PyBoy¶
Technical overview. PyBoy emulates the Game Boy and Game Boy Color system, including the CPU, memory map, graphics, audio, cartridge hardware, and input devices. The main object coordinates these components while the game advances one frame at a time.
Using the API. Create a PyBoy instance with a ROM,
call tick to advance emulation, and use its
properties and methods to send input or inspect hardware state. Start with the
small example below and add more control only when you need it.
Minimal example¶
This runs a game for a few seconds and then stops the emulator:
from pyboy import PyBoy
pyboy = PyBoy("game.gb")
pyboy.tick(60 * 5)
pyboy.stop()
The tick call advances the game by 300 frames. Use
a loop when you want to inspect or control the game as it runs:
from pyboy import PyBoy
pyboy = PyBoy("game.gb", window="null")
pyboy.set_emulation_speed(0)
for _ in range(60):
pyboy.tick()
print(pyboy.cartridge_title)
pyboy.stop()
Inspecting and controlling a game¶
The controller exposes higher-level helpers for input and lower-level views for the emulated hardware. This example presses a button, reads a memory address, and captures the current screen:
from pyboy import PyBoy
pyboy = PyBoy("game.gb", window="null")
pyboy.set_emulation_speed(0)
pyboy.button_press("a")
pyboy.tick(30)
pyboy.button_release("a")
print("Value at C000:", pyboy.memory[0xC000])
pyboy.screen.image.save("frame.png")
pyboy.stop()
For direct memory access, see the memory view page. For
CPU registers, see the register file page. The
remaining sections document the full PyBoy controller
API.
- class pyboy.PyBoy(gamerom, *, ram_file=None, rtc_file=None, window=defaults['window'], scale=defaults['scale'], symbols=None, bootrom=None, sound_volume=100, sound_emulated=True, sound_sample_rate=None, cgb=None, gameshark=None, no_input=False, log_level=defaults['log_level'], color_palette=defaults['color_palette'], cgb_color_palette=defaults['cgb_color_palette'], title_status=False, serial_shared_memory=None, serial_interrupt_based=False, sgb_border=False, **kwargs)[source]¶
Bases:
object- __init__(gamerom, *, ram_file=None, rtc_file=None, window=defaults['window'], scale=defaults['scale'], symbols=None, bootrom=None, sound_volume=100, sound_emulated=True, sound_sample_rate=None, cgb=None, gameshark=None, no_input=False, log_level=defaults['log_level'], color_palette=defaults['color_palette'], cgb_color_palette=defaults['cgb_color_palette'], title_status=False, serial_shared_memory=None, serial_interrupt_based=False, sgb_border=False, **kwargs)[source]¶
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
gameromargument is required.If
gameromis a filepath andram_fileorrtc_fileis not provided, PyBoy looks for matching.ramand.rtcfiles next to the game ROM. If this is not wanted, provide file-like objects explicitly.Example:
>>> pyboy = PyBoy('game_rom.gb') >>> for _ in range(60): # Use 'while True:' for infinite ... pyboy.tick() True... >>> pyboy.stop()
- Parameters:
gamerom (str, os.PathLike, or binary file-like object) – Path to a Game Boy or Game Boy Color ROM, or an already-open binary file.
ram_file (binary file-like object or None) – Existing cartridge RAM data to load. When omitted for a path-based ROM, PyBoy looks for
<gamerom>.ram; pass a destination tostopto save to a stream.rtc_file (binary file-like object or None) – Existing cartridge RTC data to load. When omitted for a path-based ROM, PyBoy looks for
<gamerom>.rtc; pass a destination tostopto save to a stream.window (str) – Window backend: “SDL2”, “OpenGL”, “GLFW”, or “null”. “headless” and “dummy” are aliases for “null”.
scale (int) – Window scale factor; it does not affect API image dimensions.
symbols (str or os.PathLike or None) – Path to a
.symor.mapsymbol file.bootrom (str or os.PathLike or None) – Path to a boot ROM to use instead of the built-in boot ROM.
sound_volume (int) – Sound volume from 0 to 100. Defaults to 100.
sound_emulated (bool) – Whether to emulate sound. Disabling it also disables sound sampling.
sound_sample_rate (int or None) – Positive sound sample rate in Hz. Defaults to 48,000 Hz.
cgb (bool or None) – Force Game Boy Color mode (
True) or original Game Boy mode (False);Noneauto-detects the mode from the ROM and boot ROM.gameshark (str or None) – Comma-separated GameShark codes to apply at startup.
no_input (bool) – Disable user input, mainly for autonomous use.
log_level (str) – One of “CRITICAL”, “ERROR”, “WARNING”, “INFO”, or “DEBUG”.
color_palette (sequence[int]) – Four 24-bit RGB colors for the DMG palette.
cgb_color_palette (sequence[sequence[int]]) – Three palettes of four 24-bit RGB colors, in background, object palette 0, and object palette 1 order.
title_status (bool) – Show performance status in the window title.
sgb_border (bool) – Enable SGB processing and border rendering. The border is drawn by the SDL2 and GLFW windows; other windows get SGB processing without border display.
serial_shared_memory (object or None) – Shared-memory link buffer used to connect two emulators. The object must provide
read,write, andsynchronizemethods.serial_interrupt_based (bool) – Use interrupt-based serial transfer when
serial_shared_memoryis set.autopause (bool) – Enable auto-pausing when window looses focus [plugin: AutoPause]
breakpoints (str) – Add breakpoints on start-up (internal use) [plugin: DebugPrompt]
printer (bool) – Enable Game Boy Printer emulation [plugin: GameBoyPrinter]
printer_output (str) – Output directory for printed images (default: current directory) [plugin: GameBoyPrinter]
record_input (bool) – Record user input and save to a file (internal use) [plugin: RecordReplay]
rewind (bool) – Enable rewind function [plugin: Rewind]
Plugin-specific options are listed here and can be shown with
pyboy --help.
- screen¶
This attribute provides a
pyboy.api.screen.Screenobject for reading 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_listfor more information.Example:
>>> pyboy.screen.image.show() >>> pyboy.screen.ndarray.shape (144, 160, 4) >>> pyboy.screen.raw_buffer_format 'RGBA'
NOTE: See
PyBoy.soundto get the sound buffer.- Returns:
A Screen object with helper functions for reading the screen buffer.
- Return type:
- sgb¶
This attribute provides a
pyboy.api.sgb.SGBobject for accessing Super Game Boy features, such as SGB detection status and border control.- Returns:
An SGB object with helper functions for accessing Super Game Boy features.
- Return type:
- sound¶
This attribute provides a
pyboy.api.sound.Soundobject for reading the sound buffer of the latest screen frame (seePyBoy.screen).Example:
>>> pyboy.sound.ndarray.shape[1] # Number of stereo channels 2 >>> pyboy.sound.ndarray array([[0, 0], [0, 0], ... [0, 0], [0, 0]], dtype=int8)
- Returns:
A Sound object with helper functions for accessing the sound buffer.
- Return type:
- rumble¶
This attribute provides a
pyboy.api.rumble.Rumbleobject for reading the current cartridge rumble state.- Returns:
Object exposing cartridge rumble support and state.
- Return type:
- memory¶
Provides a
pyboy.PyBoyMemoryViewobject for reading and writing the memory space of the Game Boy.For a more comprehensive description, see the
pyboy.PyBoyMemoryViewclass.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
- register_file¶
Provides a
pyboy.PyBoyRegisterFileobject for reading and writing the CPU registers of the Game Boy.The register file is best used inside the callback registered with
PyBoy.hook_register, asPyBoy.tickdoesn’t return at a specific point.For a more comprehensive description, see the
pyboy.PyBoyRegisterFileclass.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
- memory_scanner¶
Provides a
pyboy.api.memory_scanner.MemoryScannerobject 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:
>>> pyboy.memory[0xC000] = 4 >>> pyboy.memory_scanner.scan_memory(4, start_addr=0xC000, end_addr=0xC000) [49152] >>> pyboy.memory[0xC000] = 8 >>> from pyboy.api.memory_scanner import DynamicComparisonType >>> addresses = pyboy.memory_scanner.rescan_memory(8, DynamicComparisonType.MATCH) >>> print(addresses) [49152]
- tilemap_background¶
The Game Boy uses two tile maps at the same time to draw graphics on the screen. This attribute provides the background tile map. The game chooses whether it uses the low or the high tile map.
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:
A TileMap object for the tile map.
- Return type:
- tilemap_window¶
The Game Boy uses two tile maps at the same time to draw graphics on the screen. This attribute provides the window tile map. The game chooses whether it uses the low or the high tile map.
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:
A TileMap object for the tile map.
- Return type:
- cartridge_title¶
The title bytes read from the cartridge header up to the first NUL. The header field overlaps other metadata; PyBoy reads up to 14 bytes for CGB-compatible cartridges or 15 bytes otherwise.
Example:
>>> pyboy.cartridge_title # Title of PyBoy's default ROM 'DEFAULT-ROM'
- Returns:
Game title
- Return type:
- 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.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 Plugins.
Example:
>>> pyboy.game_wrapper.start_game() >>> pyboy.game_wrapper.reset_game()
- Returns:
A game-specific wrapper object.
- Return type:
- gameshark¶
Provides an instance of the
pyboy.api.gameshark.GameSharkhandler. This allows you to inject GameShark-based cheat codes.Example:
>>> pyboy.gameshark.add("010138CD") >>> pyboy.gameshark.remove("010138CD") >>> pyboy.gameshark.clear_all()
- tick(count=1, render=True, sound=True)[source]¶
Progresses the emulator ahead by
countframe(s).To run the emulator in real time, it needs to process about 60 frames per second. This function blocks for roughly 16.7 ms per frame unless you change the limit with
PyBoy.set_emulation_speed.If you need finer control than 1 frame, have a look at
PyBoy.hook_registerto inject code at a specific point in the game.Setting
rendertoTruewill 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 is advisable to use as high a count as practical, as it will otherwise reduce performance substantially. While setting
rendertoFalse, you can still access thePyBoy.game_areato get a simpler representation of the game.If
renderwas enabled, usepyboy.api.screen.Screento get a NumPy buffer or raw memory buffer. SetsoundtoFalseto skip sampling audio for the final frame in this call.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 >>>
- Parameters:
- Returns:
False if emulation has ended; otherwise True.
- Return type:
- Raises:
PyBoyInvalidInputException – If
countis not a non-negative integer.
- stop(save=True, ram_file=None, rtc_file=None)[source]¶
Gently stops the emulator and all sub-modules.
If
saveis True, battery-backed cartridge RAM and RTC data are written to the supplied file-like objects, or to.ramand.rtcfiles next to a path-based ROM when no objects are supplied. For a ROM opened from a file-like object, provideram_fileandrtc_filedestinations as needed.Example:
>>> pyboy.stop() # Stop emulator and save game progress (cartridge RAM) >>> pyboy.stop(False) # Stop emulator and discard game progress (cartridge RAM) >>> import io >>> sav = io.BytesIO() >>> pyboy.stop(ram_file=sav) # Stop emulator and save game progress (cartridge RAM)
- Parameters:
save (bool) – Whether to save battery-backed cartridge data while stopping. Defaults to True.
ram_file (binary file-like object or None) – Destination for cartridge RAM data.
rtc_file (binary file-like object or None) – Destination for RTC data, if the cartridge has an RTC.
- button(input, delay=1)[source]¶
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
- button_press(input)[source]¶
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_releaseorPyBoy.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
- Parameters:
input (str) – button to press
- button_release(input)[source]¶
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_pressorPyBoy.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
- Parameters:
input (str) – button to release
- send_input(event, delay=0)[source]¶
Send a single input to control the emulator. This is both Game Boy buttons and emulator controls. See
pyboy.utils.WindowEventfor which events to send.Consider using
PyBoy.buttoninstead 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
- Parameters:
event (int) – An event constant from
pyboy.utils.WindowEvent.delay (int) – 0 to queue the event immediately, or a positive number of frames to delay it. Defaults to 0.
- save_state(file_like_object)[source]¶
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:>>> # 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
- Parameters:
file_like_object (io.BufferedIOBase) – A file-like object for which to write the emulator state.
- load_state(file_like_object)[source]¶
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_statefor 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) >>>
- Parameters:
file_like_object (io.BufferedIOBase) – A file-like object for which to read the emulator state.
- game_area_dimensions(x, y, width, height, follow_scrolling=True)[source]¶
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:
>>> pyboy.game_wrapper.shape (32, 32) >>> pyboy.game_area_dimensions(2, 2, 10, 18, False) >>> pyboy.game_wrapper.shape (10, 18)
- Parameters:
- game_area_collision()[source]¶
Some game wrappers define a collision map. Check if your game wrapper has this feature implemented: 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:
- A two-dimensional collision map. Only game wrappers that implement collision data support
this method.
- Return type:
- Raises:
AttributeError – If the active game wrapper does not implement collision data.
- game_area_mapping(mapping, sprite_offset=0)[source]¶
Define custom mappings for tile identifiers in the game area.
Example of custom mapping:
>>> from pyboy.api.constants import TILES >>> mapping = [x for x in range(TILES)] # 1:1 mapping of 384 tiles >>> 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: Plugins.
>>> pyboy.game_area_mapping(pyboy.game_wrapper.mapping_one_to_one, 0)
- game_area()[source]¶
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.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.PyBoy.game_area_mapping.- Returns:
Two-dimensional array of mapped tile identifiers with dtype
numpy.uint32and shape(game_wrapper.shape[1], game_wrapper.shape[0]), i.e.(height, width).- Return type:
- set_color_palette(palette)[source]¶
Set the color palette of DMG games.
Example:
>>> pyboy.set_color_palette((0x9BBC0F, 0x8BAC0F, 0x306230, 0x0F380F))
- Parameters:
palette (sequence[int]) – Four 24-bit RGB colors, ordered from lightest to darkest.
- Raises:
PyBoyInvalidOperationException – If PyBoy is running in CGB mode.
- printer_image()[source]¶
Returns the last image printed by the Game Boy Printer, if printer emulation is enabled.
- Returns:
The last printed image as a PIL Image, or None if no image has been printed or the printer is not enabled.
- Return type:
PIL.Image.Image or None
- set_emulation_speed(target_speed)[source]¶
Set the target emulation speed. Timing may become less accurate at high target speeds.
The speed is defined as a multiple of real-time. I.e
target_speed=2is double speed.A
target_speedof0means 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
- Parameters:
target_speed (int) – Target speed as a multiple of real time. Use 0 for unlimited speed, or a positive integer for a real-time multiple.
- symbol_lookup(symbol)[source]¶
Look up a symbol from the loaded
.symor.mapfile.This can be useful in combination with
PyBoy.memoryor evenPyBoy.hook_register.See
PyBoy.hook_registerfor 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]
- Parameters:
symbol (str) – Symbol name to look up.
- Returns:
ROM/RAM bank and address.
- Return type:
- Raises:
ValueError – If the symbol is not found in the loaded symbol files.
- hook_register(bank, addr, callback, context)[source]¶
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
.symfile next to your ROM, or provide it using:PyBoy(..., symbols="game_rom.gb.sym").Then provide
Noneforbankand the symbol foraddrto trigger the automatic lookup.Example:
>>> # Continued example above >>> pyboy.hook_register(None, "Main.move", lambda x: print(x), "Hello from hook2") >>> pyboy.tick(81) 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.
- hook_deregister(bank, addr)[source]¶
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_registerfor details.Example:
>>> pyboy.hook_register(None, "Main", lambda x: print(x), "Hello from hook") >>> pyboy.hook_deregister(None, "Main")
- get_sprite(sprite_index)[source]¶
Provides a
pyboy.api.sprite.Spriteobject, 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 in the Pan Docs: OAM.
>>> 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]
- Parameters:
sprite_index (int) – Sprite index from 0 to 39.
- Returns:
Sprite corresponding to the given index.
- Return type:
- Raises:
PyBoyOutOfBoundsException – If
sprite_indexis outside 0 to 39.
- get_sprite_by_tile_identifier(tile_identifiers, on_screen=True)[source]¶
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_spritefunction to get apyboy.api.sprite.Spriteobject.Example:
>>> print(pyboy.get_sprite_by_tile_identifier([43, 123])) [[0, 2, 4], []]
Meaning, that tile identifier
43is found at the sprite indexes: 0, 2, and 4, while tile identifier123was not found anywhere.
- get_tile(identifier)[source]¶
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.Tileobject for more information.Example:
>>> t = pyboy.get_tile(2) >>> t Tile: 2 >>> t.shape (8, 8)
- Parameters:
identifier (int) – Tile identifier from 0 to 383 on DMG or 0 to 767 on CGB.
- Returns:
A Tile object for the given identifier.
- Return type:
- Raises:
PyBoyOutOfBoundsException – If
identifieris outside the available tile range.
- rtc_lock_experimental(enable)[source]¶
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
.rtcfile 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.
- Parameters:
enable (bool) – True to lock RTC, False to operate normally