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#638800802897292523 - Famidash v1.2.1 Lucky Draw RNG analyzer

famidash_lucky_draw_analyze_starting_rng_value_121.lua
Game: Famidash ( NES, see all files )
37 downloads
Uploaded 4/12/2025 6:44 PM by FractalFusion (see all 89)
Note: The script is not very fast, it may take up to five minutes (at max_attempt=999999) to finish. It will freeze Bizhawk in the meantime
For Famidash v1.2.1+. Does not apply to v1.2 and earlier.
This script tells you, starting with an RNG value either specified or read from memory, whether Lucky Draw will eventually be successful within "max_attempt" loops (modes 1&2), or alternatively whether the first attempt is successful or fails a particular check (modes 3&4).
  • mode 1: Starting with initial RNG given below, determine whether Lucky Draw will eventually be successful within "max_attempt" loops, and how many attempts it takes.
  • mode 2: Same as mode 1, but with RNG value read from memory address 0x1B (4-byte little-endian)
  • mode 3: Starting with initial RNG given below, determine whether the first attempt is successful, and if not, which of the 788 checks it fails, and the final RNG value upon death (this RNG value is the value for the next attempt).
  • mode 4: Same as mode 3, but with RNG value read from memory address 0x1B (4-byte little-endian)

#638789011495453224 - Famidash v1.2 Lucky Draw RNG analyzer

famidash_lucky_draw_analyze_starting_rng_value.lua
Game: Famidash ( NES, see all files )
36 downloads
Uploaded 3/30/2025 3:12 AM by FractalFusion (see all 89)
This script tells you, starting with an RNG value either specified or read from memory, whether Lucky Draw will eventually be successful or end in an infinite loop (modes 1&2), or alternatively whether the first attempt is successful or fails a particular check (modes 3&4).
  • mode 1: Starting with initial RNG given below, determine whether Lucky Draw will eventually be successful and on which attempt, or end up in an infinite loop and state which attempt repeats which attempt, and what the RNG value is when it repeats.
  • mode 2: Same as mode 1, but with RNG value read from memory address 0x1B (4-byte little-endian)
  • mode 3: Starting with initial RNG given below, determine whether the first attempt is successful, and if not, which of the 788 checks it fails, and the final RNG value upon death (this RNG value is the value for the next attempt).
  • mode 4: Same as mode 3, but with RNG value read from memory address 0x1B (4-byte little-endian)

#638595168763566191 - Blue sphere (S&K + Sonic the Hedgehog) level and password generator

bluespherecodes.lua
System: Sega Genesis
55 downloads
Uploaded 8/17/2024 6:41 PM by FractalFusion (see all 89)

#638585240848962683 - Mega Man X-X6 and MM7 (and Rockman&Forte) RNG monitor

mmx-x6 and 7 RNG monitor.lua
Game: Mega Man 7 ( SNES, see all files )
92 downloads
Uploaded 8/6/2024 6:54 AM by FractalFusion (see all 89)
This is a small Lua script which is used for Mega Man games that use the "MMX RNG". In case you don't know what I mean by this, it's a 16-bit period-43534 RNG starting with the value 0xD37 and governed by the following formula:
local function nextrng(rng)
	local rngh=(math.floor(rng*3/256))%256
	local rngl=(rngh+rng)%256
	rng=rngh*256+rngl
	return rng
end
This Lua script uses a reverse lookup to display the index of the RNG (0xD37 = index 0, 0x275E = index 1, etc.).
This Lua script also displays the R-F value for X-X6, which is (RNG index minus current framecount) mod 43534. When inside a stage, a ROM subroutine auto-runs the RNG at one cycle per frame without using it, so this value can be used to detect unusual RNG advances which *are* used by the game. MM7 has similarly a "R-2F" value (since RNG runs at two cycles per frame), whereas R&F does not run the RNG except when needed and so does not need to display such a value.
This Lua script also displays the current RNG value, the 3 RNG values before it, and the 6 RNG values after it.

#638559997684048557 - Monopoly 7 CPUs (TDrop's strategy)

Monopoly_7cpu_TDrop_strat.bk2
In 03:21.60 (12116 frames), 2481 rerecords
Game: Monopoly ( NES, see all files )
109 downloads
Uploaded 7/8/2024 1:42 AM by FractalFusion (see all 89)

#638559428512876193 - Monopoly "vs 7 CPUs, fastest completion"

Monopoly_7cpu_purple_strat_9620.bk2
In 02:40.07 (9620 frames), 2200 rerecords
Game: Monopoly ( NES, see all files )
112 downloads
Uploaded 7/7/2024 9:54 AM by FractalFusion (see all 89)
Aims for fastest completion (as opposed to fastest input).
Last CPU bankruptcy at 9620 frames.

#638548878630620764 - monopoly_7cpus_ending.lua

monopoly_7cpus_ending.lua
Game: Monopoly ( NES, see all files )
83 downloads
Uploaded 6/25/2024 4:51 AM by FractalFusion (see all 89)
Script for finding possible RNGa and RNGb values for an ending to the 7 CPUs TAS.

#638548877920087482 - monopoly_7cpus_starting.lua

monopoly_7cpus_starting.lua
Game: Monopoly ( NES, see all files )
82 downloads
Uploaded 6/25/2024 4:49 AM by FractalFusion (see all 89)
Script for finding delays to RNG-manipulate first part of 7 CPUs TAS.

#638548876573099359 - monopoly_rngvalues_cards.lua

monopoly_rngvalues_cards.lua
Game: Monopoly ( NES, see all files )
86 downloads
Uploaded 6/25/2024 4:47 AM by FractalFusion (see all 89)
Returns initial Chance and Community Chest cards depending on the RNGa value. See the file for a description of what the output file values mean.

#638548875293857769 - monopoly_rng_monitor.lua

monopoly_rng_monitor.lua
Game: Monopoly ( NES, see all files )
100 downloads
Uploaded 6/25/2024 4:45 AM by FractalFusion (see all 89)
Displays the index number for RNGa and RNGb. Reverse lookup for RNGa and 139*value mod 256 for RNGb. Might need to raise "max_number" value if not enough RNGa values.
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