November 4, 2026 · Ultimate RPG Bot 0.3.0
Navigation and the first independent combat win
The bot now crosses one castle room and wins Duran’s opening duel using normal SNES inputs.
Two new tasks
Kevin’s navigation task starts at the dining room’s east entry, walks around the table and opens the ordinary guard’s conversation. A moving NPC defeated an earlier visual-only replay. The new route checks the observed position between short movements and stops if it gets stuck or changes rooms. Three actual-game replays passed, including the final interface check.
Duran’s combat task starts at Bruiser’s initial taunt, advances the opening dialogue, attacks with A and uses charged B attacks when the meter is ready. It checks both fighters’ health, waits after enemy health reaches zero and completes only when surrender dialogue appears. The independent passing run ended at45/88HP. An earlier autonomous win at36HP exposed a one-line dialogue detector issue; the fixed controller passed a fresh replay.
Try it and keep training
Open your adventure file, find Ultimate RPG Bot below the game, choose a task and follow its checkpoint instructions. Watch bot play starts it. Pause bot stops and pauses; Take over returns control. The native game preview shows what the bot last observed. Training now supports direction+A combinations and exports mission observations for future work.
Training used checkpoints genuinely reached in gameplay and restored through the normal confirmed snapshot loader. No cheats or fabricated winning state were used. Checkpoints, full RAM and save files are excluded from the downloadable bot source. The two existing statue demonstrations remain available.
Current limits
These are small, authored controllers informed by demonstrations. There is no general neural policy or remote training service. Only the listed checkpoints and two room-specific state profiles are supported. The bot cannot yet navigate arbitrary destinations, manage inventory, heal itself, defeat later bosses or complete the whole story. It stops on low health, unexpected refill, stalled movement, wrong room or interruption. Full campaign and cross-game play remain development goals.