32th System
Posts: 23
Favorite Game: Imperishable NightFavorite Character: Nitori Kawashiro
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Post by 32th System on Mar 3, 2018 23:23:25 GMT
I'd just like to interject for a moment. What you are referring to as the [R]andom [N]umber [G]enerator in fact not technically random, but the exact inputs and RNG value the game had in memory when you started a run define the RNG for every frame of gameplay, so if we store the starting RNG value and feed the game with the exact inputs you used during your run, the exact RNG is recreated in that simulated run. That is what we call a replay. If you would hack RNG at a certain spot in the game, when you play back the replay the RNG value at the spot you hacked the RNG at would have a different RNG value than the one you hacked. You have to hack the initial RNG value of the stage start in order to get the RNG you desire at your desired spot, since Touhou generated a new RNG seed for every stage. If RNG would actually be random, you could hack RNG at your desired spot, because if RNG would be actually random, a replay would store the RNG value for every RNG call in the run because it is actually random. In a real time run RNG is practially random. After all, frame prefect inputs are required to get the right RNG value but in a Tool-Assisted Superplay/Scoreplay RNG is fully manipulatable with memory hacking at the start of every stage and frame perfect inputs.
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