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CT RNG Notes

redslash Jan 5th, 2015 (edited) 1,498 Never
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  1. Chrono Trigger's Battle Value ("RNG")
  2.  -Redslash 2014/2015
  3.  
  4. Upon loading a game file, a new Battle Value is stored to 7e29AD, and is set equal to the number of frames the Load Screen was open. This is a 256-frame (4.25 second) cycle, and is divided into 8 pairs of hard-coded windows, each of about 1/4 second. Whichever window the value falls into will fully dictate how enemies behave in the next encounter (who they target, how "aggressive", etc.)
  5.  
  6. When a fight begins, the Battle Value is copied to 7e0026, but it jumps to one of 16 specific values based on the window. The set of 16 values is unique to the encounter, but always very similar. Anyway, during the battle it then increases by small amounts, according to each action taken (healing and misses don't count), and without a script that would amount to unpredictable ("random"?) change.
  7. At the end of the fight, the Battle Value's result is stored back to 7e29AD, ready for use in the next fight. Besides speed, the main reason for scripting is to work the value into a favorable window for the next fight. Often it is very lenient. When a more precise script is required, it is to manipulate critical hits, as the value stored from the previous fight (7e29AD) will also be your starting position in the Crit Table (http://imgur.com/bCwAGHG)
  8.  
  9. To load in a chosen window (i.e. "manipulate RNG"), there are few methods. You can watch a timer, scroll in the menu, or the new cool way: use a metronome at 148bpm (~24.3 frames per beat). Either A or directional buttons can close the Title Screen; count that input as beat "1".
  10.  
  11.  Window   -Major Use-   -Frames- (Seconds)  --Scroll- (Seconds)      -148bpm-
  12.  
  13.     1-    Yakra Skip    06-08 (0.01 ±0.01) ....  first 3 frames! (A/V = partial/none)
  14.     1+    Yakra Skip    09-0C (0.06 ±0.03) ....  normal mashing
  15.  
  16.     2-   Shell backup   0D-1C (0.23 ±0.13) ....  bright (react to full brightness w/ A)
  17.     2+   Shell, RBS 1D-2D (0.50 ±0.13) ....  double-bright (react with >,A)
  18.  
  19.     3-   ............   2E-36 (0.72 ±0.07) ....  (rarely occurs)
  20.     3+   ............   37-3D (0.85 ±0.05) ....
  21.  
  22.     4-    Tata Skip 3E-57 (1.13 ±0.21) ....  4.0  (1.10 ±0.13) ....   "8" (appx 45)
  23.     4+    Tata Skip 58-60 (1.42 ±0.07) ....  4.5  (1.47 ±0.14) ....   "9" (appx 5D)
  24.  
  25.     5-   Masa, Castle   61-87 (1.82 ±0.32) ....  5.0  (1.83 ±0.17) ....  "10" (appx 75)
  26.     5+   Magus backup   88-97 (2.28 ±0.13) ....  5.5  (2.20 ±0.18) ....  "11" (appx 8E)
  27.  
  28.     6-    Desert 189    99-AA (2.58 ±0.14) ....  6.0  (2.57 ±0.19) ....  "12" (appx A6)
  29.     6+   (Desert 192)   AB-B8 (2.84 ±0.11) ....  6.5  (2.93 ±0.21) ....
  30.  
  31.     7-   Flea backup    B9-DB (3.25 ±0.28) ....  7.0  (3.30 ±0.23) ....  "14" (appx D7)
  32.     7+   Flea backup    DC-E0 (3.60 ±0.05) ....  7.5  (3.48 ±0.24)
  33.  
  34.     8-   ............   E3-FA (3.86 ±0.19) .... *7.75 (3.85 ±0.25) ....  "15" (appx EF)
  35.     8+   ............   FB-FF (4.10 ±0.03) .... *8.0  (4.03 ±0.26)
  36.  
  37.  
  38. Here I've listed all the fights in Any%, showing their windows and how they string together. Only 4 save/reloads(*) are required for RNG purposes. For any fight without a precise [Seed Value], you could do a backup load. If +/- isn't indicated, both windows in the pair are good.
  39.  
  40. 1-  Blue Imp    ..............  3- [36]Rider    ..............  5- [74]Rider    ..............  7- Nagaette     8- [E2]Hench
  41.         *2+ Guard   ..............  4- [4A]D.Tank   ..............  6- [9A]Bugger   7- [D3]Acid     8  Acid~
  42. ..............  2  Alkaline ..............  XX R.Series     ..............  XX Hench
  43.                         *4 Goblin~  5- Masa     6+ [B7]M.Mune   ..............  ..............
  44. ..............  2  Poly~    ..............  4  Reptite  5  Reptite  ..............  7  Kilwala~     8/1 Weevil
  45. ..............  2  [12]Megasaur ..............  4- Megasaur~    5- [75]Nizbel   ..............  ..............  ..............
  46. ..............  2  Runner~  ..............  4/3 Gremlin~    5  Hench    ..............  7  FleaA    ..............
  47. 1- [03]FleaB    ..............................................................................  7- [D7]Decedent ..............
  48. 1+ [0A]SlashA   ..............................................  5+ [88]SlashB   ..............  ..............  ..............
  49. ..............................................................  5- HallA~   6- HallB~   7- HallC~   8- HallD~
  50. ..............  2  [1A]Groupie  ..............................  5- Juggler~     6- [9E]Juggler  7  OzzieA   8  OzzieB
  51. ..............  2  OzzieC   ..............  4+ OzzieD   5+ (91)Magus    ..............  ..............  ..............
  52. ..............  2  Ape~     ..............  4- Avian~   5- [79]Reptite  ..............  7- Reptite~     8- Reptite~
  53. ..............  2  Volcano  ..............  4+ Volcano  5+ Tyrano   XX Golem
  54.                                 5- (Imp Ace~)   *6- Hexapod     ..............  8- Hexapod~
  55. 1  Mohavor  ..............  3  Mohavor  ..............  5- Retinite     ..............  ..............  8/1 Poly~
  56. ..............  2  DTank    ..............  4  Guardian     5  Heckran  ..............  7  Zombor   8  M.Mune
  57. ..............  2  Nizbel   ..............  4  Magus    ..............................  7  Tyrano   ..............
  58. ..............  2/3 GigaGaia    ..............................  5- [70]Shell    ..............  7- Lavos
  59.  
  60. For practice, it's very handy to observe the stored Battle Value (7e29AD) via RAM Watch. You'll not only see if your loads and battle strats hit the correct windows, but also how tight or relaxed each fight can really be. Sometimes a delay or extra move is for the purpose of avoiding a bad early window. One point to note is when targeting enemies that die, your attack is redirected and that "jumps" the Battle Value more than normal, sometimes required, sometimes disastrous.
  61.  
  62.  
  63. (Addendum) Japanese route sees changes in the following lines:
  64.  
  65. *1- Guards  ..............  3- [34]D.Tank   ..............  5+ [84]Bugger   6+ [B6]Acid     ..............  8- [E7]Acid~ >[1C]
  66.  
  67.         *2 Goblin~  ..............  4- [57]Masa     ..............  6- [A8]M.Mune   ..............  *2>> [1B]Megasaur
  68.  
  69. 1- [03]FleaB    ................................................................6+ [B7]Decedent ..............  8- [F9]SlashA >[6E]
  70. ..............................................  4- HallA~   5- HallB~   6- HallC~   7- HallD~   8- [F6]Groupie
  71. ..............  2+ Juggler~ ..............  4- [50]Juggler  5+ OzzieA   7- OzzieB   8- OzzieC   ..............
  72. ..............  2- OzzieD   ..............  4- (44)Magus    ..............  ..............  ..............  ..............
  73. 1  Ape~     2+ Avian~   ..............  4- [48]Reptite  5- Reptite~ 6- Reptite~ 7- Volcano  1- Volcano >[2B]
  74.  
  75.         *2 Hexapod~ ..............  4- [57]Retinite
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