Posts for klimmesil


klimmesil
He/Him
Experienced Forum User
Joined: 8/9/2017
Posts: 3
Location: France
Hi, I'm TASing "Monster tale DS" I was wondering how people figured out how RNG worked in games, I suppose that castlevania or pokemon TASers had no problems with that because of the amazing number of fans that looked every single line of code of the game... But what if the game I'd like to TAS has nearly no info? I'd like to search for info myself, but where to start? I already know the RNG is relative to the time in this game, but it seems your actions also affect the drops (like jumping, or even the direction you're facing) I don't know how to get the script of that game in a readable language (not binary) thanks
Thanks a lot!
klimmesil
He/Him
Experienced Forum User
Joined: 8/9/2017
Posts: 3
Location: France
Thank you for your answer I know how to look for specific values, and how to change them... But what's the point? That's not going to change the time counter (even if I change that, desmume is just gonna fix it every frame with windows clock right?) And the "frame counter" or "non lag frame counter" value just counts the number of frames that have passed since the game started or the number of "real" frames, not the real time
Thanks a lot!
klimmesil
He/Him
Experienced Forum User
Joined: 8/9/2017
Posts: 3
Location: France
Hey I'm actually TASing Monster Tale and got seriously pissed because of it's RNG system (just joking, I only mad 7000 frames yet) Monster Tale's RNG is based on time, and I'd like to set a time every time I reset the game, so that it does not screw my run again. I know I can set window's clock to a different time, but that's not precise enough Another problem is that I won't be able to speed up the game nor load savestates since that's going to alter time (but not frames) I got some basic skills in programming, but I'm afraid it's not enough to make my own script Thanks a lot!
Thanks a lot!