Expert player (2583)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Thank you, FatRatKnight. Now it's making a whole lot more sense. Though I'm still looking, now I know what to look for. (and what to do with it when I find it) Oh, and your tuto is pretty much on topic, as it will surely be useful for this game as well. edit: Found it!
Position = mainmemory.read_u16_be(0xA2D0)
Subpixel = mainmemory.read_u8(0xA2D2)/256
Every time the sub-pixel reaches 256 Donald moves an extra pixel. 2-2-1, 4-4-4, 4-4-5, 5-5-6 and some other weird patterns make sense now. Pretty much like the pattern grassini is getting with Bomberman. So, finding the subpixel address may not help you move Bomberman faster, but it's a lot easier to work when you know you're going as fast as possible. edit2; Found some more accurate addresses for Super Bomberman 3;
--Super Bomberman 3
while true do
 PosX = mainmemory.read_u16_le(0x000800)
 PosY = mainmemory.read_u16_le(0x000860)
  gui.text(10,42,"Position X: "..PosX)
  gui.text(10,58,"Position Y: "..PosY)
 emu.frameadvance()
end
Without any speed shoes Bomberman will walk seven pixels and then stop for one frame. With one speed shoe equipped he won't stop for one frame anymore. The addresses on the script agree with this behavior.
I am old enough to know better, but not enough to do it.
Active player (434)
Joined: 2/5/2012
Posts: 1693
Location: Brasil
I gotta be honest,i have no idea on how to convert this commands into a lua script or even how to express all the newly found addresses correctly for you guys.I see that my notation and yours is very different and i'm unable to check yours. i have bosses health(it's actually object 1 and 2 health but it works perfectly for the bosses),idle timer,bombs,fire,lamps on stage and lives left but i'd like to share it in a correct way,i tried uploading my memory watch save but i couldn't,i tested this values in battle mode to see if they held up and most did. the way i converted the numbers in the post before don't seem correct either https://drive.google.com/open?id=0B_9xtZvndzFWaU05SWtYOEZPYVk I put my memory watch savefile for lsnes here,hopefully you can see my new values to help me understand more EDIT 25/11/2016:bomb types are expressed in 0 normal 1 remote 16 spike 34 slime 64 P i found some adresses related to the equipment and speedshoes but the meaning of the values aren't as clear as other ones.
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
Expert player (2583)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Forget about those addresses, they're for BizHawk. My bad. :( But regardless, I'm getting a different pattern here. no speedshoes: 1-1-1-1-1-1-1-0-1-1-1-1-1-1-1-0 and so on one speedshoe: 1-1-1-1-1-1-1-1-1-1-1-1-1-1 and so on Bomberman stops after moving seven frames without speed shoes! I'll try to set up lsnes later to test your watch file and see if it's different from BizHawk. edit; They're indeed different, if you try to use lsnes' memory on BizHawk you'll receive this error; Warning: attempted read of 8259665 outside the memory size of 131072 But the memory addresses that I've found were wrong. They only worked on stage 1. Here's the more accurate addresses, tested up to stage 3 and the stage select screen. lsnes: Player X: 0x7e07f0 Player Y: 0x7e0850 BizHawk: Player X: 0x0007f0 Player Y: 0x000850 They're all one byte unsigned.
I am old enough to know better, but not enough to do it.
Active player (434)
Joined: 2/5/2012
Posts: 1693
Location: Brasil
Dooty ,you're right,i got my addresses with the europe version,instead of japanese,the difference in pattern is probably the frame differences in NTSC and PAL.I'll redo the patterns later.All my addresses work with the J version though.
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general