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User movie #34060330425384501

#34060330425384501 - (NES) Zelda II, general script v2 (prototype)
Zelda2_v2.lua (27.4kB Lua script)
Uploaded 2016-10-03 21:34:28 by FatRatKnight (242 files)
For NES Zelda II: The Adventure of Link (38 files)
8857 views, 492 downloads
Additions include:
  • Predicting when a spawn occurs
  • Predicting the formation of the next spawn
  • Predicting what directions the current groups will move to

Hopefully the fancy numbers and boxes look pretty enough. The orange hexadecimal values by the cyan decimal timers is the RNG value used for determining what spawns. For fairy encounters, it depends on what terrain you're walking over (D0 F0 E0 F0 F8 FF), and it needs to be that value or higher for a fairy to appear. Theoretically.

The directions of existing spawns are color coded: Green means they will unquestioningly go that direction, while orange means they'll only go that direction if not aligned vertically or horizontally with Link.

Still tweaking my prediction algorithms. Currently, the piece of code that predicts the next encounter appearance is inefficient, as it will run through hundreds of RNG calculations every frame. Or, for that matter, while you're sitting there paused, as gui.register runs lua code several times per second when paused. I plan to inject timestamps and a bit of memory to avoid recalculating what we already knew a frame ago.

However, the active display is encouraging. I haven't detected further errors, so here's my current prediction script.

Oh, and one more thing. The script is set up to detect moments the RNG is reset. It'll print, to the Output Console, the RNG value and global timer every time it happens, as these are probably our sync points. Probably good information to know, as if these are identical to some previous trial, then you are almost certainly going to have identical luck. If these are the only constraints to the effects of RNG, then there's 2688 possibilities.

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