ripz
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Kyman wrote:
yes we have
I had a feeling that, at some point, SOMEONE found it out of all the dedicated SM64 TASers out there.
Plush
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ripz wrote:
Kyman wrote:
yes we have
I had a feeling that, at some point, SOMEONE found it out of all the dedicated SM64 TASers out there.
Can somebody explain what do you guys mean with RNG Address? How can a number tell you the RNG? I pretty much suck with RNG stuff, so forgive my n00bness.
Eszik
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Basically when a game wants to randomize something (an enemy pattern, the damage that an attack will deal, etc...) it checks the value of a RAM address and acts differently depending on the value. Let's say there's 256 possible values, if the value is 17 you will get a critical hit, and if it's 58 you'll miss (this is a quite simplified example obviously)
I problably made mistakes, sorry for my bad English, I'm French :v
ALAKTORN
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Kyman wrote:
ALAKTORN wrote:
I don’t think anyone’s found the RNG address for SM64.
yes we have
OK, sorry for the misinformation. :P I don’t recall anyone ever doing anything related to luck manipulation in SM64, so that’s why I said it. @Plush: the RNG is just a mathematical formula that gives a number, the RNG address shows that number as its value. Depending on the value different things happen, like Eszik said above; but all the RNGs I’ve come across are 4 bytes in size, so there are far more than 256 possibilities (4 bytes are 4294967296 possibilities).
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Eszik wrote:
Basically when a game wants to randomize something (an enemy pattern, the damage that an attack will deal, etc...) it checks the value of a RAM address and acts differently depending on the value. Let's say there's 256 possible values, if the value is 17 you will get a critical hit, and if it's 58 you'll miss (this is a quite simplified example obviously)
ALAKTORN wrote:
@Plush: the RNG is just a mathematical formula that gives a number, the RNG address shows that number as its value. Depending on the value different things happen, like Eszik said above; but all the RNGs I’ve come across are 4 bytes in size, so there are far more than 256 possibilities (4 bytes are 4294967296 possibilities).
Yeah, I realized that now. Thank you guys~
ALAKTORN wrote:
I don’t recall anyone ever doing anything related to luck manipulation in SM64, so that’s why I said it.
Actually there's a mediocre quantity of RNG in it. Notice some enemies' movements, coins' trajectory when spawning from an enemy/box or for example Tick Tock Clock Crazy movements when entering the "painting" at 6.
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There isn't one universal RNG for every game, there are different ways the game can determine an action out of the random number. A few examples: 1. Odd number means attack misses, even number means hit 2. A table with actions (1=hit , 2=hit, 3=miss, 4 hit, ...) 3. It compares to characters stats (if RNG > stat then hit else miss (mostly used in RPG))
Plush wrote:
For example to check if a 100% attack misses in first gen, you see if the address says "256" (It's 1/256) (or "1", I don't know)
If you have a specific value in a one byte address it would be a 1/256 chance to get that value. The determined action however has not necessary a 1/256 chance, if the game uses an action table for example. Depending on the RNG this not always true.
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ALAKTORN
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TASeditor wrote:
Plush wrote:
For example to check if a 100% attack misses in first gen, you see if the address says "256" (It's 1/256) (or "1", I don't know)
[…] Depending on the RNG this not always true.
That’s why he brought up a specific example (Pokémon) and didn’t generalize. I don’t know where you got that quote from but I’d like to answer it myself: just because the chance is 1/256 it doesn’t mean that the value necessary for it to happen is either 0 (not 1) or 255 (not 256, those are the possibilities, which include the number 0). Also another thing I’d like to mention is that: I highly doubt the chance is actually precisely 1/256… no matter the RNG, it’s probably gonna be biased some way or another, so even if it needs to hit 1 precise number out of 256, the chance could be all over the place depending on the formula with which the RNG creates those numbers. Edit: for some reason the font in my post is really big, weird. Edit2: thanks Patashu.
Patashu
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Your text is really big because in your post [quote=Plush] should be [quote="Plush"] It's BBCode bug I guess.
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ALAKTORN wrote:
TASeditor wrote:
Plush wrote:
For example to check if a 100% attack misses in first gen, you see if the address says "256" (It's 1/256) (or "1", I don't know)
[…] Depending on the RNG this not always true.
That’s why he brought up a specific example (Pokémon) and didn’t generalize. I don’t know where you got that quote from but I’d like to answer it myself: just because the chance is 1/256 it doesn’t mean that the value necessary for it to happen is either 0 (not 1) or 255 (not 256, those are the possibilities, which include the number 0). Also another thing I’d like to mention is that: I highly doubt the chance is actually precisely 1/256… no matter the RNG, it’s probably gonna be biased some way or another, so even if it needs to hit 1 precise number out of 256, the chance could be all over the place depending on the formula with which the RNG creates those numbers. Edit: for some reason the font in my post is really big, weird.
I pretty much understand what you're saying but I can't really explain it lol Umh, just wondering, what's that number between 1 and 256 (Or 0 and 255, idk) that makes you miss a 100% attack?
ALAKTORN
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Plush wrote:
between 1 and 256 (Or 0 and 255, idk)
Doesn’t look like you understood lol. It’s 0 to 255 because 256 is the number of possibilities but the values start at 0. You can have −128 to 127 too which again is 256 possible values. As for the question I have no idea because I don’t TAS Pokémon, and it actually makes me wonder how it works because there’s no way the RNG is just 1 byte. I guess the formula might have a modulo 256 to truncate the number at the end? So all sorts of values could give you a miss… all the values that with modulo 256 would give you 0, I’d imagine. My god I’m completely guessing how the RNG of a game I don’t know works, here… I’ve started to confuse myself.
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Uh....what exactly are the addresses for this game? I tried looking up the game resource page, and ram watch pages, but SM64 doesn't seem to have any addresses listed. Can anyone please post them?
Plush
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jlun2 wrote:
Uh....what exactly are the addresses for this game? I tried looking up the game resource page, and ram watch pages, but SM64 doesn't seem to have any addresses listed. Can anyone please post them?
For Super Mario 64 (U) [!] Moving Angle: 00C26BFC Unsigned Short Facing Angle: 00C26C1C Unsigned Short X Position: 00C26C2C Float Z Position: 00C26C30 Float Y Position: 00C26C34 Float Vertical Speed: 00C26C3C Float Horizontal Speed: 00C26C44 Float Stars: 00C26C98 Unsigned Short Lives: 00C26C9E Short Coins: 00C26CE0 Unsigned Short Health: 00C26C9D Byte BitFS or BitS Bowser's Speed: 00C28FC0 Float BitDW Bowser's Speed: 00C29940 Talking about RAM Addresses, some people like me absolutely need the Secret Speed addresses. (That one that gets manifested if you press Z)
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Pannenkoek2012 and I managed 0x A button "Tricky Triangles!" in 2p w/ Luigi: Link to video
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sonicpacker wrote:
Pannenkoek2012 and I managed 0x A button "Tricky Triangles!" in 2p w/ Luigi: Link to video
Nice!
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sonicpacker wrote:
Pannenkoek2012 and I managed 0x A button "Tricky Triangles!" in 2p w/ Luigi: Link to video
what?? multiplayer in SM64 is this a romhack?
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Patashu
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kusoman wrote:
what?? multiplayer in SM64 is this a romhack?
https://www.youtube.com/watch?v=RMATgQgD5L8
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You guys have to explain me how in the 120 stars TAS submission you timed "Mystery Of The Monkey Cage". With "you guys" I, ofc, mean Nahoc/MKDasher.
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Plush wrote:
You guys have to explain me how in the 120 stars TAS submission you timed "Mystery Of The Monkey Cage". With "you guys" I, ofc, mean Nahoc/MKDasher.
My guess is from first visible non-totally-white frame to first totally-black frame, but I could be wrong. Why do you ask?
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Nahoc wrote:
Plush wrote:
You guys have to explain me how in the 120 stars TAS submission you timed "Mystery Of The Monkey Cage". With "you guys" I, ofc, mean Nahoc/MKDasher.
My guess is from first visible non-totally-white frame to first totally-black frame, but I could be wrong. Why do you ask?
If my memory serves, that's the star that's collected as Mario hits the bottom-barrier of the stage, killing him. The star is collected but we skip the collection animation, the usual level-exit, and the save/continue screen (as he comes out of the painting as if he died). As for the answer, I wouldn't use that for a timing. Collecting the star normally would be faster for single-star timing, but this little niche is a few seconds faster solely for skipping the star-collection screens.
Youtube: 4232nis *SM64 TASer
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I was thinking about convincing you guys updating the current single-star timing strat. IMO best thing would be ending it on first black screen, but I realize it's a bit utopistic since Mario 64 is nowadays TASed by few people. Tell me what you think. I could make the job of re-timing all the stars for you if necessary. Oh and first frame Mario facing camera could be annoying when there's a wall in-between, while first frame black is something you can always notice no matter what (This started because there was a star behind a wall and I BLJd through it and I couldn't time it because that hack ROM's level camera script sucked a lot)
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Plush wrote:
I was thinking about convincing you guys [...] I could make the job of re-timing all the stars for you if necessary.
No thanks. :)
Plush wrote:
I couldn't time it because
Use the "X" on the camera indicator on the bottom right of the screen
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sonicpacker wrote:
BRO STRAT OUT OF LEFT FIELD: http://youtu.be/3QzhhkduSYQ
mfw i have no face after that. mind-bending!
Currently obsessed with: Mega Man 2 hacks, SFA3, Super Metroid Zero Mission, MM8BDM (Skulltag MegaMan mod, it's amazing!)
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AzumaK wrote:
sonicpacker wrote:
BRO STRAT OUT OF LEFT FIELD: http://youtu.be/3QzhhkduSYQ
mfw i have no face after that. mind-bending!
Well if you liked that one... Happy Halloween :D http://youtu.be/t3U9s9Cl4Xk
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sonicpacker wrote:
AzumaK wrote:
sonicpacker wrote:
BRO STRAT OUT OF LEFT FIELD: http://youtu.be/3QzhhkduSYQ
mfw i have no face after that. mind-bending!
Well if you liked that one... Happy Halloween :D http://youtu.be/t3U9s9Cl4Xk
Absolutely Incredible! Keep up these amazing productions.. now lemme just pick up my jaw from the floor.