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Merge pull request #10 from msosav/dev
Model and training upgrades
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name: Formatter | ||
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on: | ||
pull_request: | ||
branches: | ||
- main | ||
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jobs: | ||
build: | ||
runs-on: ubuntu-latest | ||
steps: | ||
- name: Checkout repository | ||
uses: actions/checkout@v2 | ||
with: | ||
ref: ${{ github.head_ref }} | ||
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- name: Set up Python 3.11 | ||
uses: actions/setup-python@v2 | ||
with: | ||
python-version: 3.11 | ||
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- name: Install dependencies | ||
run: | | ||
pip install -r requirements.txt | ||
- name: Black formatter | ||
run: | | ||
black . | ||
- name: Isort formatter | ||
run: | | ||
isort . | ||
- name: Commit changes | ||
uses: stefanzweifel/git-auto-commit-action@v4 | ||
with: | ||
commit_message: Fix formatting | ||
skip_fetch: true | ||
branch: ${{ github.head_ref }} |
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# Addresses from https://datacrystal.romhacking.net/wiki/The_Legend_of_Zelda:_Link%27s_Awakening_(Game_Boy)/RAM_map | ||
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# Memory Addresses and Their Purpose | ||
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# Destination data | ||
ADDR_DESTINATION_BYTE_1 = 0xD401 # 00: Overworld, 01: Dungeon, 02: Side view area | ||
# Values from 00 to 1F accepted. FF is Color Dungeon | ||
ADDR_DESTINATION_BYTE_2 = 0xD402 | ||
# Room number. Must appear on map or it will lead to an empty room | ||
ADDR_DESTINATION_BYTE_3 = 0xD403 | ||
ADDR_DESTINATION_COORD_X = 0xD404 # Destination X coordinate | ||
ADDR_DESTINATION_COORD_Y = 0xD405 # Destination Y coordinate | ||
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# Map Data | ||
ADDR_CURRENTLY_LOADED_MAP = [i for i in range(0xD700, 0xD79C)] | ||
ADDR_WORLD_MAP_STATUS = [i for i in range(0xD800, 0xD900)] | ||
# 00: Unexplored, 10: Changed from initial status (e.g., sword taken on the beach or dungeon opened with key) | ||
# 20: Owl talked, 80: Visited | ||
# Example: Visiting the first dungeon's screen (80) and opening it with the key (10) would put that byte at 90 | ||
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# Inventory and Items | ||
ADDR_HELD_ITEMS = [0xDB00, 0xDB01] # Your currently held items | ||
# 01: Sword, 02: Bombs, 03: Power Bracelet | ||
# 04: Shield, 05: Bow, 06: Hookshot, 07: Fire Rod | ||
# 08: Pegasus Boots, 09: Ocarina, 0A: Feather | ||
# 0B: Shovel, 0C: Magic Powder, 0D: Boomerang | ||
ADDR_INVENTORY = [i for i in range(0xDB02, 0xDB0B)] | ||
ADDR_FLIPPERS = 0xDB0C # 01 = Have | ||
ADDR_POTION = 0xDB0D # 01 = Have | ||
# Current item in trading game (01 = Yoshi, 0E = Magnifier) | ||
ADDR_TRADING_GAME_ITEM = 0xDB0E | ||
ADDR_SECRET_SHELLS = 0xDB0F # Number of secret shells | ||
ADDR_DUNGEON_ENTRANCE_KEYS = [i for i in range(0xDB10, 0xDB15)] # 01 = Have | ||
ADDR_GOLDEN_LEAVES = 0xDB15 # Number of golden leaves | ||
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# Dungeon Item Flags | ||
ADDR_DUNGEON_ITEM_FLAGS = [ | ||
[i for i in range(0xDB16 + 5 * d, 0xDB1B + 5 * d)] for d in range(10) | ||
] # 5 bytes per dungeon, 5th byte = quantity of keys | ||
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# Equipment | ||
ADDR_POWER_BRACELET_LEVEL = 0xDB43 | ||
ADDR_SHIELD_LEVEL = 0xDB44 | ||
ADDR_SWORD_LEVEL = 0xDB4E | ||
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# Quantities | ||
ADDR_ARROWS = 0xDB45 # Number of arrows | ||
ADDR_BOMBS = 0xDB4D # Number of bombs | ||
ADDR_MAGIC_POWDER = 0xDB4C # Magic powder quantity | ||
ADDR_MAX_MAGIC_POWDER = 0xDB76 | ||
ADDR_MAX_BOMBS = 0xDB77 | ||
ADDR_MAX_ARROWS = 0xDB78 | ||
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# Ocarina | ||
ADDR_OCARINA_SONGS = 0xDB49 # 3-bit mask: 0 = No songs, 7 = All songs | ||
ADDR_OCARINA_SELECTED_SONG = 0xDB4A | ||
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# Health | ||
# Each increment of 08h = one full heart, 04h = one-half heart | ||
ADDR_CURRENT_HEALTH = 0xDB5A | ||
# Number of hearts in hex (max recommended: 0Eh = 14 hearts) | ||
ADDR_MAX_HEALTH = 0xDB5B | ||
ADDR_POSITION_8X8 = 0xDBAE | ||
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# 00: Unexplored, 10: Changed from initial status (for example sword taken on the beach or dungeon opened with key) | ||
# 20: Owl talked, 80: Visited | ||
# For example, visiting the first dungeon's screen (80) and opening it with the key (10) would put that byte at 90 | ||
ADDR_WORLD_MAP_STATUS = [i for i in range(0xD800, 0xD900)] | ||
# Rupees | ||
ADDR_RUPEES = [0xDB5D, 0xDB5E] # Number of rupees (e.g., 0999 for 999 rupees) | ||
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# Instruments | ||
# 00 = No instrument, 03 = Have instrument | ||
ADDR_DUNGEON_INSTRUMENTS = [i for i in range(0xDB65, 0xDB6D)] | ||
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# Dungeon Position | ||
ADDR_DUNGEON_POSITION = 0xDBAE # Position on the 8x8 dungeon grid | ||
ADDR_DUNGEON_KEYS = 0xDBD0 # Quantity of keys in possession | ||
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"""01 Sword | ||
02 Bombs | ||
03 Power bracelet | ||
04 Shield | ||
05 Bow | ||
06 Hookshot | ||
07 Fire rod | ||
08 Pegasus boots | ||
09 Ocarina | ||
0A Feather | ||
0B Shovel | ||
0C Magic powder | ||
0D Boomrang """ | ||
ADDR_INVENTORY = [i for i in range(0xDB00, 0xDB0B)] # Also contains held items | ||
# Save Slot Death Count | ||
ADDR_DEATH_COUNT = [0xDB56 + i for i in range(3)] # One byte per save slot |
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