Post subject: Luck manipulation question
Jungon
He/Him
Player (40)
Joined: 4/2/2009
Posts: 376
Location: Porto Alegre - Brazil
Do we have anything on 'RNG and how to get better results on incoming pairs of Puyo Puyo games'?? Is the game keeping a list of next pairs in RAM? Or the RNG decided the next pieces? I can't get the game to change the income, except more than 14 frames before the screen appears, ... I found out that the RNG changes every time I press any arrow, but I'm not getting anywhere making the first pair being the one I want, ... If nothing is random, WHERE is the logic for that?? @___@ Can I keep track of a number so the repeation of it makes the incoming pair be the same as before? I don't know what to do anymore @___@
*Jungon*/*Johnnyz* smilie weirdo =P ^^ o.o @__@ +D
Post subject: Re: Luck manipulation question
Skilled player (1885)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
Jungon wrote:
Do we have anything on 'RNG and how to get better results on incoming pairs of Puyo Puyo games'??
Not on this game in particular but on luck manipulation (i.e. manipulation of RNG) in general: http://tasvideos.org/LuckManipulation.html
Jungon wrote:
Or the RNG decided the next pieces? I can't get the game to change the income, except more than 14 frames before the screen appears, ... I found out that the RNG changes every time I press any arrow, but I'm not getting anywhere making the first pair being the one I want, ...
Based on this it sounds like the game decides what pieces to spawn when the current pieces have been put down. How RNG works differ a lot from game to game. The best case scenario is that RNG is determined by a single RAM address. If you find this address (by RAM searching) you should be able to predict the next piece. Other games have their RNG determined by several RAM addresses - this is more complicated, but you might be able to understand it if you have found all of these addresses. The worst case scenario is that the RNG of the game is very complicated and you won't get anywhere in understanding it unless you look into the assembly code. Try to understand how any input you make affect randomness. In some games the RNG change when you press buttons that don't do anything in the game (such as, perhaps, pressing select). If you're good at lua programming (and the emulator supports lua) you could make a brute force bot that just button mashes thousands of combinations until you get the desired outcome. There is of course some work involved in this, but it might pay off in the end.
Jungon
He/Him
Player (40)
Joined: 4/2/2009
Posts: 376
Location: Porto Alegre - Brazil
Is the http://tasvideos.org/AdvancedLuckManipulation.html the next step, then? @__@ I'm pretty sure pressing arrows mean exactly this to the game: Up: adds 1 to the RNG Down: adds 2 to the RNG, (sometimes I hold it for 1 frame more and it adds 130 instead) Up+Down: adds 3 Left: adds 4 Up+Left: adds 5 Down+Left: 6 Up+Left+Down: 7 (I can't press them together until I change the inputs to easier keyboard buttons) Right: adds 8 Up+Right: 9 Down+Right: 10 Up+Right+Down: 11 Left+Right: 12 Up+Left+Right: 13 Down+Left+Right: 14 All four arrows: 15 ... I'm guessing some more people already found this out before, ... Up=1 Down=2 Left=4 Right=8, it's always 16 combinations and it means the directional.. But when I went over 2300 rerecords, and only 10/30 levels are concluded, .. I started to think "this is not the most intelligent way to get the better results" ... I know buttons 1 and 2 aren't changing the results, because I already found the RNG ... but I called it 'Doubtful RNG', because .. let's see.. it gets to 8100 always changing, .. and on 8105 the RAM address for next pair is already chosen ... between this space of frames, I tested possibilities and always found numbers that could bring two results ...... maybe I'm looking at it the wrong way @__@ How come there is no Lua scripting on the Glossary? O_o
*Jungon*/*Johnnyz* smilie weirdo =P ^^ o.o @__@ +D