Tip: Layer 3 backgrounds and tides disappear when you hit a message box, so plan your level around that. For example, you can add a sublevel without layer 3 at the start/midpoint, and include your message there.
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.