William Wenge-Murphy
William Wenge-Murphy
Navigation is currently based on a bounding-box system that must be manually entered. This causes multiple problems, such as a the bot getting stuck attempting to get enemies that are...
Allow the bot to navigate back through the level to shops and buy stat upgrades, as well as inventory items. Run from a fight to buy items when health is...
The level format in ROM is compressed somehow. Use a debugger to catch a read to a known level ROM address and work backwards to disassemble the decompression routine, then...
Allow the bot to control one or both players. Simplest version would involve looping over twice and running the same logic for each, simply reading different memory locations. However, the...
Track location of all (up to) 3 weapons. If close to one, pick it up. Attack with weapon when held Must first determine memory addr. that indicates weapon in hand....
Targeting is currently dumb - picks first enemy it can find. This often is one way off the screen - will walk to enemy, leaving itself open to attack from...
Gets stuck in certain situations doing the same action repeatedly: - May throw the enemy repeatedly if against the wall. Enemies cannot die from throw damage (?) so this will...
Still need to find correct way to detect whether enemy is alive (Seems to attack items. Maybe they do share memory locations after all?)
In the example game, the tilemap shows a weird notch: The second tile in the map is an empty space
Unimplemented because it's a method of Sprite. Try using Canvas drawing methods to recreates this functionality. If Canvas won't do it without anti-aliasing, stick in a line-drawing algorithm that does...