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debug.py
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debug.py
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#
# License: See LICENSE.md file
# GitHub: https://github.com/Baekalfen/PyBoy
#
import ctypes
from array import array
import sdl2
from pyboy.botsupport import constants, tilemap
from pyboy.botsupport.sprite import Sprite
from pyboy.plugins.base_plugin import PyBoyWindowPlugin
from pyboy.plugins.window_sdl2 import sdl2_event_pump
from pyboy.utils import WindowEvent
from pyboy.logger import logger
try:
from cython import compiled
cythonmode = compiled
except ImportError:
cythonmode = False
# Mask colors:
COLOR = 0x00000000
# MASK = 0x00C0C000
COLOR_BACKGROUND = 0x00C0C000
COLOR_WINDOW = 0xC179D400
# Additive colors
HOVER = 0xFF0000
mark_counter = 0
# By using a set, we avoid duplicates
marked_tiles = set([])
MARK = array("I", [0xFF000000, 0xFFC00000, 0xFFFC0000, 0x00FFFF00, 0xFF00FF00])
SPRITE_BACKGROUND = COLOR_BACKGROUND
class MarkedTile:
def __init__(
self,
event=WindowEvent._INTERNAL_MARK_TILE,
tile_identifier=-1,
mark_id="",
mark_color=0,
sprite_height=8,
sprite=False
):
self.tile_identifier = tile_identifier
self.mark_id = mark_id
self.mark_color = mark_color
self.sprite_height = sprite_height
if mark_id == "TILE":
# TODO: Use __str__ of the Tile and Sprite classes
logger.info(f"Marked Tile - identifier: {tile_identifier}")
elif mark_id == "SPRITE":
logger.info(f"Marked Sprite - tile identifier: {tile_identifier}, sprite height: {sprite_height}")
else:
logger.info(f"Marked {mark_id} - tile identifier: {tile_identifier}")
def __hash__(self):
return hash(self.tile_identifier)
class Debug(PyBoyWindowPlugin):
argv = [("-d", "--debug", {"action": "store_true", "help": "Enable emulator debugging mode"})]
def __init__(self, pyboy, mb, pyboy_argv):
super().__init__(pyboy, mb, pyboy_argv)
if not self.enabled():
return
self.sdl2_event_pump = self.pyboy_argv.get("window_type") != "SDL2"
if self.sdl2_event_pump:
sdl2.SDL_Init(sdl2.SDL_INIT_VIDEO)
# self.scale = 2
window_pos = 0
self.tile1 = TileViewWindow(
pyboy,
mb,
pyboy_argv,
scale=2,
title="Background",
width=256,
height=256,
pos_x=0,
pos_y=0,
window_map=False,
scanline_x=0,
scanline_y=1
)
window_pos += (256 * self.tile1.scale)
self.tile2 = TileViewWindow(
pyboy,
mb,
pyboy_argv,
scale=2,
title="Window",
width=256,
height=256,
pos_x=window_pos,
pos_y=0,
window_map=True,
scanline_x=2,
scanline_y=3
)
window_pos += (256 * self.tile2.scale)
self.spriteview = SpriteViewWindow(
pyboy,
mb,
pyboy_argv,
scale=2,
title="Sprite View",
width=constants.COLS,
height=constants.ROWS,
pos_x=window_pos,
pos_y=0
)
self.sprite = SpriteWindow(
pyboy,
mb,
pyboy_argv,
scale=3,
title="Sprite Data",
width=8 * 10,
height=16 * 4,
pos_x=window_pos,
pos_y=self.spriteview.height * 2 + 68
)
window_pos += (constants.COLS * self.spriteview.scale)
tile_data_width = 16 * 8 # Change the 16 to however wide you want the tile window
tile_data_height = ((constants.TILES * 8) // tile_data_width) * 8
self.tiledata = TileDataWindow(
pyboy,
mb,
pyboy_argv,
scale=3,
title="Tile Data",
width=tile_data_width,
height=tile_data_height,
pos_x=window_pos,
pos_y=0
)
def post_tick(self):
self.tile1.post_tick()
self.tile2.post_tick()
self.tiledata.post_tick()
self.sprite.post_tick()
self.spriteview.post_tick()
def handle_events(self, events):
if self.sdl2_event_pump:
events = sdl2_event_pump(events)
events = self.tile1.handle_events(events)
events = self.tile2.handle_events(events)
events = self.tiledata.handle_events(events)
events = self.sprite.handle_events(events)
events = self.spriteview.handle_events(events)
return events
def stop(self):
if self.sdl2_event_pump:
sdl2.SDL_Quit()
def enabled(self):
return self.pyboy_argv.get("debug")
def make_buffer(w, h):
buf = array("B", [0x55] * (w*h*4))
if cythonmode:
buf0 = memoryview(buf).cast("I", shape=(h, w))
buf_p = None
else:
view = memoryview(buf).cast("I")
buf0 = [view[i:i + w] for i in range(0, w * h, w)]
buf_p = ctypes.c_void_p(buf.buffer_info()[0])
return buf, buf0, buf_p
class BaseDebugWindow(PyBoyWindowPlugin):
def __init__(self, pyboy, mb, pyboy_argv, *, scale, title, width, height, pos_x, pos_y):
super().__init__(pyboy, mb, pyboy_argv)
self.scale = scale
self.width, self.height = width, height
self.base_title = title
self.hover_x = -1
self.hover_y = -1
self._window = sdl2.SDL_CreateWindow(
self.base_title.encode("utf8"), pos_x, pos_y, width * scale, height * scale, sdl2.SDL_WINDOW_RESIZABLE
)
self.window_id = sdl2.SDL_GetWindowID(self._window)
self.buf, self.buf0, self.buf_p = make_buffer(width, height)
self._sdlrenderer = sdl2.SDL_CreateRenderer(self._window, -1, sdl2.SDL_RENDERER_ACCELERATED)
self._sdltexturebuffer = sdl2.SDL_CreateTexture(
self._sdlrenderer, sdl2.SDL_PIXELFORMAT_RGBA8888, sdl2.SDL_TEXTUREACCESS_STATIC, width, height
)
def handle_events(self, events):
# Feed events into the loop
for event in events:
if event == WindowEvent._INTERNAL_MOUSE:
if event.window_id == self.window_id:
self.hover_x = event.mouse_x // self.scale
self.hover_y = event.mouse_y // self.scale
else:
self.hover_x = -1
self.hover_y = -1
return events
def stop(self):
sdl2.SDL_DestroyWindow(self._window)
def update_title(self):
pass
def post_tick(self):
self.update_title()
self._update_display()
##########################
# Internal functions
def copy_tile(self, tile_cache0, t, xx, yy, to_buffer):
for y in range(8):
for x in range(8):
to_buffer[yy + y][xx + x] = tile_cache0[y + t*8][x]
def mark_tile(self, x, y, color, height, width, grid):
tw = width # Tile width
th = height # Tile height
if grid:
xx = x - (x%tw)
yy = y - (y%th)
else:
xx = x
yy = y
for i in range(th):
if 0 <= (yy + i) < self.height and 0 <= xx < self.width:
self.buf0[yy + i][xx] = color
for i in range(tw):
if 0 <= (yy) < self.height and 0 <= xx + i < self.width:
self.buf0[yy][xx + i] = color
for i in range(tw):
if 0 <= (yy + th - 1) < self.height and 0 <= xx + i < self.width:
self.buf0[yy + th - 1][xx + i] = color
for i in range(th):
if 0 <= (yy + i) < self.height and 0 <= xx + tw - 1 < self.width:
self.buf0[yy + i][xx + tw - 1] = color
class TileViewWindow(BaseDebugWindow):
def __init__(self, *args, window_map, scanline_x, scanline_y, **kwargs):
super().__init__(*args, **kwargs)
self.scanline_x, self.scanline_y = scanline_x, scanline_y
self.color = COLOR_WINDOW if window_map else COLOR_BACKGROUND
if not cythonmode:
self.tilemap = tilemap.TileMap(self.mb, "WINDOW" if window_map else "BACKGROUND")
def __cinit__(self, pyboy, mb, *args, window_map, **kwargs):
self.tilemap = tilemap.TileMap(self.mb, "WINDOW" if window_map else "BACKGROUND")
def post_tick(self):
tile_cache0 = self.renderer._tilecache
# Updating screen buffer by copying tiles from cache
mem_offset = self.tilemap.map_offset - constants.VRAM_OFFSET
for n in range(mem_offset, mem_offset + 0x400):
tile_index = self.mb.lcd.VRAM[n]
# Check the tile source and add offset
# http://problemkaputt.de/pandocs.htm#lcdcontrolregister
# BG & Window Tile Data Select (0=8800-97FF, 1=8000-8FFF)
if self.mb.lcd.LCDC.tiledata_select == 0:
# (x ^ 0x80 - 128) to convert to signed, then add 256 for offset (reduces to + 128)
tile_index = (tile_index ^ 0x80) + 128
tile_column = (n-mem_offset) % 32
tile_row = (n-mem_offset) // 32
self.copy_tile(tile_cache0, tile_index, tile_column * 8, tile_row * 8, self.buf0)
self.draw_overlay()
BaseDebugWindow.post_tick(self)
def handle_events(self, events):
global mark_counter, marked_tiles
self.tilemap.refresh_lcdc()
# Feed events into the loop
events = BaseDebugWindow.handle_events(self, events)
for event in events:
if event == WindowEvent._INTERNAL_MOUSE and event.window_id == self.window_id:
if event.mouse_button == 0:
tile_x, tile_y = event.mouse_x // self.scale // 8, event.mouse_y // self.scale // 8
tile_identifier = self.tilemap.tile_identifier(tile_x, tile_y)
logger.info(f"Tile clicked on {tile_x}, {tile_y}")
marked_tiles.add(
MarkedTile(tile_identifier=tile_identifier, mark_id="TILE", mark_color=MARK[mark_counter])
)
mark_counter += 1
mark_counter %= len(MARK)
elif event.mouse_button == 1:
marked_tiles.clear()
elif event == WindowEvent._INTERNAL_MARK_TILE:
marked_tiles.add(event.tile_identifier)
return events
def update_title(self):
title = self.base_title
title += " [HIGH MAP 0x9C00-0x9FFF]" if self.tilemap.map_offset == constants.HIGH_TILEMAP else \
" [LOW MAP 0x9800-0x9BFF]"
title += " [HIGH DATA (SIGNED) 0x8800-0x97FF]" if self.tilemap.signed_tile_data else \
" [LOW DATA (UNSIGNED) 0x8000-0x8FFF]"
if self.tilemap._select == "WINDOW":
title += " [Window]"
if self.tilemap._select == "BACKGROUND":
title += " [Background]"
sdl2.SDL_SetWindowTitle(self._window, title.encode("utf8"))
def draw_overlay(self):
global marked_tiles
scanlineparameters = self.pyboy.botsupport_manager().screen().tilemap_position_list()
# TODO: Refactor this
# Mark screen area
for y in range(constants.ROWS):
xx = int(scanlineparameters[y][self.scanline_x])
yy = int(scanlineparameters[y][self.scanline_y])
if self.scanline_x == 0: # Background
# Wraps around edges of the screen
if y == 0 or y == constants.ROWS - 1: # Draw top/bottom bar
for x in range(constants.COLS):
self.buf0[(yy+y) % 0xFF][(xx+x) % 0xFF] = COLOR
else: # Draw body
self.buf0[(yy+y) % 0xFF][xx % 0xFF] = COLOR
for x in range(constants.COLS):
self.buf0[(yy+y) % 0xFF][(xx+x) % 0xFF] &= self.color
self.buf0[(yy+y) % 0xFF][(xx + constants.COLS) % 0xFF] = COLOR
else: # Window
# Takes a cut of the screen
xx = -xx
yy = -yy
if yy + y == 0 or y == constants.ROWS - 1: # Draw top/bottom bar
for x in range(constants.COLS):
if 0 <= xx + x < constants.COLS:
self.buf0[yy + y][xx + x] = COLOR
else: # Draw body
if 0 <= yy + y:
self.buf0[yy + y][max(xx, 0)] = COLOR
for x in range(constants.COLS):
if 0 <= xx + x < constants.COLS:
self.buf0[yy + y][xx + x] &= self.color
self.buf0[yy + y][xx + constants.COLS] = COLOR
# Mark selected tiles
for t, match in zip(
marked_tiles, self.tilemap.search_for_identifiers([m.tile_identifier for m in marked_tiles])
):
for row, column in match:
self.mark_tile(column * 8, row * 8, t.mark_color, 8, 8, True)
if self.hover_x != -1:
self.mark_tile(self.hover_x, self.hover_y, HOVER, 8, 8, True)
class TileDataWindow(BaseDebugWindow):
def post_tick(self):
tile_cache0 = self.renderer._tilecache
for t in range(constants.TILES):
xx = (t*8) % self.width
yy = ((t*8) // self.width) * 8
self.copy_tile(tile_cache0, t, xx, yy, self.buf0)
self.draw_overlay()
BaseDebugWindow.post_tick(self)
def handle_events(self, events):
global mark_counter, marked_tiles
# Feed events into the loop
events = BaseDebugWindow.handle_events(self, events)
for event in events:
if event == WindowEvent._INTERNAL_MOUSE and event.window_id == self.window_id:
if event.mouse_button == 0:
tile_x, tile_y = event.mouse_x // self.scale // 8, event.mouse_y // self.scale // 8
tile_identifier = tile_y * (self.width // 8) + tile_x
marked_tiles.add(
MarkedTile(tile_identifier=tile_identifier, mark_id="TILE", mark_color=MARK[mark_counter])
)
mark_counter += 1
mark_counter %= len(MARK)
elif event.mouse_button == 1:
marked_tiles.clear()
elif event == WindowEvent._INTERNAL_MARK_TILE:
marked_tiles.add(event.tile_identifier)
return events
def draw_overlay(self):
# Mark selected tiles
for t in marked_tiles:
column = t.tile_identifier % (self.width // 8)
row = t.tile_identifier // (self.width // 8)
# Yes, we are using the height as width. This is because we present the tile data from left to right,
# but the sprites with a height of 16, renders them stacked ontop of each other.
self.mark_tile(column * 8, row * 8, t.mark_color, t.sprite_height, 8, True)
class SpriteWindow(BaseDebugWindow):
def post_tick(self):
tile_cache0 = self.renderer._tilecache
sprite_height = 16 if self.mb.lcd.LCDC.sprite_height else 8
for n in range(0, 0xA0, 4):
# x = lcd.OAM[n]
# y = lcd.OAM[n+1]
t = self.mb.lcd.OAM[n + 2]
# attributes = lcd.OAM[n+3]
xx = ((n//4) * 8) % self.width
yy = (((n//4) * 8) // self.width) * sprite_height
self.copy_tile(tile_cache0, t, xx, yy, self.buf0)
if sprite_height:
self.copy_tile(tile_cache0, t + 1, xx, yy + 8, self.buf0)
self.draw_overlay()
BaseDebugWindow.post_tick(self)
def handle_events(self, events):
global mark_counter, marked_tiles
# Feed events into the loop
events = BaseDebugWindow.handle_events(self, events)
sprite_height = 16 if self.mb.lcd.LCDC.sprite_height else 8
for event in events:
if event == WindowEvent._INTERNAL_MOUSE and event.window_id == self.window_id:
if event.mouse_button == 0:
tile_x, tile_y = event.mouse_x // self.scale // 8, event.mouse_y // self.scale // sprite_height
sprite_identifier = tile_y * (self.width // 8) + tile_x
if sprite_identifier > constants.SPRITES:
# Out of bounds
continue
sprite = Sprite(self.mb, sprite_identifier)
marked_tiles.add(
MarkedTile(
tile_identifier=sprite.tile_identifier,
mark_id="SPRITE",
mark_color=MARK[mark_counter],
sprite_height=sprite_height,
sprite=True,
)
)
mark_counter += 1
mark_counter %= len(MARK)
elif event.mouse_button == 1:
marked_tiles.clear()
elif event == WindowEvent._INTERNAL_MARK_TILE:
marked_tiles.add(event.tile_identifier)
return events
def draw_overlay(self):
sprite_height = 16 if self.mb.lcd.LCDC.sprite_height else 8
# Mark selected tiles
for m, matched_sprites in zip(
marked_tiles,
self.pyboy.botsupport_manager().sprite_by_tile_identifier([m.tile_identifier for m in marked_tiles])
):
for sprite_index in matched_sprites:
xx = (sprite_index*8) % self.width
yy = ((sprite_index*8) // self.width) * sprite_height
self.mark_tile(xx, yy, m.mark_color, sprite_height, 8, True)
if self.hover_x != -1:
self.mark_tile(self.hover_x, self.hover_y, HOVER, sprite_height, 8, True)
def update_title(self):
title = self.base_title
title += " [8x16]" if self.mb.lcd.LCDC.sprite_height else " [8x8]"
sdl2.SDL_SetWindowTitle(self._window, title.encode("utf8"))
class SpriteViewWindow(BaseDebugWindow):
def post_tick(self):
for y in range(constants.ROWS):
for x in range(constants.COLS):
self.buf0[y][x] = SPRITE_BACKGROUND
self.mb.renderer.render_sprites(self.mb.lcd, self.buf0, True)
self.draw_overlay()
BaseDebugWindow.post_tick(self)
def draw_overlay(self):
sprite_height = 16 if self.mb.lcd.LCDC.sprite_height else 8
# Mark selected tiles
for m, matched_sprites in zip(
marked_tiles,
self.pyboy.botsupport_manager().sprite_by_tile_identifier([m.tile_identifier for m in marked_tiles])
):
for sprite_index in matched_sprites:
sprite = Sprite(self.mb, sprite_index)
self.mark_tile(sprite.x, sprite.y, m.mark_color, sprite_height, 8, False)
def update_title(self):
title = self.base_title
title += " " if self.mb.lcd.LCDC.sprite_enable else " [Disabled]"
sdl2.SDL_SetWindowTitle(self._window, title.encode("utf8"))
# Unfortunately CPython/PyPy code has to be hidden in an exec call to
# prevent Cython from trying to parse it. This block provides the
# functions that are otherwise implemented as inlined cdefs in the pxd
if not cythonmode:
exec(
"""
def _update_display(self):
sdl2.SDL_UpdateTexture(self._sdltexturebuffer, None, self.buf_p, self.width*4)
sdl2.SDL_RenderCopy(self._sdlrenderer, self._sdltexturebuffer, None, None)
sdl2.SDL_RenderPresent(self._sdlrenderer)
sdl2.SDL_RenderClear(self._sdlrenderer)
BaseDebugWindow._update_display = _update_display
""", globals(), locals()
)