I'm considering TASing this game, and from recent discussion with lion and nitrodon, it seems I'll have the means available to manipulate the RNG similar to how it was done in the recently published Sacred Stones run.
Below is a response to a post of nitrodon's I haven't answered yet.
...So how exactly am I supposed to find out the RNs? Am I supposed to input 046B-04A1 as a cheat code in SNES9x or something? Also, would manipulating RNs on enemy phase with animations on be worth it, or were you just pointing that out because it's a cool fact?
It was just a cool fact. I doubt there would be any situation where it would be worth it. A more useful fact is that you can also reset the RNG by looking at a unit's stats.
Off the top of my head, the following things advance the RNG:
1) The path-drawing algorithm.
2) The combat data screen (it completely simulates a battle)
3) The battles themselves.
4) Determining whether to re-move (if the character has any re-move stars and hasn't re-moved this turn).
Memory addresses 7E046B-7E04A1 consist of a set of 55 RNs. The current RN is indexed by the value at 7E04A2. When 7E04A2 rolls over to 0, a new set of 55 RNs is generated.
Again, I'm still not sure what to do with the memory addresses in SNES9x. The closest I can guess is using game genie code where you get the options to enter cheat code, cheat description, cheat address (hex) and new value (dec or hex). The more likely option seems to be using search for new cheats and inputting the address in there, but I really don't have a clue what I'm doing.