A lot of console RNG is based on "how many frames has the game been running", so a TAS can produce consistent results via consistent input.
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The main thing to know is that almost all RNG is basically “take this number and do this math to it” and then the next RNG is done with that resulting number, in a loop. That math only has to be complex for most people to not notice it the first time.
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It's because the RNG has to start from some seed value, and for most players, the randomness comes from how far out they are from that seed value. In a TAS setting, you always know exactly when a given action is performed (how far out you are from the initial seed)...
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...so you'll always know which value it calls. And if you can perform some action that calls the RNG (dust motes in Super Mario 64, for example), then you can basically skip ahead a set amount of RNG values.
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