A lot of RNG on NES games was frame-dependent instead of using actual random number generators.
A silly little thing I don't quite grasp about live TASes like this: If it's just a predetermined set of inputs, can't the RNG of the game fuck up the TAS if it goes one way instead of another? Or do these TASes always involve strict RNG manipulation so that isn't an issue?
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She's asking about cases where the running of the game involves randomness beyond controller inputs. Yeah, the TAS has to do RNG manipulation or it completely breaks immediately.
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I've always wondered the same thing..
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Assuming the memory values are the same from power on, games will always behave the same way to the same set of inputs. What seems "random" in real time is strictly deterministic, so while players can't reliably manipulate outcomes, TAS creators easily can.
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Got it, thank you!
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In game programming you want an RNG that doesn't depend on any outside behavior, just input. Makes debugging easier if something really weird happens. So, most games have an RNG that you can manipulate perfectly without major issues
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That's pretty much it. Most games either start from some initialized value or have a reliable method of randomly generating just such a value. Either way, knowing how the game produces RNG generally allows TASers to manipulate it or set things up in advance.
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