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| Tip: Avoid making large, flat, boring stretches of land. Vary up the architecture and spritework in your levels. |
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| Random Number Generator |
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Forum Index - SMW Hacking - General SMW Hacking Help - ASM & Related Topics - Random Number Generator |
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| Posted on 2012-03-04 09:49:15 AM |
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I need one.
This one by 1024 is perfect, because you can do a random value from x-y. However, it's based off SMW's, and thus doesn't really give a good random value. Inserting LSRs/ASLs and/or stuff involving $13/$14 will not help because the value MUST be between two values in my case (any # 1 to x)
Help?
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| Posted on 2012-03-04 10:27:16 AM |
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SMW's random number generator has a reputation of sucking, but it's also often misused as well. $148B, which is commonly used as a random number, is the internal state of the RNG, not the output.
Use $148D instead.
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| Posted on 2012-03-04 10:35:16 AM |
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My personal RNG throws in the entire scratch RAM and a bunch of other often changing values (like mario's x/y). Works pretty well.
Anywho if you need a number from 0 to X, just use the multiplication register and times your RNG's output by X + 1. Then take the high byte of the multiplication output. Boom, any number between 0 and whatever.
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| Posted on 2012-03-04 12:18:14 PM |
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You can try this one. It's basically a modified version of ALTTP's, but it works pretty good.
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| Posted on 2012-03-05 09:55:12 PM |
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Combining wiiqertyuiop's with 1024's seems to give decent values. I might add in more to the mix if I feel it's inadequate.
Thanks!
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| Posted on 2012-03-30 09:48:50 AM |
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Look at several sprites already submitted. Depending on what you want to do it should you could even look at the Lemmy/Wendy disassembly
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Forum Index - SMW Hacking - General SMW Hacking Help - ASM & Related Topics - Random Number Generator |
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