Turning the RNG into a simple counting function probably involves something similar, and it is possible for this to happen in Dragon Warrior 3 on the NES. It's the first game of the Ultima series to feature a party of adventurers instead of a single-player character. It was developed on Apple II and ported to many platforms including Commodore 64, DOS, Atari ST, and Amiga. Note that, if encounters do occur, the game will softlock after the first round of commands is entered.) Ultima III: Exodus is the third game in the Ultima series and the first to be officially released by Origin Systems, in 1983. If this happens, it's obvious townspeople will always "randomly" move in the same direction, and encounters will either occur every step (at least in certain terrain) or not at all. (Incidentally, Dragon Warrior 2 on the NES has a flaw in the RNG that can cause this to happen. Unless (a - 1) = 0 (mod m), if (a - 1) and m are relatively prime, we can solve this function and find a fixed point.of the RNG. In any case, the random number sequence is done by iterating a function like Here's how I can show that there are often fixed point. (For purposes of this post, I am using the = sign to denote congruence normally you'd use a symbol of 3 lines, but my keyboard doesn't have such a key.) This algorithm can lead to problems, such as fixed points (where, if the RNG is given a particular seed, it spits out the same value over and over again). PRNG calculations can also probably be similarly in hash functions. I would prefer to use crypto functions in a large blocksize, but that's a bit extreme for games ( and far slower). This gives overall a decent spread of random-ish numbers. Rtcvb32: Normally PRNG is calculated by taking the number, adding a large prime, and multiplying against another prime. PRNG calculations can also probably be similarly in hash functions.Ĭuriously that ATARI800 had a RNG data location that generated noise from the audio device. Normally PRNG is calculated by taking the number, adding a large prime, and multiplying against another prime. IBM machines had a timer that you could adjust and a 16bit value would max out very quickly. Though other than say the cpu instruction ( RDTSC) i'm not sure many places where it would keep track of such timers. It's possible it could also be based on a ticker counter, where it keeps track of how many cycles the computer has been on. incrementing a value to use as RNG ( as say a filler for the function or a Debug setting never taken out) that. I'm pretty sure this wouldn't have been a problem in the U3 source code as usually rand ( random) is a function provided by the standard library used, so the Amiga one might have had a very bad one. Could have been a counter, although what kind not sure. It's as though the RNG isn't really random, but is rather just something like a counter. It got to the point where my chest strategy would be to G)et chests until I get a trap, then switch to magic for chest traps until it fails once and then repeat this would be faster and safer than other methods Basically, I would get streaks of high or low values far more often than there should be. Dtgreene: the Amiga port had one issue that I noticed the RNG isn't as random as it should be.
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