lp:~tfkyle/+junk/tfplib

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Owner:
Kyle M
Status:
Development

Recent revisions

299. By kyle

* tfplib/scripts/edisp: use python2 instead of python
* tfplib.fileutils.Searcher:
 * Handle include lines in ld.so.conf (TODO: might need to ignore them on non-modern-linux systems if it's linux/glibc/binutils specific)
 * Be a bit saner with cache entries (previously if you used Abs with cache=True or AbsAll with cache=True and didn't iterate over all the results in the future you wouldn't get any new entries)
  * Cache entries from ldconfig don't have .done set currently so iterating over AbsAll will have to check each path referenced in `sections` again before StopIteration'ing.
  * It might still be somewhat suboptimal, if you don't finish iterating on the next run after yielding the cached entries it will still check to see if the file exists in each path referenced by `sections` that isn't cached. Keeping a set of directories/paths checked might make sense.

298. By kyle

tfplib.external.diSlib64:
 * add some new info (mostly from the windows-specific part of the optional header), the most interesting probably being the subsystem
 * add a few more constants/classes to represent said info

297. By kyle

tfplib.external.elf: add x86-64 machine type and reloc definitions

296. By kyle

tfplib/fileutils: add AbsAll

295. By kyle

tfplib.uglyfoo.signaler: just use random numbers for handler ids rather than the (incorrect) id() usage

294. By kyle

start out with a bit saner defaults

293. By kyle

add a simple keno game

292. By kyle

* tfplib.pokemon, basically a hodepodge of changes:
 * pkm.MovePP Class: contains a Move constant, its current PP on the pokemon, and the amount of PPUps that pokemon has on that move
  * that and the Move constant change mentioned below allow you to specify just a Move and optionally amount of PPUps when creating a pokemon and have its PP filled out automatically
 * pkm.pkm:
  * Pokemon Data Decryption, thanks to being bored and playing around with an emulator, Still need to do Encryption and test it in-game
  * MovePP objects are used in rather than consts.Move objects directly
  * Use the new IVSpread/EVSpread interfaces
  * simple creation function, still very much a WIP
 * add Lowlevel RNG object (just advancing through frames, might steal another class in the future)
 * Split some of IVSpreads functionality into a basic stats-related class and add an EVSpread object based on it
 * add langs_by_name, hometowns_by_game, and {dppt,hgss}_pokeballs_by_name in consts, for when creating new pokemon
 * pkm.Ribbons objects now fill out the sections automatically
 * add PP Information to Move constants (changing the code that generates them of course, which is a bit uglier now)
 * add optparse goodness and support specifying the template (-t int uses pprint and __dict__ rather than jinja)

291. By kyle

tfplib.pokemon:
 * use __unicode__ for a couple classes where the output is a unicode object not a str, oops
 * use unused_unknown for unused data in blocks when parsing
 * add basic reserialization (only 136-byte so far) and a function/property for a checksum of the current data
 * a couple new from_ functions so you don't have to wrap data in a StringIO object

290. By kyle

tfplib.pokemon.pkm:
 * make the ._parse* (renamed from .parse*) functions just ask for the block data rather than a file-like object
 * display file and calculated checksums, and verify they match when reading in

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