I still don't rlly understand how RNG doesn't basically make most TAS runs a shot in the dark that may or may not succeed depending on what RNG the game generates. Or, I guess I don't understand why RNG in so many games can be manipulated to the degree that makes TAS runs viable.
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Many games actually do. Not only does the code call RNG every frame, but some games (usually RPGs, which rely pretty heavily on RNG) even have multiple random number generators to make manipulation even more difficult.
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It's just that TASsing renders this a moot point. Real time speedruns can also render it moot under the right conditions; your "move left instead of right" example reminded me of Super Mario Bros.https://youtu.be/HUj_fPFpgvs?t=465 …
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Super Metroid is a great example of having tons of RNG calls, and it can still be manipulated in a TAS. If you enter Phantoon's room and he gives you a "slow" pattern, then you go back and enter the room 1 or 2 frames later so you can get a "fast" pattern.
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Computers can't actually randomly generate numbers. Every time a "random" number is called, it takes an existing value which increments frequently like frame count and runs it through an algorithm. If your gameplay is identical leading up to the rng call the seed number will too
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If you were playing a board game, instead of rolling the dice it woukd be more akin to take your turn count, how many points you have, etc and running it through a formula to determine the "dice roll".
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