Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- NOTE: RNG manip only seems viable using the Vaus controller and its more precise movement, since moving with the regular NES controller only seems to let you adjust the x-position in units of 3.
- There are two or three possible x-positions you can be in to trigger a "Break" (level skip) spawn when hitting a particular item block.
- 0008 is the RAM value for your x-position, and the range of x-positions to trigger the Break item is:
- 08 18 90 A0
- augmented by some amount? (+ or -)
- Note that your actual x-position can't be less than 10, or greater than A0, which means that all four of these positions can't be simultaneously possible and therefore you only have 2 or 3 options depending on what value it is augmented by.
- For example, in Stage 1 if we start with the paddle as far left as possible, after the ball launches we can reset the x-position to any of the following to spawn Break:
- 17 8F 9F
- which appears to be the original range shifted one down (with the lowest value cut off from the paddle's actual movement range)
- I can manipulate this in real time by setting the Vaus controller to an above value in advance, starting a new game with just the regular controller, setting up this position, then switching the Vaus controller back in while paused.
- Now here's a ridiculous hypothetical situation:
- Imagine you had 144 Vaus controllers, each preset to one of each possible x-value.
- (Actually you only need 143 since one can double for both 10 and A0)
- Using an emulator, you determine what x-values the paddle needs to be placed in to manipulate every Break spawn possible.
- Then, using pause buffering, you repeatedly swap controllers out every time you need to move the paddle.
- Doing this, you could RNG manipulate the entire game.
- Of course this is kind of insane which is why I want to figure out exactly how the RNG works so I can try an intermediary strategy where I can calculate what pixel I need to be on right before I hit an item spawn and do my best to place myself there with pause buffering and background pixels.
- As for what value the range gets augmented by, I'm not sure what determines this yet.
- Possible factors:
- Ball's x-position
- Ball's velocity
- Ball's movement (angle + direction)
- # of bounces / ball's current velocity
Add Comment
Please, Sign In to add comment