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discussione: Palamedes
I've researched the RNG in this game and found the following:
- Dice are generated via an algorithm that uses a starting seed.
- There are 255 possible seeds (1-255), and each seed generates a cycle of 32767 dice.
- The seed is pulled from a frame counter which starts at the start of the game, and pauses if the game is paused (!).
- The seed is reset at the start of every round.
- Dice rows are created by pulling the next 6 dice from the cycle. In two player battles (both 2-player and tournament), the Player 1 row is generated first, followed by Player 2, then Player 2, then Player 1, and repeats in this manner.
- In two player games, when attacks are made, rows are pulled from the cycle immediately, meaning that attacks will change the pattern of dice rows given to each player.
- Fun fact: the "111111" start is most likely to occur because it can happen on 0x00 AND 0x01 (0x01 is used as the seed if the frame counter is at 0x00).
Technical details: Frame counter is at $0000 Seed (and workspace) is at $0582, $0583, and $0584 Current puzzle status information is at $0480
Rough python equivalent of the PRNG algorithm (& is bitwise-AND, ^ is bitwise-XOR):
while True:
i = seed1 & 2
j = (seed2 & 2) ^ i
c = 0 if j == 0 else 1
k = (seed1 >> 1) | (c << 7)
c = seed1 % 2
seed1 = k
seed2 = (seed2 >> 1) | (c << 7)
die = (seed1 % 6) + 1
ShuriBear piace questo
discussione: Shadowgate (NES)
Looking at video, I think the best place to end timing is when the "WHAT DO YOU WANT TO USE THIS ON?" text appears again after clicking the Behemoth.
Avatarofthestage piace questo
discussione: Shadowgate (NES)
My guess is that rule is for Glitched rather than Glitchless. I would also guess for Glitchless it's the dialog appearing?
Avatarofthestage piace questo
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