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.