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Posts by meowkit
meowkit's Profile - Posts by meowkit
Pages: « 1 »
Greetings SMW Central,

I'm a student working on a project with OpenAI Retro's reinforcement learning library.

SMW for the SNES is my guinea pig, and what is being emulated. The Retro wrapper can extra values directly from RAM.

My question(s) are related to navigating the RAM map. I would like to know what sprites are on the current rendered frame and their X/Y position. So far I understand there are different kinds of sprites (primarily interested in the enemy/standard sprites, not backgrounds), and that Mario has his own dedicated RAM addresses.

I found these lists of Sprites, which are helpful for associating a sprite and it's hex code.

http://old.smwiki.net/wiki/Sprite
https://docs.google.com/spreadsheets/d/1YuEyTkBXl-BvXyAf6C7EPXo20CdVlbwUttp2RXHoY2U/edit#gid=0

Right now my leads are the following:

1) The OAM table (What does OAM stand for?) Seems to be described as having slots for rendering sprites? Is this where I can extract a list of enemies on the rendered frame?

2) GFX Bundles - I believe the .bin files store the actual sprite images/animations; Are any GFX RAM entries related to what is being displayed in context of the sprite code and X/Y positions?

Thank you for your help!
Pages: « 1 »
meowkit's Profile - Posts by meowkit

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