Advertisement
airkix72

Dragon Warrior III RNG

Feb 21st, 2017
109
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 2.29 KB | None | 0 0
  1. These are 4 sets of numbers (the "RNG") that are manipulated throughout the run:
  2.  
  3. Seed (65534 numbers): This number is based on the adventure log checksum and it is a 16 bit LFSR. 2 numbers produce a short sequence (seed lock) that don't happen normally but can be forced using specific adventure log data. The number x5FEA will be generated every time during seed lock.
  4.  
  5. Counter (256 numbers): Every time the RNG is called the counter is increased by one. This number combined with the low 8 bits of the seed is used to produce a random number. This can be manipulated by counting steps, healing, and counting NPC movements.
  6.  
  7. Discard (16 numbers): This is used to determine how many numbers are discarded before the game uses a number. This is what cause the same battle to have different outcomes (the 16 paths as it was called in previous speedruns). This is manipulated only through actions in battles and is not part of the adventure logs (it is part of sram so it is saved). In a few battles a less than optimum fight was used to set up the discard for future manipulations.
  8.  
  9. Field Frame Counter (8 numbers): This number determines what NPCs move in town and the phantom ship movement on the overworld (both consume numbers). This number is manipulated by being frame perfect anytime the sprites are being animated. Any bonk, hesitation, misstep, or menu mistake will cause the FFC to be off. Sections of the route that are frame perfect:
  10.  
  11. The opening split from control to party registering.
  12. The tower of Najima from load to jumping off the side.
  13. The entire beginning up to the acorns of life is essential to getting a 5 HP gain (route 2.1 only).
  14. The metal babble grind from load to encounter for both babbles.
  15. The orochi and boss troll split up until the first set of stairs in Samanao.
  16. The merchant split from load to yellow orb (an error here only affects the 12 RNG steps).
  17. The final split from load until the fairy flute. an error on this split will not be known until Alefgard.
  18. After you leave the merchant in the new town a new checksum will be written and no more seed lock. This means the 12 steps needed to get the town to grow are subject to random encounters if any part of the route isn't perfect. The only way to control the RNG for those 12 steps is to be route perfect up to that point, especially item order!
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement