From 8093266ec7dd6dd40e0a55265450ec7d820becf2 Mon Sep 17 00:00:00 2001 From: Connor Date: Tue, 25 Apr 2017 11:52:21 -0700 Subject: [PATCH] --- rng.md | 12 +++++++----- 1 file changed, 7 insertions(+), 5 deletions(-) diff --git a/rng.md b/rng.md index 71c3692..9b2f42d 100644 --- a/rng.md +++ b/rng.md @@ -1,5 +1,10 @@ # info dump on the RNG in OoT and MM +if you find any discrepancies, please +leave a comment or tweet at [@antiformant][twitter]. + +[twitter]: https://twitter.com/antiformant + ## the function itself the random number generator in both games is an LCG: @@ -23,7 +28,7 @@ for F35F in RAM. you should see a 660D nearby, usually a bit before. you can find the rng_value variable by looking at the disassembly of the RNG function. note that there are a few different variations of the function -that are not commonly invoked. you can find these the same way. +that are not commonly invoked; you can find these the same way. here are some known addresses: @@ -54,14 +59,11 @@ to clarify what a "new scene" being loaded is: creating a new file will invoke the RNG to determine the Bomber's Code, etc. -this does not apply to OoT. +obviously, this does not apply to OoT. although the GameCube versions don't have an N64 logo, they still do similar initializations before the title screen is shown. -i might be missing some details here, as i haven't searched exhaustively. -leave a comment or tweet at @antiformant if you know anything. - ### emulators as far as i know, the cycle counter in emulators