add RNG reversal script

This commit is contained in:
Connor Olding 2019-07-02 09:44:53 -07:00
parent 5309a016fa
commit 722b4cd07b
1 changed files with 192 additions and 0 deletions

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Lua/RNG index.lua Normal file
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-- Random Number Generator reversal script for Bizhawk
-- original algorithm by trivial171 (rng, v2, rnginverse functions)
-- please refer to this video: https://www.youtube.com/watch?v=-9YLCoK5K6o
-- everything else by notwa
local abs = math.abs
local floor = math.floor
local pow = math.pow
-- Lua 5.3 is nice and precise and doesn't coerce everything into doubles.
local precise = 0xDEADBEEF * 0x12345678 % 0x100000000 == 0x5621CA08
-- constants of the LCG:
local m = 1664525 -- 0x0019660D
local b = 1013904223 -- 0x3C6EF35F
local gcd = 4 -- of m and 2^32
local powers = {}
for i = 1, 32 do
powers[i] = floor(pow(2, i - 1))
end
local big32 = floor(pow(2, 32))
local gamedb = {
-- pairs of (RNG state address, display list address):
-- Ocarina of Time (J) 1.0
["C892BBDA3993E66BD0D56A10ECD30B1EE612210F"] = {0x105440, 0x11F290},
-- Ocarina of Time (U) 1.0
["AD69C91157F6705E8AB06C79FE08AAD47BB57BA7"] = {0x105440, 0x11F290},
-- Ocarina of Time (J) 1.2
["FA5F5942B27480D60243C2D52C0E93E26B9E6B86"] = {0x105A80, 0x11F958},
-- Ocarina of Time (U) 1.2
["41B3BDC48D98C48529219919015A1AF22F5057C2"] = {0x105A80, 0x11F958},
-- Majora's Mask (J) 1.0
["5FB2301AACBF85278AF30DCA3E4194AD48599E36"] = {0x098550, 0x1F9E28},
-- Majora's Mask (J) 1.1
["41FDB879AB422EC158B4EAFEA69087F255EA8589"] = {0x098490, 0x1FA0D8},
-- Majora's Mask (U) 1.0
["D6133ACE5AFAA0882CF214CF88DABA39E266C078"] = {0x097530, 0x1F9CB8},
-- Doubutsu no Mori (J) 1.0
["E106DFF7146F72415337C96DEB14F630E1580EFB"] = {0x03C590, 0x145080},
}
local function mulmod(a, b, q)
if precise then return a * b % q end
-- this needs to be done because old versions of Lua
-- store everything as doubles. that means we have 52 bits
-- to work with instead of the 64 that Lua 5.3 provides.
local limit = 0x10000000000000
local halflimit = 0x4000000 -- half in terms of bits
-- assert(abs(a) < limit)
-- assert(abs(b) < limit)
-- assert(abs(q) <= limit)
local L = halflimit -- shorthand
local a_lo = a % L
local a_hi = floor(a / L) % L
local b_lo = b % L
local b_hi = floor(b / L) % L
return (a_lo * b_lo + (a_lo * b_hi % L + a_hi * b_lo % L) % L * L) % q
end
local function powmod(b, e, m)
-- blatantly lifted from Wikipedia and tweaked for overflows.
if m == 1 then
return 0
else
local r = 1
b = b % m
while e > 0 do
if e % 2 == 1 then
r = mulmod(r, b, m)
end
e = floor(e / 2)
b = mulmod(b, b, m)
end
return r
end
end
local function mul32(a, b)
return mulmod(a, b, big32)
end
local function inv32(x)
-- Modular inverse of x, an odd number.
-- via https://lemire.me/blog/2017/09/18/computing-the-inverse-of-odd-integers/
-- assert(x % 2, "inv32(x): x must be odd!")
local y = x % big32
for i = 1, 4 do
y = mul32(y, (2 - mul32(y, x)))
end
return y
end
local const = floor((m - 1) / gcd)
local const_inv = inv32(const)
local function rng(x)
-- The xth RNG value returned by the game.
-- Computable by geometric series formula:
-- RNG(x) = b * (m^x - 1) / (m - 1) % q
-- The denominator (m-1) shares a common factor of 4 with q,
-- so we compute the numerator mod 4q.
-- We divide by (m-1) by first dividing by 4,
-- and then multiplying by the modular inverse of the odd number (m-1)/4.
local temp = floor((powmod(m, x, gcd * big32) - 1) / gcd)
return mul32(mul32(b, temp), const_inv)
end
local function v2(a)
-- The 2-adic valuation of a; that is,
-- the largest integer v such that 2^v divides a.
if a == 0 then return 100 end -- a large dummy value
local n = a
local v = 0
while n % 2 == 0 do
n = floor(n / 2)
v = v + 1
end
return v
end
local function rnginverse(r)
-- Given an RNG value r, compute the unique x in range [0, 2^32)
-- such that RNG(x) = r. Note that x is only unique under the assumption
-- that the Linear Congruential Generator used has a period of 2^32.
-- Recover m^x mod 4q from algebra (inverting steps in RNG function above)
local q = big32 * gcd
local xpow = (mul32(mul32(r, const), inv32(b)) * gcd + 1) % q
local xguess = 0
for _, p in ipairs(powers) do -- Guess binary digits of x one by one
-- This technique is based on Mihai's lemma / lifting the exponent
local lhs = v2(powmod(m, xguess + p, q) - xpow)
local rhs = v2(powmod(m, xguess, q) - xpow)
if lhs > rhs then
xguess = xguess + p
end
end
return xguess
end
if m == 1664525 and b == 1013904223 then
-- self-tests:
assert(inv32(m - 1) == 4211439296)
assert(rng(0) == 0)
assert(rng(1) == 1013904223)
assert(rng(2) == 1196435762)
assert(rng(3) == 3519870697)
assert(1 == rnginverse(1013904223))
assert(2 == rnginverse(1196435762))
assert(3 == rnginverse(3519870697))
end
-- run the remaining code when executed in Bizhawk, otherwise exit.
if rawget(_G, "bizstring") == nil then return end
local R4 = mainmemory.read_u32_be
local hash = gameinfo.getromhash()
local addrs = gamedb[hash]
if addrs == nil then
print("unsupported ROM:")
print(hash)
return
end
local ind_prev = nil
local dlist_prev = 0
local ind_change = 0
while true do
local seed = R4(addrs[1])
local dlist = R4(addrs[2])
local ind = rnginverse(seed)
gui.text(8, 8, ("RNG: 0x%08X"):format(seed), nil, "topright")
gui.text(8, 24, ("index: 0x%08X"):format(ind), nil, "topright")
gui.text(8, 40, ("delta: %+11i"):format(ind_change), nil, "topright")
if dlist ~= dlist_prev and ind_prev ~= nil then
ind_change = ind - ind_prev
end
ind_prev = ind
dlist_prev = dlist
emu.frameadvance()
end