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BaseGameduino is the common base for the Gameduino objects in remote and sim class BaseGameduino(object): def coldstart(self): self.wr(J1_RESET, 1) self.fill(RAM_PIC, 0, 10 * 1024) for i in range(512): self.sprite(i, 400, 400, 0, 0, 0) self.wr16(SPR_DISABLE, 0) self.wr16(SPR_PAGE, 0) self.wr16(JK_MODE, 0) self.wr16(SCROLL_X, 0) self.wr16(SCROLL_Y, 0) self.wr16(BG_COLOR, 0) self.wr16(SAMPLE_L, 0) self.wr16(SAMPLE_R, 0) self.wr16(SCREENSHOT_Y, 0) def dump(self, a, l): """ Dump ``l`` bytes memory starting at address ``a`` """ for i in range(0, l, 16): d16 = self.rdstr(a + i, 16) print "%04x %s" % (a + i, " ".join(["%02x" % ord(c) for c in d16])) def wr(self, a, v): """ Write a single byte ``v`` to address ``a``. """ self.wrstr(a, chr(v)) def fill(self, a, v, c): """ Fill ``c`` bytes of memory at address ``a`` with value ``v`` """ self.wrstr(a, chr(v) * c) def putstr(self, x, y, v): """ Write string ``v`` at screen position (x,y) """ a = y * 64 + x self.wrstr(a, v) def rd16(self, a): return struct.unpack("> 4] l = stretch[b & 0xf] gstr += chr(h) gstr += chr(l) self.wrstr(0x1000 + (16 * ord(' ')), gstr) for i in range(0x20, 0x80): self.setpal(4 * i + 0, TRANSPARENT); self.setpal(4 * i + 3, RGB(255,255,255)); self.fill(RAM_PIC, ord(' '), 4096); def voice(self, v, wave, freq, lamp, ramp = None): """ Set the state of a voice. :param v: voice number 0-63 :type v: int :param wave: wave type, 0 for sine 1 for noise :type wave: int :param freq: frequency control, in quarter-hertz :type freq: int :param lamp: left amplitude 0-255 :type lamp: int :param ramp: right amplitude 0-255, defaults to same ``lamp`` :type ramp: int """ if ramp is None: ramp = lamp self.wr32(VOICES + (4 * v), freq | (wave << 15) | (lamp << 16) | (ramp << 24)) def silence(self): """ Switch all voices off """ for i in range(64): self.voice(i, 0, 4 * 440, 0, 0) def copy(self, a, v): self.wrstr(a, v) def microcode(self, src): """ Halt coprocessor, load microprogram, restart coprocessor :param src: the microprogram, as a string, expressed :type src: string The string is loaded into the Gameduino's microprogram area, and can be up to 256 bytes. For example, to load the :ref:`splitscreen` microprogram:: splitscreen_code = open("splitscreen.binle", "b").read() gd.microcode(splitscreen_code) """ self.wr(J1_RESET, 1) self.copy(J1_CODE, src) self.wr(J1_RESET, 0) def sprite(self, spr, x, y, image, palette, rot, jk = 0): """ Set the state of a hardware sprite :param spr: sprite number 0-511 :param x: x coordinate :param y: y coordinate :param image: sprite source image 0-63 :param palette: sprite palette select, 0-15, see below :param rot: sprite rotate control 0-7, see :ref:`rotate` :param jk: collision class control, 0-1 Palette select controls the number of colors used for the sprite, the source palette, and which data bits to use as source. """ self.wr32(RAM_SPR + (4 * spr), (x & 511) | ((rot & 7) << 9) | ((palette & 15) << 12) | ((y & 511) << 16) | ((image & 63) << 25) | ((jk & 1) << 31)) def im(self): """ Return the current screen as a 400x300 RGB PIL Image:: >>> import gameduino.sim >>> gd = gameduino.sim.Gameduino() >>> gd.im().save("screenshot.png") """ return self._im()