In this blog, I provide the most recent insights of the metroid-learning project.
Autor: Martin Haring
Metroid Learning – DEV – Second run, First movements
In this blog, I present the progress of this week (video included).
Metroid Learning – DEV – First run, First errors
In this blog, I will objectively describe the project’s progress.
Metroid Learning – DEV – Getting Ready
In this blog, I will briefly go over the ongoing development progress.
Metroid Learning – DEV – Remastering the core script
In this blog, I will shortly report about the ongoing development progress.
Metroid Learning – DEV – Digging through code and documentation
In this blog, I will briefly cover this week’s progress towards completion of the project.
Metroid Learning – DEV – Game script progress
This and the next few weeks are dedicated to the development of the project.
In this blog, I will provide information about this week’s progress.
Metroid Learning – DEV – Initial Commit
I created a GitHub repository for this project and uploaded all of its current files.
The project can be found here: https://github.com/haringma15/metroid-learning
In this blog, I will introduce the essentials of GitHub.
Metroid Learning – The Core
The core script can be metaphorically described as the brain of the AI. It utilizes all the other scripts and is therefore considered the most important element of the project. It is also the most overwhelming, since it consists of over 1100 lines of code (in comparison: the game script boils down to 170 lines). Quite some time ago, I analyzed the functionality of this very script. Today, I want to bring structure into it.
In this blog, I try to structure the code of MarI/O’s core script so that I can salvage re-usable parts and determine the next steps of the project.
Metroid Learning – Player data in the cartridge
An analysis of Super Metroid’s user interface revealed that the AI would perform best when it tried to keep the values of available energy and ammunition as high as possible at all times. To make the AI focus on these values, it needs to know them. To get to that point, the pointer addresses of these values are needed – in short: more ROM hacking.
In this blog, I will dig into the game cartrigde to find pointers that are needed for the game script.