (int): Width of game area height (int): Height of game area follow_scrolling (bool): Whether to follow the scrolling of [SCX and SCY](https://gbdev.io/pandocs/Scrolling.html) """ self.game_wrapper._set_dimensions(x, y, width, height, follow_scrolling=True)
def game_area_collision(self)
-
Some game wrappers define a collision map. Check if your game wrapper has this feature implemented:
pyboy.plugins
.The output will be unique for each game wrapper.
Example:
>>> # This example show nothing, but a supported game will >>> pyboy.game_area_collision() array([[0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0]], dtype=uint32)
Returns
memoryview:
- Simplified 2-dimensional memoryview of the collision map
Expand source code
def game_area_collision(self): """ Some game wrappers define a collision map. Check if your game wrapper has this feature implemented: `pyboy.plugins`. The output will be unique for each game wrapper. Example: ```python >>> # This example show nothing, but a supported game will >>> pyboy.game_area_collision() array([[0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0]], dtype=uint32) ``` Returns ------- memoryview: Simplified 2-dimensional memoryview of the collision map """ return self.game_wrapper.game_area_collision()
def game_area_mapping(self, mapping, sprite_offset=0)
-
Define custom mappings for tile identifiers in the game area.
Example of custom mapping:
>>> mapping = [x for x in range(384)] # 1:1 mapping >>> mapping[0] = 0 # Map tile identifier 0 -> 0 >>> mapping[1] = 0 # Map tile identifier 1 -> 0 >>> mapping[2] = 0 # Map tile identifier 2 -> 0 >>> mapping[3] = 0 # Map tile identifier 3 -> 0 >>> pyboy.game_area_mapping(mapping, 1000)
Some game wrappers will supply mappings as well. See the specific documentation for your game wrapper:
pyboy.plugins
.>>> pyboy.game_area_mapping(pyboy.game_wrapper.mapping_one_to_one, 0)
Args
mapping
:list
orndarray
- list of 384 (DMG) or 768 (CGB) tile mappings. Use
None
to reset to a 1:1 mapping. sprite_offest
:int
- Optional offset add to tile id for sprites
Expand source code
def game_area_mapping(self, mapping, sprite_offset=0): """ Define custom mappings for tile identifiers in the game area. Example of custom mapping: ```python >>> mapping = [x for x in range(384)] # 1:1 mapping >>> mapping[0] = 0 # Map tile identifier 0 -> 0 >>> mapping[1] = 0 # Map tile identifier 1 -> 0 >>> mapping[2] = 0 # Map tile identifier 2 -> 0 >>> mapping[3] = 0 # Map tile identifier 3 -> 0 >>> pyboy.game_area_mapping(mapping, 1000) ``` Some game wrappers will supply mappings as well. See the specific documentation for your game wrapper: `pyboy.plugins`. ```python >>> pyboy.game_area_mapping(pyboy.game_wrapper.mapping_one_to_one, 0) ``` Args: mapping (list or ndarray): list of 384 (DMG) or 768 (CGB) tile mappings. Use `None` to reset to a 1:1 mapping. sprite_offest (int): Optional offset add to tile id for sprites """ if mapping is None: mapping = [x for x in range(768)] assert isinstance(sprite_offset, int) assert isinstance(mapping, (np.ndarray, list)) assert len(mapping) == 384 or len(mapping) == 768 self.game_wrapper.game_area_mapping(mapping, sprite_offset)
def game_area(self)
-
Use this method to get a matrix of the "game area" of the screen. This view is simplified to be perfect for machine learning applications.
The layout will vary from game to game. Below is an example from Tetris:
Example:
>>> pyboy.game_area() array([[ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 130, 130, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 130, 130, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47]], dtype=uint32)
If you want a "compressed", "minimal" or raw mapping of tiles, you can change the mapping using
PyBoy.game_area_mapping()
. Either you'll have to supply your own mapping, or you can find one that is built-in with the game wrapper plugin for your game. SeePyBoy.game_area_mapping()
.Returns
memoryview:
- Simplified 2-dimensional memoryview of the screen
Expand source code
def game_area(self): """ Use this method to get a matrix of the "game area" of the screen. This view is simplified to be perfect for machine learning applications. The layout will vary from game to game. Below is an example from Tetris: Example: ```python >>> pyboy.game_area() array([[ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 130, 130, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 130, 130, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47], [ 47, 47, 47, 47, 47, 47, 47, 47, 47, 47]], dtype=uint32) ``` If you want a "compressed", "minimal" or raw mapping of tiles, you can change the mapping using `pyboy.PyBoy.game_area_mapping`. Either you'll have to supply your own mapping, or you can find one that is built-in with the game wrapper plugin for your game. See `pyboy.PyBoy.game_area_mapping`. Returns ------- memoryview: Simplified 2-dimensional memoryview of the screen """ return self.game_wrapper.game_area()
def set_emulation_speed(self, target_speed)
-
Set the target emulation speed. It might loose accuracy of keeping the exact speed, when using a high
target_speed
.The speed is defined as a multiple of real-time. I.e
target_speed=2
is double speed.A
target_speed
of0
means unlimited. I.e. fastest possible execution.Due to backwards compatibility, the null window starts at unlimited speed (i.e.
target_speed=0
), while others start at realtime (i.e.target_speed=1
).Example:
>>> pyboy.tick() # Delays 16.67ms True >>> pyboy.set_emulation_speed(0) # Disable limit >>> pyboy.tick() # As fast as possible True
Args
target_speed
:int
- Target emulation speed as multiplier of real-time.
Expand source code
def set_emulation_speed(self, target_speed): """ Set the target emulation speed. It might loose accuracy of keeping the exact speed, when using a high `target_speed`. The speed is defined as a multiple of real-time. I.e `target_speed=2` is double speed. A `target_speed` of `0` means unlimited. I.e. fastest possible execution. Due to backwards compatibility, the null window starts at unlimited speed (i.e. `target_speed=0`), while others start at realtime (i.e. `target_speed=1`). Example: ```python >>> pyboy.tick() # Delays 16.67ms True >>> pyboy.set_emulation_speed(0) # Disable limit >>> pyboy.tick() # As fast as possible True ``` Args: target_speed (int): Target emulation speed as multiplier of real-time. """ if target_speed > 5: logger.warning("The emulation speed might not be accurate when speed-target is higher than 5") self.target_emulationspeed = target_speed
def symbol_lookup(self, symbol)
-
Look up a specific symbol from provided symbols file.
This can be useful in combination with
PyBoy.memory
or evenPyBoy.hook_register()
.See
PyBoy.hook_register()
for how to load symbol into PyBoy.Example:
>>> # Directly >>> pyboy.memory[pyboy.symbol_lookup("Tileset")] 0 >>> # By bank and address >>> bank, addr = pyboy.symbol_lookup("Tileset") >>> pyboy.memory[bank, addr] 0 >>> pyboy.memory[bank, addr:addr+10] [0, 0, 0, 0, 0, 0, 102, 102, 102, 102]
Returns
(int, int): ROM/RAM bank, address
Expand source code
def symbol_lookup(self, symbol): """ Look up a specific symbol from provided symbols file. This can be useful in combination with `PyBoy.memory` or even `PyBoy.hook_register`. See `PyBoy.hook_register` for how to load symbol into PyBoy. Example: ```python >>> # Directly >>> pyboy.memory[pyboy.symbol_lookup("Tileset")] 0 >>> # By bank and address >>> bank, addr = pyboy.symbol_lookup("Tileset") >>> pyboy.memory[bank, addr] 0 >>> pyboy.memory[bank, addr:addr+10] [0, 0, 0, 0, 0, 0, 102, 102, 102, 102] ``` Returns ------- (int, int): ROM/RAM bank, address """ return self._lookup_symbol(symbol)
def hook_register(self, bank, addr, callback, context)
-
Adds a hook into a specific bank and memory address. When the Game Boy executes this address, the provided callback function will be called.
By providing an object as
context
, you can later get access to information inside and outside of the callback.Example:
>>> context = "Hello from hook" >>> def my_callback(context): ... print(context) >>> pyboy.hook_register(0, 0x100, my_callback, context) >>> pyboy.tick(70) Hello from hook True
If a symbol file is loaded, this function can also automatically resolve a bank and address from a symbol. To enable this, you'll need to place a
.sym
file next to your ROM, or provide it using:PyBoy(..., symbols="game_rom.gb.sym")
.Then provide
None
forbank
and the symbol foraddr
to trigger the automatic lookup.Example:
>>> # Continued example above >>> pyboy.hook_register(None, "Main.move", lambda x: print(x), "Hello from hook2") >>> pyboy.tick(80) Hello from hook2 True
NOTE:
Don't register hooks to something that isn't executable (graphics data etc.). This will cause your game to show weird behavior or crash. Hooks are installed by replacing the instruction at the bank and address with a special opcode (
0xDB
). If the address is read by the game instead of executed as code, this value will be read instead.Args
bank
:int
orNone
- ROM or RAM bank (None for symbol lookup)
addr
:int
orstr
- Address in the Game Boy's address space (str for symbol lookup)
callback
:func
- A function which takes
context
as argument context
:object
- Argument to pass to callback when hook is called
Expand source code
def hook_register(self, bank, addr, callback, context): """ Adds a hook into a specific bank and memory address. When the Game Boy executes this address, the provided callback function will be called. By providing an object as `context`, you can later get access to information inside and outside of the callback. Example: ```python >>> context = "Hello from hook" >>> def my_callback(context): ... print(context) >>> pyboy.hook_register(0, 0x100, my_callback, context) >>> pyboy.tick(70) Hello from hook True ``` If a symbol file is loaded, this function can also automatically resolve a bank and address from a symbol. To enable this, you'll need to place a `.sym` file next to your ROM, or provide it using: `PyBoy(..., symbols="game_rom.gb.sym")`. Then provide `None` for `bank` and the symbol for `addr` to trigger the automatic lookup. Example: ```python >>> # Continued example above >>> pyboy.hook_register(None, "Main.move", lambda x: print(x), "Hello from hook2") >>> pyboy.tick(80) Hello from hook2 True ``` **NOTE**: Don't register hooks to something that isn't executable (graphics data etc.). This will cause your game to show weird behavior or crash. Hooks are installed by replacing the instruction at the bank and address with a special opcode (`0xDB`). If the address is read by the game instead of executed as code, this value will be read instead. Args: bank (int or None): ROM or RAM bank (None for symbol lookup) addr (int or str): Address in the Game Boy's address space (str for symbol lookup) callback (func): A function which takes `context` as argument context (object): Argument to pass to callback when hook is called """ if bank is None and isinstance(addr, str): bank, addr = self._lookup_symbol(addr) opcode = self.memory[bank, addr] if opcode == 0xDB: raise ValueError("Hook already registered for this bank and address.") self.mb.breakpoint_add(bank, addr) bank_addr_opcode = (bank & 0xFF) << 24 | (addr & 0xFFFF) << 8 | (opcode & 0xFF) logger.debug("Adding hook for opcode %08x", bank_addr_opcode) self._hooks[bank_addr_opcode] = (callback, context)
def hook_deregister(self, bank, addr)
-
Remove a previously registered hook from a specific bank and memory address.
Example:
>>> context = "Hello from hook" >>> def my_callback(context): ... print(context) >>> pyboy.hook_register(0, 0x2000, my_callback, context) >>> pyboy.hook_deregister(0, 0x2000)
This function can also deregister a hook based on a symbol. See
PyBoy.hook_register()
for details.Example:
>>> pyboy.hook_register(None, "Main", lambda x: print(x), "Hello from hook") >>> pyboy.hook_deregister(None, "Main")
Args
bank
:int
orNone
- ROM or RAM bank (None for symbol lookup)
addr
:int
orstr
- Address in the Game Boy's address space (str for symbol lookup)
Expand source code
def hook_deregister(self, bank, addr): """ Remove a previously registered hook from a specific bank and memory address. Example: ```python >>> context = "Hello from hook" >>> def my_callback(context): ... print(context) >>> pyboy.hook_register(0, 0x2000, my_callback, context) >>> pyboy.hook_deregister(0, 0x2000) ``` This function can also deregister a hook based on a symbol. See `PyBoy.hook_register` for details. Example: ```python >>> pyboy.hook_register(None, "Main", lambda x: print(x), "Hello from hook") >>> pyboy.hook_deregister(None, "Main") ``` Args: bank (int or None): ROM or RAM bank (None for symbol lookup) addr (int or str): Address in the Game Boy's address space (str for symbol lookup) """ if bank is None and isinstance(addr, str): bank, addr = self._lookup_symbol(addr) breakpoint_meta = self.mb.breakpoint_find(bank, addr) if not breakpoint_meta: raise ValueError("Breakpoint not found for bank and addr") _, _, opcode = breakpoint_meta self.mb.breakpoint_remove(bank, addr) bank_addr_opcode = (bank & 0xFF) << 24 | (addr & 0xFFFF) << 8 | (opcode & 0xFF) self._hooks.pop(bank_addr_opcode)
def get_sprite(self, sprite_index)
-
Provides a
Sprite
object, which makes the OAM data more presentable. The given index corresponds to index of the sprite in the "Object Attribute Memory" (OAM).The Game Boy supports 40 sprites in total. Read more details about it, in the Pan Docs.
>>> s = pyboy.get_sprite(12) >>> s Sprite [12]: Position: (-8, -16), Shape: (8, 8), Tiles: (Tile: 0), On screen: False >>> s.on_screen False >>> s.tiles [Tile: 0]
Args
index
:int
- Sprite index from 0 to 39.
Returns
Sprite
: Sprite corresponding to the given index.Expand source code
def get_sprite(self, sprite_index): """ Provides a `pyboy.api.sprite.Sprite` object, which makes the OAM data more presentable. The given index corresponds to index of the sprite in the "Object Attribute Memory" (OAM). The Game Boy supports 40 sprites in total. Read more details about it, in the [Pan Docs](http://bgb.bircd.org/pandocs.htm). ```python >>> s = pyboy.get_sprite(12) >>> s Sprite [12]: Position: (-8, -16), Shape: (8, 8), Tiles: (Tile: 0), On screen: False >>> s.on_screen False >>> s.tiles [Tile: 0] ``` Args: index (int): Sprite index from 0 to 39. Returns ------- `pyboy.api.sprite.Sprite`: Sprite corresponding to the given index. """ return Sprite(self.mb, sprite_index)
def get_sprite_by_tile_identifier(self, tile_identifiers, on_screen=True)
-
Provided a list of tile identifiers, this function will find all occurrences of sprites using the tile identifiers and return the sprite indexes where each identifier is found. Use the sprite indexes in the
PyBoy.get_sprite()
function to get aSprite
object.Example:
>>> print(pyboy.get_sprite_by_tile_identifier([43, 123])) [[0, 2, 4], []]
Meaning, that tile identifier
43
is found at the sprite indexes: 0, 2, and 4, while tile identifier123
was not found anywhere.Args
identifiers
:list
- List of tile identifiers (int)
on_screen
:bool
- Require that the matched sprite is on screen
Returns
list:
- list of sprite matches for every tile identifier in the input
Expand source code
def get_sprite_by_tile_identifier(self, tile_identifiers, on_screen=True): """ Provided a list of tile identifiers, this function will find all occurrences of sprites using the tile identifiers and return the sprite indexes where each identifier is found. Use the sprite indexes in the `pyboy.PyBoy.get_sprite` function to get a `pyboy.api.sprite.Sprite` object. Example: ```python >>> print(pyboy.get_sprite_by_tile_identifier([43, 123])) [[0, 2, 4], []] ``` Meaning, that tile identifier `43` is found at the sprite indexes: 0, 2, and 4, while tile identifier `123` was not found anywhere. Args: identifiers (list): List of tile identifiers (int) on_screen (bool): Require that the matched sprite is on screen Returns ------- list: list of sprite matches for every tile identifier in the input """ matches = [] for i in tile_identifiers: match = [] for s in range(constants.SPRITES): sprite = Sprite(self.mb, s) for t in sprite.tiles: if t.tile_identifier == i and (not on_screen or (on_screen and sprite.on_screen)): match.append(s) matches.append(match) return matches
def get_tile(self, identifier)
-
The Game Boy can have 384 tiles loaded in memory at once (768 for Game Boy Color). Use this method to get a
Tile
-object for given identifier.The identifier is a PyBoy construct, which unifies two different scopes of indexes in the Game Boy hardware. See the
Tile
object for more information.Example:
>>> t = pyboy.get_tile(2) >>> t Tile: 2 >>> t.shape (8, 8)
Returns
Tile
: A Tile object for the given identifier.Expand source code
def get_tile(self, identifier): """ The Game Boy can have 384 tiles loaded in memory at once (768 for Game Boy Color). Use this method to get a `pyboy.api.tile.Tile`-object for given identifier. The identifier is a PyBoy construct, which unifies two different scopes of indexes in the Game Boy hardware. See the `pyboy.api.tile.Tile` object for more information. Example: ```python >>> t = pyboy.get_tile(2) >>> t Tile: 2 >>> t.shape (8, 8) ``` Returns ------- `pyboy.api.tile.Tile`: A Tile object for the given identifier. """ return Tile(self.mb, identifier=identifier)
def rtc_lock_experimental(self, enable)
-
WARN: This is an experimental API and is subject to change.
Lock the Real Time Clock (RTC) of a supporting cartridge. It might be advantageous to lock the RTC when training an AI in games that use it to change behavior (i.e. day and night).
The first time the game is turned on, an
.rtc
file is created with the current time. This is the epoch for the RTC. When usingrtc_lock_experimental
, the RTC will always report this point in time. If you let the game progress first, before usingrtc_lock_experimental
, the internal clock will move backwards and might corrupt the game.Example:
>>> pyboy = PyBoy('game_rom.gb') >>> pyboy.rtc_lock_experimental(True) # RTC will not progress
WARN: This is an experimental API and is subject to change.
Args
enable
:bool
- True to lock RTC, False to operate normally
Expand source code
def rtc_lock_experimental(self, enable): """ **WARN: This is an experimental API and is subject to change.** Lock the Real Time Clock (RTC) of a supporting cartridge. It might be advantageous to lock the RTC when training an AI in games that use it to change behavior (i.e. day and night). The first time the game is turned on, an `.rtc` file is created with the current time. This is the epoch for the RTC. When using `rtc_lock_experimental`, the RTC will always report this point in time. If you let the game progress first, before using `rtc_lock_experimental`, the internal clock will move backwards and might corrupt the game. Example: ```python >>> pyboy = PyBoy('game_rom.gb') >>> pyboy.rtc_lock_experimental(True) # RTC will not progress ``` **WARN: This is an experimental API and is subject to change.** Args: enable (bool): True to lock RTC, False to operate normally """ if self.mb.cartridge.rtc_enabled: self.mb.cartridge.rtc.timelock = enable else: raise Exception("There's no RTC for this cartridge type")
class PyBoyMemoryView (mb)
-
This class cannot be used directly, but is accessed through
PyBoy.memory
.This class serves four purposes: Reading memory (ROM/RAM), writing memory (RAM), overriding memory (ROM) and special registers.
See the Pan Docs: Memory Map for a great overview of the memory space.
Memory can be accessed as individual bytes (
pyboy.memory[0x00]
) or as slices (pyboy.memory[0x00:0x10]
). And if applicable, a specific ROM/RAM bank can be defined before the address (pyboy.memory[0, 0x00]
orpyboy.memory[0, 0x00:0x10]
).The boot ROM is accessed using the special
-1
ROM bank.The find addresses of interest, either search online for something like: "[game title] RAM map", or find them yourself using
PyBoy.memory_scanner
.Read:
If you're developing a bot or AI with this API, you're most likely going to be using read the most. This is how you would efficiently read the score, time, coins, positions etc. in a game's memory.
At this point, all reads will return a new list of the values in the given range. The slices will not reference back to the PyBoy memory. This feature might come in the future.
>>> pyboy.memory[0x0000] # Read one byte at address 0x0000 49 >>> pyboy.memory[0x0000:0x0010] # Read 16 bytes from 0x0000 to 0x0010 (excluding 0x0010) [49, 254, 255, 33, 0, 128, 175, 34, 124, 254, 160, 32, 249, 6, 48, 33] >>> pyboy.memory[-1, 0x0000:0x0010] # Read 16 bytes from 0x0000 to 0x0010 (excluding 0x0010) from the boot ROM [49, 254, 255, 33, 0, 128, 175, 34, 124, 254, 160, 32, 249, 6, 48, 33] >>> pyboy.memory[0, 0x0000:0x0010] # Read 16 bytes from 0x0000 to 0x0010 (excluding 0x0010) from ROM bank 0 [64, 65, 66, 67, 68, 69, 70, 65, 65, 65, 71, 65, 65, 65, 72, 73] >>> pyboy.memory[2, 0xA000] # Read from external RAM on cartridge (if any) from bank 2 at address 0xA000 0
Write:
Writing to Game Boy memory can be complicated because of the limited address space. There's a lot of memory that isn't directly accessible, and can be hidden through "memory banking". This means that the same address range (for example 0x4000 to 0x8000) can change depending on what state the game is in.
If you want to change an address in the ROM, then look at override below. Issuing writes to the ROM area actually sends commands to the Memory Bank Controller (MBC) on the cartridge.
A write is done by assigning to the
PyBoy.memory
object. It's recommended to define the bank to avoid mistakes (pyboy.memory[2, 0xA000]=1
). Without defining the bank, PyBoy will pick the current bank for the given address if needed (pyboy.memory[0xA000]=1
).>>> pyboy.memory[0xC000] = 123 # Write to WRAM at address 0xC000 >>> pyboy.memory[0xC000:0xC00A] = [0,1,2,3,4,5,6,7,8,9] # Write to WRAM from address 0xC000 to 0xC00A >>> pyboy.memory[0xC010:0xC01A] = 0 # Write to WRAM from address 0xC010 to 0xC01A >>> pyboy.memory[0x1000] = 123 # Not writing 123 at address 0x1000! This sends a command to the cartridge's MBC. >>> pyboy.memory[2, 0xA000] = 123 # Write to external RAM on cartridge (if any) for bank 2 at address 0xA000 >>> # Game Boy Color (CGB) only: >>> pyboy_cgb.memory[1, 0x8000] = 25 # Write to VRAM bank 1 at address 0xD000 when in CGB mode >>> pyboy_cgb.memory[6, 0xD000] = 25 # Write to WRAM bank 6 at address 0xD000 when in CGB mode
Override:
Override data at a given memory address of the Game Boy's ROM.
This can be used to reprogram a game ROM to change its behavior.
This will not let you override RAM or a special register. This will let you override data in the ROM at any given bank. This is the memory allocated at 0x0000 to 0x8000, where 0x4000 to 0x8000 can be changed from the MBC.
NOTE: Any changes here are not saved or loaded to game states! Use this function with caution and reapply any overrides when reloading the ROM.
To override, it's required to provide the ROM-bank you're changing. Otherwise, it'll be considered a regular 'write' as described above.
>>> pyboy.memory[0, 0x0010] = 10 # Override ROM-bank 0 at address 0x0010 >>> pyboy.memory[0, 0x0010:0x001A] = [0,1,2,3,4,5,6,7,8,9] # Override ROM-bank 0 at address 0x0010 to 0x001A >>> pyboy.memory[-1, 0x0010] = 10 # Override boot ROM at address 0x0010 >>> pyboy.memory[1, 0x6000] = 12 # Override ROM-bank 1 at address 0x6000 >>> pyboy.memory[0x1000] = 12 # This will not override, as there is no ROM bank assigned!
Special Registers:
The Game Boy has a range of memory addresses known as hardware registers. These control parts of the hardware like LCD, Timer, DMA, serial and so on. Even though they might appear as regular RAM addresses, reading/writing these addresses often results in special side-effects.
The DIV (0xFF04) register for example provides a number that increments 16 thousand times each second. This can be used as a source of randomness in games. If you read the value, you'll get a pseudo-random number. But if you write any value to the register, it'll reset to zero.
>>> pyboy.memory[0xFF04] # DIV register 163 >>> pyboy.memory[0xFF04] = 123 # Trying to write to it will always reset it to zero >>> pyboy.memory[0xFF04] 0
Expand source code
class PyBoyMemoryView: """ This class cannot be used directly, but is accessed through `PyBoy.memory`. This class serves four purposes: Reading memory (ROM/RAM), writing memory (RAM), overriding memory (ROM) and special registers. See the [Pan Docs: Memory Map](https://gbdev.io/pandocs/Memory_Map.html) for a great overview of the memory space. Memory can be accessed as individual bytes (`pyboy.memory[0x00]`) or as slices (`pyboy.memory[0x00:0x10]`). And if applicable, a specific ROM/RAM bank can be defined before the address (`pyboy.memory[0, 0x00]` or `pyboy.memory[0, 0x00:0x10]`). The boot ROM is accessed using the special `-1` ROM bank. The find addresses of interest, either search online for something like: "[game title] RAM map", or find them yourself using `PyBoy.memory_scanner`. **Read:** If you're developing a bot or AI with this API, you're most likely going to be using read the most. This is how you would efficiently read the score, time, coins, positions etc. in a game's memory. At this point, all reads will return a new list of the values in the given range. The slices will not reference back to the PyBoy memory. This feature might come in the future. ```python >>> pyboy.memory[0x0000] # Read one byte at address 0x0000 49 >>> pyboy.memory[0x0000:0x0010] # Read 16 bytes from 0x0000 to 0x0010 (excluding 0x0010) [49, 254, 255, 33, 0, 128, 175, 34, 124, 254, 160, 32, 249, 6, 48, 33] >>> pyboy.memory[-1, 0x0000:0x0010] # Read 16 bytes from 0x0000 to 0x0010 (excluding 0x0010) from the boot ROM [49, 254, 255, 33, 0, 128, 175, 34, 124, 254, 160, 32, 249, 6, 48, 33] >>> pyboy.memory[0, 0x0000:0x0010] # Read 16 bytes from 0x0000 to 0x0010 (excluding 0x0010) from ROM bank 0 [64, 65, 66, 67, 68, 69, 70, 65, 65, 65, 71, 65, 65, 65, 72, 73] >>> pyboy.memory[2, 0xA000] # Read from external RAM on cartridge (if any) from bank 2 at address 0xA000 0 ``` **Write:** Writing to Game Boy memory can be complicated because of the limited address space. There's a lot of memory that isn't directly accessible, and can be hidden through "memory banking". This means that the same address range (for example 0x4000 to 0x8000) can change depending on what state the game is in. If you want to change an address in the ROM, then look at override below. Issuing writes to the ROM area actually sends commands to the [Memory Bank Controller (MBC)](https://gbdev.io/pandocs/MBCs.html#mbcs) on the cartridge. A write is done by assigning to the `PyBoy.memory` object. It's recommended to define the bank to avoid mistakes (`pyboy.memory[2, 0xA000]=1`). Without defining the bank, PyBoy will pick the current bank for the given address if needed (`pyboy.memory[0xA000]=1`). ```python >>> pyboy.memory[0xC000] = 123 # Write to WRAM at address 0xC000 >>> pyboy.memory[0xC000:0xC00A] = [0,1,2,3,4,5,6,7,8,9] # Write to WRAM from address 0xC000 to 0xC00A >>> pyboy.memory[0xC010:0xC01A] = 0 # Write to WRAM from address 0xC010 to 0xC01A >>> pyboy.memory[0x1000] = 123 # Not writing 123 at address 0x1000! This sends a command to the cartridge's MBC. >>> pyboy.memory[2, 0xA000] = 123 # Write to external RAM on cartridge (if any) for bank 2 at address 0xA000 >>> # Game Boy Color (CGB) only: >>> pyboy_cgb.memory[1, 0x8000] = 25 # Write to VRAM bank 1 at address 0xD000 when in CGB mode >>> pyboy_cgb.memory[6, 0xD000] = 25 # Write to WRAM bank 6 at address 0xD000 when in CGB mode ``` **Override:** Override data at a given memory address of the Game Boy's ROM. This can be used to reprogram a game ROM to change its behavior. This will not let you override RAM or a special register. This will let you override data in the ROM at any given bank. This is the memory allocated at 0x0000 to 0x8000, where 0x4000 to 0x8000 can be changed from the MBC. _NOTE_: Any changes here are not saved or loaded to game states! Use this function with caution and reapply any overrides when reloading the ROM. To override, it's required to provide the ROM-bank you're changing. Otherwise, it'll be considered a regular 'write' as described above. ```python >>> pyboy.memory[0, 0x0010] = 10 # Override ROM-bank 0 at address 0x0010 >>> pyboy.memory[0, 0x0010:0x001A] = [0,1,2,3,4,5,6,7,8,9] # Override ROM-bank 0 at address 0x0010 to 0x001A >>> pyboy.memory[-1, 0x0010] = 10 # Override boot ROM at address 0x0010 >>> pyboy.memory[1, 0x6000] = 12 # Override ROM-bank 1 at address 0x6000 >>> pyboy.memory[0x1000] = 12 # This will not override, as there is no ROM bank assigned! ``` **Special Registers:** The Game Boy has a range of memory addresses known as [hardware registers](https://gbdev.io/pandocs/Hardware_Reg_List.html). These control parts of the hardware like LCD, Timer, DMA, serial and so on. Even though they might appear as regular RAM addresses, reading/writing these addresses often results in special side-effects. The [DIV (0xFF04) register](https://gbdev.io/pandocs/Timer_and_Divider_Registers.html#ff04--div-divider-register) for example provides a number that increments 16 thousand times each second. This can be used as a source of randomness in games. If you read the value, you'll get a pseudo-random number. But if you write *any* value to the register, it'll reset to zero. ```python >>> pyboy.memory[0xFF04] # DIV register 163 >>> pyboy.memory[0xFF04] = 123 # Trying to write to it will always reset it to zero >>> pyboy.memory[0xFF04] 0 ``` """ def __init__(self, mb): self.mb = mb def _fix_slice(self, addr): if addr.start is None: return (-1, 0, 0) if addr.stop is None: return (0, -1, 0) start = addr.start stop = addr.stop if start > stop: return (-1, -1, 0) if addr.step is None: step = 1 else: step = addr.step return start, stop, step def __getitem__(self, addr): is_bank = isinstance(addr, tuple) bank = 0 if is_bank: bank, addr = addr assert isinstance(bank, int), "Bank has to be integer. Slicing is not supported." is_single = isinstance(addr, int) if not is_single: start, stop, step = self._fix_slice(addr) assert start >= 0 or stop >= 0, "Start address has to come before end address" assert start >= 0, "Start address required" assert stop >= 0, "End address required" return self.__getitem(start, stop, step, bank, is_single, is_bank) else: return self.__getitem(addr, 0, 1, bank, is_single, is_bank) def __getitem(self, start, stop, step, bank, is_single, is_bank): slice_length = (stop-start) // step if is_bank: # Reading a specific bank if start < 0x8000: if start >= 0x4000: start -= 0x4000 stop -= 0x4000 # Cartridge ROM Banks assert stop < 0x4000, "Out of bounds for reading ROM bank" if bank == -1: assert start <= 0xFF, "Start address out of range for bootrom" assert stop <= 0xFF, "Start address out of range for bootrom" if not is_single: mem_slice = [0] * slice_length for x in range(start, stop, step): mem_slice[(x-start) // step] = self.mb.bootrom.bootrom[x] return mem_slice else: return self.mb.bootrom.bootrom[start] else: assert bank <= self.mb.cartridge.external_rom_count, "ROM Bank out of range" if not is_single: mem_slice = [0] * slice_length for x in range(start, stop, step): mem_slice[(x-start) // step] = self.mb.cartridge.rombanks[bank, x] return mem_slice else: return self.mb.cartridge.rombanks[bank, start] elif start < 0xA000: start -= 0x8000 stop -= 0x8000 # CGB VRAM Banks assert self.mb.cgb or (bank == 0), "Selecting bank of VRAM is only supported for CGB mode" assert stop < 0x2000, "Out of bounds for reading VRAM bank" assert bank <= 1, "VRAM Bank out of range" if bank == 0: if not is_single: mem_slice = [0] * slice_length for x in range(start, stop, step): mem_slice[(x-start) // step] = self.mb.lcd.VRAM0[x] return mem_slice else: return self.mb.lcd.VRAM0[start] else: if not is_single: mem_slice = [0] * slice_length for x in range(start, stop, step): mem_slice[(x-start) // step] = self.mb.lcd.VRAM1[x] return mem_slice else: return self.mb.lcd.VRAM1[start] elif start < 0xC000: start -= 0xA000 stop -= 0xA000 # Cartridge RAM banks assert stop < 0x2000, "Out of bounds for reading cartridge RAM bank" assert bank <= self.mb.cartridge.external_ram_count, "ROM Bank out of range" if not is_single: mem_slice = [0] * slice_length for x in range(start, stop, step): mem_slice[(x-start) // step] = self.mb.cartridge.rambanks[bank, x] return mem_slice else: return self.mb.cartridge.rambanks[bank, start] elif start < 0xE000: start -= 0xC000 stop -= 0xC000 if start >= 0x1000: start -= 0x1000 stop -= 0x1000 # CGB VRAM banks assert self.mb.cgb or (bank == 0), "Selecting bank of WRAM is only supported for CGB mode" assert stop < 0x1000, "Out of bounds for reading VRAM bank" assert bank <= 7, "WRAM Bank out of range" if not is_single: mem_slice = [0] * slice_length for x in range(start, stop, step): mem_slice[(x-start) // step] = self.mb.ram.internal_ram0[x + bank*0x1000] return mem_slice else: return self.mb.ram.internal_ram0[start + bank*0x1000] else: assert None, "Invalid memory address for bank" elif not is_single: # Reading slice of memory space mem_slice = [0] * slice_length for x in range(start, stop, step): mem_slice[(x-start) // step] = self.mb.getitem(x) return mem_slice else: # Reading specific address of memory space return self.mb.getitem(start) def __setitem__(self, addr, v): is_bank = isinstance(addr, tuple) bank = 0 if is_bank: bank, addr = addr assert isinstance(bank, int), "Bank has to be integer. Slicing is not supported." is_single = isinstance(addr, int) if not is_single: start, stop, step = self._fix_slice(addr) assert start >= 0, "Start address required" assert stop >= 0, "End address required" self.__setitem(start, stop, step, v, bank, is_single, is_bank) else: self.__setitem(addr, 0, 0, v, bank, is_single, is_bank) def __setitem(self, start, stop, step, v, bank, is_single, is_bank): if is_bank: # Writing a specific bank if start < 0x8000: """ Override one byte at a given memory address of the Game Boy's ROM. This will let you override data in the ROM at any given bank. This is the memory allocated at 0x0000 to 0x8000, where 0x4000 to 0x8000 can be changed from the MBC. __NOTE__: Any changes here are not saved or loaded to game states! Use this function with caution and reapply any overrides when reloading the ROM. If you need to change a RAM address, see `pyboy.PyBoy.memory`. Args: rom_bank (int): ROM bank to do the overwrite in addr (int): Address to write the byte inside the ROM bank value (int): A byte of data """ if start >= 0x4000: start -= 0x4000 stop -= 0x4000 # Cartridge ROM Banks assert stop <= 0x4000, "Out of bounds for reading ROM bank" assert bank <= self.mb.cartridge.external_rom_count, "ROM Bank out of range" if bank == -1: assert start <= 0xFF, "Start address out of range for bootrom" assert stop <= 0x100, "Start address out of range for bootrom" if not is_single: # Writing slice of memory space if hasattr(v, "__iter__"): assert (stop-start) // step == len(v), "slice does not match length of data" _v = iter(v) for x in range(start, stop, step): self.mb.bootrom.bootrom[x] = next(_v) else: for x in range(start, stop, step): self.mb.bootrom.bootrom[x] = v else: self.mb.bootrom.bootrom[start] = v else: if not is_single: # Writing slice of memory space if hasattr(v, "__iter__"): assert (stop-start) // step == len(v), "slice does not match length of data" _v = iter(v) for x in range(start, stop, step): self.mb.cartridge.overrideitem(bank, x, next(_v)) else: for x in range(start, stop, step): self.mb.cartridge.overrideitem(bank, x, v) else: self.mb.cartridge.overrideitem(bank, start, v) elif start < 0xA000: start -= 0x8000 stop -= 0x8000 # CGB VRAM Banks assert self.mb.cgb or (bank == 0), "Selecting bank of VRAM is only supported for CGB mode" assert stop <= 0x2000, "Out of bounds for reading VRAM bank" assert bank <= 1, "VRAM Bank out of range" if bank == 0: if not is_single: # Writing slice of memory space if hasattr(v, "__iter__"): assert (stop-start) // step == len(v), "slice does not match length of data" _v = iter(v) for x in range(start, stop, step): self.mb.lcd.VRAM0[x] = next(_v) else: for x in range(start, stop, step): self.mb.lcd.VRAM0[x] = v else: self.mb.lcd.VRAM0[start] = v else: if not is_single: # Writing slice of memory space if hasattr(v, "__iter__"): assert (stop-start) // step == len(v), "slice does not match length of data" _v = iter(v) for x in range(start, stop, step): self.mb.lcd.VRAM1[x] = next(_v) else: for x in range(start, stop, step): self.mb.lcd.VRAM1[x] = v else: self.mb.lcd.VRAM1[start] = v elif start < 0xC000: start -= 0xA000 stop -= 0xA000 # Cartridge RAM banks assert stop <= 0x2000, "Out of bounds for reading cartridge RAM bank" assert bank <= self.mb.cartridge.external_ram_count, "ROM Bank out of range" if not is_single: # Writing slice of memory space if hasattr(v, "__iter__"): assert (stop-start) // step == len(v), "slice does not match length of data" _v = iter(v) for x in range(start, stop, step): self.mb.cartridge.rambanks[bank, x] = next(_v) else: for x in range(start, stop, step): self.mb.cartridge.rambanks[bank, x] = v else: self.mb.cartridge.rambanks[bank, start] = v elif start < 0xE000: start -= 0xC000 stop -= 0xC000 if start >= 0x1000: start -= 0x1000 stop -= 0x1000 # CGB VRAM banks assert self.mb.cgb or (bank == 0), "Selecting bank of WRAM is only supported for CGB mode" assert stop <= 0x1000, "Out of bounds for reading VRAM bank" assert bank <= 7, "WRAM Bank out of range" if not is_single: # Writing slice of memory space if hasattr(v, "__iter__"): assert (stop-start) // step == len(v), "slice does not match length of data" _v = iter(v) for x in range(start, stop, step): self.mb.ram.internal_ram0[x + bank*0x1000] = next(_v) else: for x in range(start, stop, step): self.mb.ram.internal_ram0[x + bank*0x1000] = v else: self.mb.ram.internal_ram0[start + bank*0x1000] = v else: assert None, "Invalid memory address for bank" elif not is_single: # Writing slice of memory space if hasattr(v, "__iter__"): assert (stop-start) // step == len(v), "slice does not match length of data" _v = iter(v) for x in range(start, stop, step): self.mb.setitem(x, next(_v)) else: for x in range(start, stop, step): self.mb.setitem(x, v) else: # Writing specific address of memory space self.mb.setitem(start, v)
class PyBoyRegisterFile (cpu)
-
This class cannot be used directly, but is accessed through
PyBoy.register_file
.This class serves the purpose of reading and writing to the CPU registers. It's best used inside the callback of a hook, as
PyBoy.tick()
doesn't return at a specific point.See the Pan Docs: CPU registers and flags for a great overview.
Registers are accessed with the following names:
A, F, B, C, D, E, HL, SP, PC
where the last three are 16-bit and the others are 8-bit. Trying to write a number larger than 8 or 16 bits will truncate it.Example:
>>> def my_callback(pyboy): ... print("Register A:", pyboy.register_file.A) ... pyboy.memory[0xFF50] = 1 # Example: Disable boot ROM ... pyboy.register_file.A = 0x11 # Modify to the needed value ... pyboy.register_file.PC = 0x100 # Jump past existing code >>> pyboy.hook_register(-1, 0xFC, my_callback, pyboy) >>> pyboy.tick(120) Register A: 1 True
Expand source code
class PyBoyRegisterFile: """ This class cannot be used directly, but is accessed through `PyBoy.register_file`. This class serves the purpose of reading and writing to the CPU registers. It's best used inside the callback of a hook, as `PyBoy.tick` doesn't return at a specific point. See the [Pan Docs: CPU registers and flags](https://gbdev.io/pandocs/CPU_Registers_and_Flags.html) for a great overview. Registers are accessed with the following names: `A, F, B, C, D, E, HL, SP, PC` where the last three are 16-bit and the others are 8-bit. Trying to write a number larger than 8 or 16 bits will truncate it. Example: ```python >>> def my_callback(pyboy): ... print("Register A:", pyboy.register_file.A) ... pyboy.memory[0xFF50] = 1 # Example: Disable boot ROM ... pyboy.register_file.A = 0x11 # Modify to the needed value ... pyboy.register_file.PC = 0x100 # Jump past existing code >>> pyboy.hook_register(-1, 0xFC, my_callback, pyboy) >>> pyboy.tick(120) Register A: 1 True ``` """ def __init__(self, cpu): self.cpu = cpu @property def A(self): return self.cpu.A @A.setter def A(self, value): self.cpu.A = value & 0xFF @property def F(self): return self.cpu.F @F.setter def F(self, value): self.cpu.F = value & 0xF0 @property def B(self): return self.cpu.B @B.setter def B(self, value): self.cpu.B = value & 0xFF @property def C(self): return self.cpu.C @C.setter def C(self, value): self.cpu.C = value & 0xFF @property def D(self): return self.cpu.D @D.setter def D(self, value): self.cpu.D = value & 0xFF @property def E(self): return self.cpu.E @E.setter def E(self, value): self.cpu.E = value & 0xFF @property def HL(self): return self.cpu.HL @HL.setter def HL(self, value): self.cpu.HL = value & 0xFFFF @property def SP(self): return self.cpu.SP @SP.setter def SP(self, value): self.cpu.SP = value & 0xFFFF @property def PC(self): return self.cpu.PC @PC.setter def PC(self, value): self.cpu.PC = value & 0xFFFF
Instance variables
var A
-
Expand source code
@property def A(self): return self.cpu.A
var F
-
Expand source code
@property def F(self): return self.cpu.F
var B
-
Expand source code
@property def B(self): return self.cpu.B
var C
-
Expand source code
@property def C(self): return self.cpu.C
var D
-
Expand source code
@property def D(self): return self.cpu.D
var E
-
Expand source code
@property def E(self): return self.cpu.E
var HL
-
Expand source code
@property def HL(self): return self.cpu.HL
var SP
-
Expand source code
@property def SP(self): return self.cpu.SP
var PC
-
Expand source code
@property def PC(self): return self.cpu.PC