Post subject: Reading memory for LUA script in Bizhawk?
kriptonic
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Joined: 6/15/2015
Posts: 2
So I'm completely new to this. I'm looking to create something really simple for now. Basically I just want to tool which can read in enemy positions in a game and react in some kind of basic fashion. I'm not sure how to go about this though. I think probably I'm going to need to find where empty locations are stored in memory and read that into my LUA script on each frame update. Is there a better way of doing it? And is there any way of making this process easier than trial and error? How do I know which memory locations to use? Thank you!
Post subject: Re: Reading memory for LUA script in Bizhawk?
creaothceann
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Joined: 4/7/2005
Posts: 1874
Location: Germany
kriptonic wrote:
How do I know which memory locations to use?
What game? If it's a popular one there might be RAM maps somewhere. Apart from that you can just use the cheat search function: when an enemy is on screen and moving left, search for decreasing values (i.e. x position). Same for moving right, and up and down (y position). The only alternative would be writing a neural network that analyzes the video output - good luck with that...
Post subject: Re: Reading memory for LUA script in Bizhawk?
kriptonic
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Joined: 6/15/2015
Posts: 2
creaothceann wrote:
kriptonic wrote:
How do I know which memory locations to use?
What game? If it's a popular one there might be RAM maps somewhere. Apart from that you can just use the cheat search function: when an enemy is on screen and moving left, search for decreasing values (i.e. x position). Same for moving right, and up and down (y position). The only alternative would be writing a neural network that analyzes the video output - good luck with that...
Thanks! I haven't picked a specific game yet so RAM maps seem like a good option! I'll take a look into that. Just tried the search tool and that work really well as you said also. Not sure why I didn't see that before.