Module pyboy.plugins.game_wrapper_super_mario_land

Expand source code
#
# License: See LICENSE.md file
# GitHub: https://github.com/Baekalfen/PyBoy
#
__pdoc__ = {
    "GameWrapperSuperMarioLand.cartridge_title": False,
    "GameWrapperSuperMarioLand.post_tick": False,
}

import numpy as np

import pyboy
from pyboy.utils import WindowEvent

from .base_plugin import PyBoyGameWrapper

logger = pyboy.logging.get_logger(__name__)

# Mario and Daisy
base_scripts = list(range(81))
plane = list(range(99, 110))
submarine = list(range(112, 122))

# Mario shoots
shoots = [96, 110, 122]

# Bonuses
coin = [244]
mushroom = [131]
heart = [132]
star = [134]
flower = [224, 229]

# Lever for level end
lever = [255]

# Solid blocks
neutral_blocks = [
    142, 143, 221, 222, 231, 232, 233, 234, 235, 236, 301, 302, 303, 304, 319, 340, 352, 353, 355, 356, 357, 358, 359,
    360, 361, 362, 381, 382, 383
]
moving_blocks = [230, 238, 239]
pushable_blokcs = [128, 130, 354]
question_block = [129]
pipes = list(range(368, 381))

# Enemies
goomba = [144]
koopa = [150, 151, 152, 153]
plant = [146, 147, 148, 149]
moth = [160, 161, 162, 163, 176, 177, 178, 179]
flying_moth = [192, 193, 194, 195, 208, 209, 210, 211]
sphinx = [164, 165, 166, 167, 180, 181, 182, 183]
big_sphinx = [198, 199, 201, 202, 203, 204, 205, 214, 215, 217, 218, 219]
fist = [240, 241, 242, 243]
bill = [249]
projectiles = [172, 188, 196, 197, 212, 213, 226, 227]
shell = [154, 155]
explosion = [157, 158]
spike = [237]

TILES = 384
mapping_minimal = np.zeros(TILES, dtype=np.uint8)
minimal_list = [
    base_scripts + plane + submarine,
    coin + mushroom + heart + star + lever,
    neutral_blocks + moving_blocks + pushable_blokcs + question_block + pipes,
    goomba + koopa + plant + moth + flying_moth + sphinx + big_sphinx + fist + bill + projectiles + shell + explosion +
    spike,
]
for i, tile_list in enumerate(minimal_list):
    for tile in tile_list:
        mapping_minimal[tile] = i + 1

mapping_compressed = np.zeros(TILES, dtype=np.uint8)
compressed_list = [
    base_scripts, plane, submarine, shoots, coin, mushroom, heart, star, lever, neutral_blocks, moving_blocks,
    pushable_blokcs, question_block, pipes, goomba, koopa, plant, moth, flying_moth, sphinx, big_sphinx, fist, bill,
    projectiles, shell, explosion, spike
]
for i, tile_list in enumerate(compressed_list):
    for tile in tile_list:
        mapping_compressed[tile] = i + 1

np_in_mario_tiles = np.vectorize(lambda x: x in base_scripts)

# Apparantly that address is for lives left
# https://datacrystal.romhacking.net/wiki/Super_Mario_Land:RAM_map
ADDR_LIVES_LEFT = 0xDA15
ADDR_LIVES_LEFT_DISPLAY = 0x9806
ADDR_WORLD_LEVEL = 0xFFB4
ADDR_WIN_COUNT = 0xFF9A


def _bcm_to_dec(value):
    return (value >> 4) * 10 + (value & 0x0F)


class GameWrapperSuperMarioLand(PyBoyGameWrapper):
    """
    This class wraps Super Mario Land, and provides easy access to score, coins, lives left, time left and world for AIs.

    If you call `print` on an instance of this object, it will show an overview of everything this object provides.

    ![Super Mario Land](supermarioland.png)
    ```python
    >>> pyboy = PyBoy(supermarioland_rom)
    >>> pyboy.game_wrapper.start_game()
    >>> pyboy.tick(1, True)
    True
    >>> pyboy.screen.image.resize((320,288)).save('docs/plugins/supermarioland.png') # The exact screenshot shown above
    >>> pyboy.game_wrapper
    Super Mario Land: World 1-1
    Coins: 0
    lives_left: 2
    Score: 0
    Time left: 400
    Level progress: 251
    Sprites on screen:
    Sprite [3]: Position: (35, 112), Shape: (8, 8), Tiles: (Tile: 0), On screen: True
    Sprite [4]: Position: (43, 112), Shape: (8, 8), Tiles: (Tile: 1), On screen: True
    Sprite [5]: Position: (35, 120), Shape: (8, 8), Tiles: (Tile: 16), On screen: True
    Sprite [6]: Position: (43, 120), Shape: (8, 8), Tiles: (Tile: 17), On screen: True
    Tiles on screen:
           0   1   2   3   4   5   6   7   8   9  10  11  12  13  14  15  16  17  18  19
    ____________________________________________________________________________________
    0  | 339 339 339 339 339 339 339 339 339 339 339 339 339 339 339 339 339 339 339 339
    1  | 320 320 320 320 320 320 320 320 320 320 320 320 320 320 320 320 320 320 320 320
    2  | 300 300 300 300 300 300 300 300 300 300 300 300 321 322 321 322 323 300 300 300
    3  | 300 300 300 300 300 300 300 300 300 300 300 324 325 326 325 326 327 300 300 300
    4  | 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300
    5  | 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300
    6  | 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300
    7  | 300 300 300 300 300 300 300 300 310 350 300 300 300 300 300 300 300 300 300 300
    8  | 300 300 300 300 300 300 300 310 300 300 350 300 300 300 300 300 300 300 300 300
    9  | 300 300 300 300 300 129 310 300 300 300 300 350 300 300 300 300 300 300 300 300
    10 | 300 300 300 300 300 310 300 300 300 300 300 300 350 300 300 300 300 300 300 300
    11 | 300 300 310 350 310 300 300 300 300 306 307 300 300 350 300 300 300 300 300 300
    12 | 300 368 369 300   0   1 300 306 307 305 300 300 300 300 350 300 300 300 300 300
    13 | 310 370 371 300  16  17 300 305 300 305 300 300 300 300 300 350 300 300 300 300
    14 | 352 352 352 352 352 352 352 352 352 352 352 352 352 352 352 352 352 352 352 352
    15 | 353 353 353 353 353 353 353 353 353 353 353 353 353 353 353 353 353 353 353 353
    ```

    """
    cartridge_title = "SUPER MARIOLAN"
    mapping_compressed = mapping_compressed
    """
    Compressed mapping for `pyboy.PyBoy.game_area_mapping`

    Example using `mapping_compressed`, Mario is `1`. He is standing on the ground which is `10`:
    ```python
    >>> pyboy = PyBoy(supermarioland_rom)
    >>> pyboy.game_wrapper.start_game()
    >>> pyboy.game_wrapper.game_area_mapping(pyboy.game_wrapper.mapping_compressed, 0)
    >>> pyboy.game_wrapper.game_area()
    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,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
           [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
           [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
           [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
           [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
           [ 0,  0,  0,  0,  0, 13,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
           [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
           [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
           [ 0, 14, 14,  0,  1,  1,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
           [ 0, 14, 14,  0,  1,  1,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
           [10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10],
           [10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10]], dtype=uint32)
    ```
    """
    mapping_minimal = mapping_minimal
    """
    Minimal mapping for `pyboy.PyBoy.game_area_mapping`

    Example using `mapping_minimal`, Mario is `1`. He is standing on the ground which is `3`:
    ```python
    >>> pyboy = PyBoy(supermarioland_rom)
    >>> pyboy.game_wrapper.start_game()
    >>> pyboy.game_wrapper.game_area_mapping(pyboy.game_wrapper.mapping_minimal, 0)
    >>> pyboy.game_wrapper.game_area()
    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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
           [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
           [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
           [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
           [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
           [0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
           [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
           [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
           [0, 3, 3, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
           [0, 3, 3, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
           [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3],
           [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]], dtype=uint32)
    ```
    """
    def __init__(self, *args, **kwargs):
        self.world = (0, 0)
        """
        Provides the current "world" Mario is in, as a tuple of as two integers (world, level).

        You can force a level change with `set_world_level`.

        Example:
        ```python
        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.start_game()
        >>> pyboy.game_wrapper.world
        (1, 1)
        ```

        """
        self.coins = 0
        """
        The number of collected coins.

        Example:
        ```python
        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.start_game()
        >>> pyboy.game_wrapper.coins
        0
        ```
        """
        self.lives_left = 0
        """
        The number of lives Mario has left

        Example:
        ```python
        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.start_game()
        >>> pyboy.game_wrapper.lives_left
        2
        ```
        """
        self.score = 0
        """
        The score provided by the game

        Example:
        ```python
        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.start_game()
        >>> pyboy.game_wrapper.score
        0
        ```
        """
        self.time_left = 0
        """
        The number of seconds left to finish the level

        Example:
        ```python
        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.start_game()
        >>> pyboy.game_wrapper.time_left
        400
        ```
        """
        self.level_progress = 0
        """
        An integer of the current "global" X position in this level. Can be used for AI scoring.

        Example:
        ```python
        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.start_game()
        >>> pyboy.game_wrapper.level_progress
        251
        ```
        """

        super().__init__(*args, game_area_section=(0, 2, 20, 16), game_area_follow_scxy=True, **kwargs)

    def post_tick(self):
        self._tile_cache_invalid = True
        self._sprite_cache_invalid = True

        world_level = self.pyboy.memory[ADDR_WORLD_LEVEL]
        self.world = world_level >> 4, world_level & 0x0F
        blank = 300
        self.coins = self._sum_number_on_screen(9, 1, 2, blank, -256)
        self.lives_left = _bcm_to_dec(self.pyboy.memory[ADDR_LIVES_LEFT])
        self.score = self._sum_number_on_screen(0, 1, 6, blank, -256)
        self.time_left = self._sum_number_on_screen(17, 1, 3, blank, -256)

        level_block = self.pyboy.memory[0xC0AB]
        mario_x = self.pyboy.memory[0xC202]
        scx = self.pyboy.screen.tilemap_position_list[16][0]
        self.level_progress = level_block*16 + (scx-7) % 16 + mario_x

    def set_lives_left(self, amount):
        """
        Set the amount lives to any number between 0 and 99.

        This should only be called when the game has started.

        Example:
        ```python
        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.start_game()
        >>> pyboy.game_wrapper.lives_left
        2
        >>> pyboy.game_wrapper.set_lives_left(10)
        >>> pyboy.tick(1, False)
        True
        >>> pyboy.game_wrapper.lives_left
        10
        ```

        Args:
            amount (int): The wanted number of lives
        """
        if not self.game_has_started:
            logger.warning("Please call set_lives_left after starting the game")

        if 0 <= amount <= 99:
            tens = amount // 10
            ones = amount % 10
            self.pyboy.memory[ADDR_LIVES_LEFT] = (tens << 4) | ones
            self.pyboy.memory[ADDR_LIVES_LEFT_DISPLAY] = tens
            self.pyboy.memory[ADDR_LIVES_LEFT_DISPLAY + 1] = ones
        else:
            logger.error("%d is out of bounds. Only values between 0 and 99 allowed.", amount)

    def set_world_level(self, world, level):
        """
        Patches the handler for pressing start in the menu. It hardcodes a world and level to always "continue" from.

        Example:
        ```python
        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.set_world_level(3, 2)
        >>> pyboy.game_wrapper.start_game()
        >>> pyboy.game_wrapper.world
        (3, 2)
        ```

        Args:
            world (int): The world to select a level from, 0-3
            level (int): The level to start from, 0-2
        """

        for i in range(0x450, 0x461):
            self.pyboy.memory[0, i] = 0x00

        patch1 = [
            0x3E, # LD A, d8
            (world << 4) | (level & 0x0F), # d8
        ]

        for i, byte in enumerate(patch1):
            self.pyboy.memory[0, 0x451 + i] = byte

    def start_game(self, timer_div=None, world_level=None, unlock_level_select=False):
        """
        Call this function right after initializing PyBoy. This will start a game in world 1-1 and give back control on
        the first frame it's possible.

        The state of the emulator is saved, and using `reset_game`, you can get back to this point of the game
        instantly.

        The game has 4 major worlds with each 3 level. to start at a specific world and level, provide it as a tuple for
        the optional keyword-argument `world_level`.

        If you're not using the game wrapper for unattended use, you can unlock the level selector for the main menu.
        Enabling the selector, will make this function return before entering the game.

        Example:
        ```python
        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.start_game(world_level=(4,1))
        >>> pyboy.game_wrapper.world
        (4, 1)
        ```

        Kwargs:
            * timer_div (int): Replace timer's DIV register with this value. Use `None` to randomize.
            * world_level (tuple): (world, level) to start the game from
            * unlock_level_select (bool): Unlock level selector menu
        """
        PyBoyGameWrapper.start_game(self, timer_div=timer_div)

        if world_level is not None:
            self.set_world_level(*world_level)

        # Boot screen
        while True:
            self.pyboy.tick(1, False)
            if self.tilemap_background[6:11, 13] == [284, 285, 266, 283, 285]: # "START" on the main menu
                break

        self.pyboy.tick(3, False)
        self.pyboy.button("start")
        self.pyboy.tick(1, False)

        while True:
            if unlock_level_select and self.pyboy.frame_count == 71: # An arbitrary frame count, where the write will work
                self.pyboy.memory[ADDR_WIN_COUNT] = 2 if unlock_level_select else 0
                break
            self.pyboy.tick(1, False)

            # "MARIO" in the title bar and 0 is placed at score
            if self.tilemap_background[0:5, 0] == [278, 266, 283, 274, 280] and \
               self.tilemap_background[5, 1] == 256:
                # Game has started
                break

        self.saved_state.seek(0)
        self.pyboy.save_state(self.saved_state)

        self._set_timer_div(timer_div)

    def reset_game(self, timer_div=None):
        """
        After calling `start_game`, use this method to reset Mario to the beginning of `start_game`.

        If you want to reset to other worlds or levels of the game -- for example world 1-2 or 3-1 -- reset the entire
        emulator and provide the `world_level` on `start_game`.

        Example:
        ```python
        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.start_game()
        >>> pyboy.game_wrapper.reset_game()
        ```

        Kwargs:
            * timer_div (int): Replace timer's DIV register with this value. Use `None` to randomize.
        """
        PyBoyGameWrapper.reset_game(self, timer_div=timer_div)

        self._set_timer_div(timer_div)

    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.

        In Super Mario Land, this is almost the entire screen, expect for the top part showing the score, lives left
        and so on. These values can be found in the variables of this class.

        In this example using `mapping_minimal`, Mario is `1`. He is standing on the ground which is `3`:
        ```python
        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.start_game()
        >>> pyboy.game_wrapper.game_area_mapping(pyboy.game_wrapper.mapping_minimal, 0)
        >>> pyboy.game_wrapper.game_area()
        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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 3, 3, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 3, 3, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3],
               [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]], dtype=uint32)
        ```

        Returns
        -------
        memoryview:
            Simplified 2-dimensional memoryview of the screen
        """
        return PyBoyGameWrapper.game_area(self)

    def game_over(self):
        # Apparantly that address is for game over
        # https://datacrystal.romhacking.net/wiki/Super_Mario_Land:RAM_map
        return self.pyboy.memory[0xC0A4] == 0x39

    def __repr__(self):
        # yapf: disable
        return (
            f"Super Mario Land: World {'-'.join([str(i) for i in self.world])}\n"
            f"Coins: {self.coins}\n" +
            f"lives_left: {self.lives_left}\n" +
            f"Score: {self.score}\n" +
            f"Time left: {self.time_left}\n" +
            f"Level progress: {self.level_progress}\n" +
            super().__repr__()
        )
        # yapf: enable

Classes

class GameWrapperSuperMarioLand (*args, **kwargs)

This class wraps Super Mario Land, and provides easy access to score, coins, lives left, time left and world for AIs.

If you call print on an instance of this object, it will show an overview of everything this object provides.

Super Mario Land

>>> pyboy = PyBoy(supermarioland_rom)
>>> pyboy.game_wrapper.start_game()
>>> pyboy.tick(1, True)
True
>>> pyboy.screen.image.resize((320,288)).save('docs/plugins/supermarioland.png') # The exact screenshot shown above
>>> pyboy.game_wrapper
Super Mario Land: World 1-1
Coins: 0
lives_left: 2
Score: 0
Time left: 400
Level progress: 251
Sprites on screen:
Sprite [3]: Position: (35, 112), Shape: (8, 8), Tiles: (Tile: 0), On screen: True
Sprite [4]: Position: (43, 112), Shape: (8, 8), Tiles: (Tile: 1), On screen: True
Sprite [5]: Position: (35, 120), Shape: (8, 8), Tiles: (Tile: 16), On screen: True
Sprite [6]: Position: (43, 120), Shape: (8, 8), Tiles: (Tile: 17), On screen: True
Tiles on screen:
       0   1   2   3   4   5   6   7   8   9  10  11  12  13  14  15  16  17  18  19
____________________________________________________________________________________
0  | 339 339 339 339 339 339 339 339 339 339 339 339 339 339 339 339 339 339 339 339
1  | 320 320 320 320 320 320 320 320 320 320 320 320 320 320 320 320 320 320 320 320
2  | 300 300 300 300 300 300 300 300 300 300 300 300 321 322 321 322 323 300 300 300
3  | 300 300 300 300 300 300 300 300 300 300 300 324 325 326 325 326 327 300 300 300
4  | 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300
5  | 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300
6  | 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300
7  | 300 300 300 300 300 300 300 300 310 350 300 300 300 300 300 300 300 300 300 300
8  | 300 300 300 300 300 300 300 310 300 300 350 300 300 300 300 300 300 300 300 300
9  | 300 300 300 300 300 129 310 300 300 300 300 350 300 300 300 300 300 300 300 300
10 | 300 300 300 300 300 310 300 300 300 300 300 300 350 300 300 300 300 300 300 300
11 | 300 300 310 350 310 300 300 300 300 306 307 300 300 350 300 300 300 300 300 300
12 | 300 368 369 300   0   1 300 306 307 305 300 300 300 300 350 300 300 300 300 300
13 | 310 370 371 300  16  17 300 305 300 305 300 300 300 300 300 350 300 300 300 300
14 | 352 352 352 352 352 352 352 352 352 352 352 352 352 352 352 352 352 352 352 352
15 | 353 353 353 353 353 353 353 353 353 353 353 353 353 353 353 353 353 353 353 353
Expand source code
class GameWrapperSuperMarioLand(PyBoyGameWrapper):
    """
    This class wraps Super Mario Land, and provides easy access to score, coins, lives left, time left and world for AIs.

    If you call `print` on an instance of this object, it will show an overview of everything this object provides.

    ![Super Mario Land](supermarioland.png)
    ```python
    >>> pyboy = PyBoy(supermarioland_rom)
    >>> pyboy.game_wrapper.start_game()
    >>> pyboy.tick(1, True)
    True
    >>> pyboy.screen.image.resize((320,288)).save('docs/plugins/supermarioland.png') # The exact screenshot shown above
    >>> pyboy.game_wrapper
    Super Mario Land: World 1-1
    Coins: 0
    lives_left: 2
    Score: 0
    Time left: 400
    Level progress: 251
    Sprites on screen:
    Sprite [3]: Position: (35, 112), Shape: (8, 8), Tiles: (Tile: 0), On screen: True
    Sprite [4]: Position: (43, 112), Shape: (8, 8), Tiles: (Tile: 1), On screen: True
    Sprite [5]: Position: (35, 120), Shape: (8, 8), Tiles: (Tile: 16), On screen: True
    Sprite [6]: Position: (43, 120), Shape: (8, 8), Tiles: (Tile: 17), On screen: True
    Tiles on screen:
           0   1   2   3   4   5   6   7   8   9  10  11  12  13  14  15  16  17  18  19
    ____________________________________________________________________________________
    0  | 339 339 339 339 339 339 339 339 339 339 339 339 339 339 339 339 339 339 339 339
    1  | 320 320 320 320 320 320 320 320 320 320 320 320 320 320 320 320 320 320 320 320
    2  | 300 300 300 300 300 300 300 300 300 300 300 300 321 322 321 322 323 300 300 300
    3  | 300 300 300 300 300 300 300 300 300 300 300 324 325 326 325 326 327 300 300 300
    4  | 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300
    5  | 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300
    6  | 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300
    7  | 300 300 300 300 300 300 300 300 310 350 300 300 300 300 300 300 300 300 300 300
    8  | 300 300 300 300 300 300 300 310 300 300 350 300 300 300 300 300 300 300 300 300
    9  | 300 300 300 300 300 129 310 300 300 300 300 350 300 300 300 300 300 300 300 300
    10 | 300 300 300 300 300 310 300 300 300 300 300 300 350 300 300 300 300 300 300 300
    11 | 300 300 310 350 310 300 300 300 300 306 307 300 300 350 300 300 300 300 300 300
    12 | 300 368 369 300   0   1 300 306 307 305 300 300 300 300 350 300 300 300 300 300
    13 | 310 370 371 300  16  17 300 305 300 305 300 300 300 300 300 350 300 300 300 300
    14 | 352 352 352 352 352 352 352 352 352 352 352 352 352 352 352 352 352 352 352 352
    15 | 353 353 353 353 353 353 353 353 353 353 353 353 353 353 353 353 353 353 353 353
    ```

    """
    cartridge_title = "SUPER MARIOLAN"
    mapping_compressed = mapping_compressed
    """
    Compressed mapping for `pyboy.PyBoy.game_area_mapping`

    Example using `mapping_compressed`, Mario is `1`. He is standing on the ground which is `10`:
    ```python
    >>> pyboy = PyBoy(supermarioland_rom)
    >>> pyboy.game_wrapper.start_game()
    >>> pyboy.game_wrapper.game_area_mapping(pyboy.game_wrapper.mapping_compressed, 0)
    >>> pyboy.game_wrapper.game_area()
    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,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
           [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
           [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
           [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
           [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
           [ 0,  0,  0,  0,  0, 13,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
           [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
           [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
           [ 0, 14, 14,  0,  1,  1,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
           [ 0, 14, 14,  0,  1,  1,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
           [10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10],
           [10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10]], dtype=uint32)
    ```
    """
    mapping_minimal = mapping_minimal
    """
    Minimal mapping for `pyboy.PyBoy.game_area_mapping`

    Example using `mapping_minimal`, Mario is `1`. He is standing on the ground which is `3`:
    ```python
    >>> pyboy = PyBoy(supermarioland_rom)
    >>> pyboy.game_wrapper.start_game()
    >>> pyboy.game_wrapper.game_area_mapping(pyboy.game_wrapper.mapping_minimal, 0)
    >>> pyboy.game_wrapper.game_area()
    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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
           [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
           [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
           [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
           [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
           [0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
           [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
           [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
           [0, 3, 3, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
           [0, 3, 3, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
           [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3],
           [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]], dtype=uint32)
    ```
    """
    def __init__(self, *args, **kwargs):
        self.world = (0, 0)
        """
        Provides the current "world" Mario is in, as a tuple of as two integers (world, level).

        You can force a level change with `set_world_level`.

        Example:
        ```python
        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.start_game()
        >>> pyboy.game_wrapper.world
        (1, 1)
        ```

        """
        self.coins = 0
        """
        The number of collected coins.

        Example:
        ```python
        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.start_game()
        >>> pyboy.game_wrapper.coins
        0
        ```
        """
        self.lives_left = 0
        """
        The number of lives Mario has left

        Example:
        ```python
        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.start_game()
        >>> pyboy.game_wrapper.lives_left
        2
        ```
        """
        self.score = 0
        """
        The score provided by the game

        Example:
        ```python
        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.start_game()
        >>> pyboy.game_wrapper.score
        0
        ```
        """
        self.time_left = 0
        """
        The number of seconds left to finish the level

        Example:
        ```python
        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.start_game()
        >>> pyboy.game_wrapper.time_left
        400
        ```
        """
        self.level_progress = 0
        """
        An integer of the current "global" X position in this level. Can be used for AI scoring.

        Example:
        ```python
        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.start_game()
        >>> pyboy.game_wrapper.level_progress
        251
        ```
        """

        super().__init__(*args, game_area_section=(0, 2, 20, 16), game_area_follow_scxy=True, **kwargs)

    def post_tick(self):
        self._tile_cache_invalid = True
        self._sprite_cache_invalid = True

        world_level = self.pyboy.memory[ADDR_WORLD_LEVEL]
        self.world = world_level >> 4, world_level & 0x0F
        blank = 300
        self.coins = self._sum_number_on_screen(9, 1, 2, blank, -256)
        self.lives_left = _bcm_to_dec(self.pyboy.memory[ADDR_LIVES_LEFT])
        self.score = self._sum_number_on_screen(0, 1, 6, blank, -256)
        self.time_left = self._sum_number_on_screen(17, 1, 3, blank, -256)

        level_block = self.pyboy.memory[0xC0AB]
        mario_x = self.pyboy.memory[0xC202]
        scx = self.pyboy.screen.tilemap_position_list[16][0]
        self.level_progress = level_block*16 + (scx-7) % 16 + mario_x

    def set_lives_left(self, amount):
        """
        Set the amount lives to any number between 0 and 99.

        This should only be called when the game has started.

        Example:
        ```python
        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.start_game()
        >>> pyboy.game_wrapper.lives_left
        2
        >>> pyboy.game_wrapper.set_lives_left(10)
        >>> pyboy.tick(1, False)
        True
        >>> pyboy.game_wrapper.lives_left
        10
        ```

        Args:
            amount (int): The wanted number of lives
        """
        if not self.game_has_started:
            logger.warning("Please call set_lives_left after starting the game")

        if 0 <= amount <= 99:
            tens = amount // 10
            ones = amount % 10
            self.pyboy.memory[ADDR_LIVES_LEFT] = (tens << 4) | ones
            self.pyboy.memory[ADDR_LIVES_LEFT_DISPLAY] = tens
            self.pyboy.memory[ADDR_LIVES_LEFT_DISPLAY + 1] = ones
        else:
            logger.error("%d is out of bounds. Only values between 0 and 99 allowed.", amount)

    def set_world_level(self, world, level):
        """
        Patches the handler for pressing start in the menu. It hardcodes a world and level to always "continue" from.

        Example:
        ```python
        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.set_world_level(3, 2)
        >>> pyboy.game_wrapper.start_game()
        >>> pyboy.game_wrapper.world
        (3, 2)
        ```

        Args:
            world (int): The world to select a level from, 0-3
            level (int): The level to start from, 0-2
        """

        for i in range(0x450, 0x461):
            self.pyboy.memory[0, i] = 0x00

        patch1 = [
            0x3E, # LD A, d8
            (world << 4) | (level & 0x0F), # d8
        ]

        for i, byte in enumerate(patch1):
            self.pyboy.memory[0, 0x451 + i] = byte

    def start_game(self, timer_div=None, world_level=None, unlock_level_select=False):
        """
        Call this function right after initializing PyBoy. This will start a game in world 1-1 and give back control on
        the first frame it's possible.

        The state of the emulator is saved, and using `reset_game`, you can get back to this point of the game
        instantly.

        The game has 4 major worlds with each 3 level. to start at a specific world and level, provide it as a tuple for
        the optional keyword-argument `world_level`.

        If you're not using the game wrapper for unattended use, you can unlock the level selector for the main menu.
        Enabling the selector, will make this function return before entering the game.

        Example:
        ```python
        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.start_game(world_level=(4,1))
        >>> pyboy.game_wrapper.world
        (4, 1)
        ```

        Kwargs:
            * timer_div (int): Replace timer's DIV register with this value. Use `None` to randomize.
            * world_level (tuple): (world, level) to start the game from
            * unlock_level_select (bool): Unlock level selector menu
        """
        PyBoyGameWrapper.start_game(self, timer_div=timer_div)

        if world_level is not None:
            self.set_world_level(*world_level)

        # Boot screen
        while True:
            self.pyboy.tick(1, False)
            if self.tilemap_background[6:11, 13] == [284, 285, 266, 283, 285]: # "START" on the main menu
                break

        self.pyboy.tick(3, False)
        self.pyboy.button("start")
        self.pyboy.tick(1, False)

        while True:
            if unlock_level_select and self.pyboy.frame_count == 71: # An arbitrary frame count, where the write will work
                self.pyboy.memory[ADDR_WIN_COUNT] = 2 if unlock_level_select else 0
                break
            self.pyboy.tick(1, False)

            # "MARIO" in the title bar and 0 is placed at score
            if self.tilemap_background[0:5, 0] == [278, 266, 283, 274, 280] and \
               self.tilemap_background[5, 1] == 256:
                # Game has started
                break

        self.saved_state.seek(0)
        self.pyboy.save_state(self.saved_state)

        self._set_timer_div(timer_div)

    def reset_game(self, timer_div=None):
        """
        After calling `start_game`, use this method to reset Mario to the beginning of `start_game`.

        If you want to reset to other worlds or levels of the game -- for example world 1-2 or 3-1 -- reset the entire
        emulator and provide the `world_level` on `start_game`.

        Example:
        ```python
        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.start_game()
        >>> pyboy.game_wrapper.reset_game()
        ```

        Kwargs:
            * timer_div (int): Replace timer's DIV register with this value. Use `None` to randomize.
        """
        PyBoyGameWrapper.reset_game(self, timer_div=timer_div)

        self._set_timer_div(timer_div)

    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.

        In Super Mario Land, this is almost the entire screen, expect for the top part showing the score, lives left
        and so on. These values can be found in the variables of this class.

        In this example using `mapping_minimal`, Mario is `1`. He is standing on the ground which is `3`:
        ```python
        >>> pyboy = PyBoy(supermarioland_rom)
        >>> pyboy.game_wrapper.start_game()
        >>> pyboy.game_wrapper.game_area_mapping(pyboy.game_wrapper.mapping_minimal, 0)
        >>> pyboy.game_wrapper.game_area()
        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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 3, 3, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [0, 3, 3, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
               [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3],
               [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]], dtype=uint32)
        ```

        Returns
        -------
        memoryview:
            Simplified 2-dimensional memoryview of the screen
        """
        return PyBoyGameWrapper.game_area(self)

    def game_over(self):
        # Apparantly that address is for game over
        # https://datacrystal.romhacking.net/wiki/Super_Mario_Land:RAM_map
        return self.pyboy.memory[0xC0A4] == 0x39

    def __repr__(self):
        # yapf: disable
        return (
            f"Super Mario Land: World {'-'.join([str(i) for i in self.world])}\n"
            f"Coins: {self.coins}\n" +
            f"lives_left: {self.lives_left}\n" +
            f"Score: {self.score}\n" +
            f"Time left: {self.time_left}\n" +
            f"Level progress: {self.level_progress}\n" +
            super().__repr__()
        )
        # yapf: enable

Ancestors

Class variables

var mapping_compressed

Compressed mapping for PyBoy.game_area_mapping()

Example using mapping_compressed, Mario is 1. He is standing on the ground which is 10:

>>> pyboy = PyBoy(supermarioland_rom)
>>> pyboy.game_wrapper.start_game()
>>> pyboy.game_wrapper.game_area_mapping(pyboy.game_wrapper.mapping_compressed, 0)
>>> pyboy.game_wrapper.game_area()
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,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
       [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
       [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
       [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
       [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
       [ 0,  0,  0,  0,  0, 13,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
       [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
       [ 0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
       [ 0, 14, 14,  0,  1,  1,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
       [ 0, 14, 14,  0,  1,  1,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],
       [10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10],
       [10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10]], dtype=uint32)
var mapping_minimal

Minimal mapping for PyBoy.game_area_mapping()

Example using mapping_minimal, Mario is 1. He is standing on the ground which is 3:

>>> pyboy = PyBoy(supermarioland_rom)
>>> pyboy.game_wrapper.start_game()
>>> pyboy.game_wrapper.game_area_mapping(pyboy.game_wrapper.mapping_minimal, 0)
>>> pyboy.game_wrapper.game_area()
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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
       [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
       [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
       [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
       [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
       [0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
       [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
       [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
       [0, 3, 3, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
       [0, 3, 3, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
       [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3],
       [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]], dtype=uint32)

Instance variables

var world

Provides the current "world" Mario is in, as a tuple of as two integers (world, level).

You can force a level change with set_world_level.

Example:

>>> pyboy = PyBoy(supermarioland_rom)
>>> pyboy.game_wrapper.start_game()
>>> pyboy.game_wrapper.world
(1, 1)
var coins

The number of collected coins.

Example:

>>> pyboy = PyBoy(supermarioland_rom)
>>> pyboy.game_wrapper.start_game()
>>> pyboy.game_wrapper.coins
0
var lives_left

The number of lives Mario has left

Example:

>>> pyboy = PyBoy(supermarioland_rom)
>>> pyboy.game_wrapper.start_game()
>>> pyboy.game_wrapper.lives_left
2
var score

The score provided by the game

Example:

>>> pyboy = PyBoy(supermarioland_rom)
>>> pyboy.game_wrapper.start_game()
>>> pyboy.game_wrapper.score
0
var time_left

The number of seconds left to finish the level

Example:

>>> pyboy = PyBoy(supermarioland_rom)
>>> pyboy.game_wrapper.start_game()
>>> pyboy.game_wrapper.time_left
400
var level_progress

An integer of the current "global" X position in this level. Can be used for AI scoring.

Example:

>>> pyboy = PyBoy(supermarioland_rom)
>>> pyboy.game_wrapper.start_game()
>>> pyboy.game_wrapper.level_progress
251

Methods

def set_lives_left(self, amount)

Set the amount lives to any number between 0 and 99.

This should only be called when the game has started.

Example:

>>> pyboy = PyBoy(supermarioland_rom)
>>> pyboy.game_wrapper.start_game()
>>> pyboy.game_wrapper.lives_left
2
>>> pyboy.game_wrapper.set_lives_left(10)
>>> pyboy.tick(1, False)
True
>>> pyboy.game_wrapper.lives_left
10

Args

amount : int
The wanted number of lives
Expand source code
def set_lives_left(self, amount):
    """
    Set the amount lives to any number between 0 and 99.

    This should only be called when the game has started.

    Example:
    ```python
    >>> pyboy = PyBoy(supermarioland_rom)
    >>> pyboy.game_wrapper.start_game()
    >>> pyboy.game_wrapper.lives_left
    2
    >>> pyboy.game_wrapper.set_lives_left(10)
    >>> pyboy.tick(1, False)
    True
    >>> pyboy.game_wrapper.lives_left
    10
    ```

    Args:
        amount (int): The wanted number of lives
    """
    if not self.game_has_started:
        logger.warning("Please call set_lives_left after starting the game")

    if 0 <= amount <= 99:
        tens = amount // 10
        ones = amount % 10
        self.pyboy.memory[ADDR_LIVES_LEFT] = (tens << 4) | ones
        self.pyboy.memory[ADDR_LIVES_LEFT_DISPLAY] = tens
        self.pyboy.memory[ADDR_LIVES_LEFT_DISPLAY + 1] = ones
    else:
        logger.error("%d is out of bounds. Only values between 0 and 99 allowed.", amount)
def set_world_level(self, world, level)

Patches the handler for pressing start in the menu. It hardcodes a world and level to always "continue" from.

Example:

>>> pyboy = PyBoy(supermarioland_rom)
>>> pyboy.game_wrapper.set_world_level(3, 2)
>>> pyboy.game_wrapper.start_game()
>>> pyboy.game_wrapper.world
(3, 2)

Args

world : int
The world to select a level from, 0-3
level : int
The level to start from, 0-2
Expand source code
def set_world_level(self, world, level):
    """
    Patches the handler for pressing start in the menu. It hardcodes a world and level to always "continue" from.

    Example:
    ```python
    >>> pyboy = PyBoy(supermarioland_rom)
    >>> pyboy.game_wrapper.set_world_level(3, 2)
    >>> pyboy.game_wrapper.start_game()
    >>> pyboy.game_wrapper.world
    (3, 2)
    ```

    Args:
        world (int): The world to select a level from, 0-3
        level (int): The level to start from, 0-2
    """

    for i in range(0x450, 0x461):
        self.pyboy.memory[0, i] = 0x00

    patch1 = [
        0x3E, # LD A, d8
        (world << 4) | (level & 0x0F), # d8
    ]

    for i, byte in enumerate(patch1):
        self.pyboy.memory[0, 0x451 + i] = byte
def start_game(self, timer_div=None, world_level=None, unlock_level_select=False)

Call this function right after initializing PyBoy. This will start a game in world 1-1 and give back control on the first frame it's possible.

The state of the emulator is saved, and using reset_game, you can get back to this point of the game instantly.

The game has 4 major worlds with each 3 level. to start at a specific world and level, provide it as a tuple for the optional keyword-argument world_level.

If you're not using the game wrapper for unattended use, you can unlock the level selector for the main menu. Enabling the selector, will make this function return before entering the game.

Example:

>>> pyboy = PyBoy(supermarioland_rom)
>>> pyboy.game_wrapper.start_game(world_level=(4,1))
>>> pyboy.game_wrapper.world
(4, 1)

Kwargs

  • timer_div (int): Replace timer's DIV register with this value. Use None to randomize.
  • world_level (tuple): (world, level) to start the game from
  • unlock_level_select (bool): Unlock level selector menu
Expand source code
def start_game(self, timer_div=None, world_level=None, unlock_level_select=False):
    """
    Call this function right after initializing PyBoy. This will start a game in world 1-1 and give back control on
    the first frame it's possible.

    The state of the emulator is saved, and using `reset_game`, you can get back to this point of the game
    instantly.

    The game has 4 major worlds with each 3 level. to start at a specific world and level, provide it as a tuple for
    the optional keyword-argument `world_level`.

    If you're not using the game wrapper for unattended use, you can unlock the level selector for the main menu.
    Enabling the selector, will make this function return before entering the game.

    Example:
    ```python
    >>> pyboy = PyBoy(supermarioland_rom)
    >>> pyboy.game_wrapper.start_game(world_level=(4,1))
    >>> pyboy.game_wrapper.world
    (4, 1)
    ```

    Kwargs:
        * timer_div (int): Replace timer's DIV register with this value. Use `None` to randomize.
        * world_level (tuple): (world, level) to start the game from
        * unlock_level_select (bool): Unlock level selector menu
    """
    PyBoyGameWrapper.start_game(self, timer_div=timer_div)

    if world_level is not None:
        self.set_world_level(*world_level)

    # Boot screen
    while True:
        self.pyboy.tick(1, False)
        if self.tilemap_background[6:11, 13] == [284, 285, 266, 283, 285]: # "START" on the main menu
            break

    self.pyboy.tick(3, False)
    self.pyboy.button("start")
    self.pyboy.tick(1, False)

    while True:
        if unlock_level_select and self.pyboy.frame_count == 71: # An arbitrary frame count, where the write will work
            self.pyboy.memory[ADDR_WIN_COUNT] = 2 if unlock_level_select else 0
            break
        self.pyboy.tick(1, False)

        # "MARIO" in the title bar and 0 is placed at score
        if self.tilemap_background[0:5, 0] == [278, 266, 283, 274, 280] and \
           self.tilemap_background[5, 1] == 256:
            # Game has started
            break

    self.saved_state.seek(0)
    self.pyboy.save_state(self.saved_state)

    self._set_timer_div(timer_div)
def reset_game(self, timer_div=None)

After calling start_game, use this method to reset Mario to the beginning of start_game.

If you want to reset to other worlds or levels of the game – for example world 1-2 or 3-1 – reset the entire emulator and provide the world_level on start_game.

Example:

>>> pyboy = PyBoy(supermarioland_rom)
>>> pyboy.game_wrapper.start_game()
>>> pyboy.game_wrapper.reset_game()

Kwargs

  • timer_div (int): Replace timer's DIV register with this value. Use None to randomize.
Expand source code
def reset_game(self, timer_div=None):
    """
    After calling `start_game`, use this method to reset Mario to the beginning of `start_game`.

    If you want to reset to other worlds or levels of the game -- for example world 1-2 or 3-1 -- reset the entire
    emulator and provide the `world_level` on `start_game`.

    Example:
    ```python
    >>> pyboy = PyBoy(supermarioland_rom)
    >>> pyboy.game_wrapper.start_game()
    >>> pyboy.game_wrapper.reset_game()
    ```

    Kwargs:
        * timer_div (int): Replace timer's DIV register with this value. Use `None` to randomize.
    """
    PyBoyGameWrapper.reset_game(self, timer_div=timer_div)

    self._set_timer_div(timer_div)
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.

In Super Mario Land, this is almost the entire screen, expect for the top part showing the score, lives left and so on. These values can be found in the variables of this class.

In this example using mapping_minimal, Mario is 1. He is standing on the ground which is 3:

>>> pyboy = PyBoy(supermarioland_rom)
>>> pyboy.game_wrapper.start_game()
>>> pyboy.game_wrapper.game_area_mapping(pyboy.game_wrapper.mapping_minimal, 0)
>>> pyboy.game_wrapper.game_area()
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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
       [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
       [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
       [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
       [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
       [0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
       [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
       [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
       [0, 3, 3, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
       [0, 3, 3, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
       [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3],
       [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]], dtype=uint32)

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.

    In Super Mario Land, this is almost the entire screen, expect for the top part showing the score, lives left
    and so on. These values can be found in the variables of this class.

    In this example using `mapping_minimal`, Mario is `1`. He is standing on the ground which is `3`:
    ```python
    >>> pyboy = PyBoy(supermarioland_rom)
    >>> pyboy.game_wrapper.start_game()
    >>> pyboy.game_wrapper.game_area_mapping(pyboy.game_wrapper.mapping_minimal, 0)
    >>> pyboy.game_wrapper.game_area()
    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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
           [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
           [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
           [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
           [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
           [0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
           [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
           [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
           [0, 3, 3, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
           [0, 3, 3, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
           [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3],
           [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]], dtype=uint32)
    ```

    Returns
    -------
    memoryview:
        Simplified 2-dimensional memoryview of the screen
    """
    return PyBoyGameWrapper.game_area(self)

Inherited members