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Author Topic: Finding a RNS address for a Suikoden2 Speedrun..  (Read 2 times)
BadPotato
Guest
« on: March 08, 2009, 05:40:43 pm »

Hi,

I'm actually trying to find the random number generator(RNG) address from the Suikoden II game to help me for my speedruns, with a tool assisted emulator... here is the actual video(sound is a bit low quality) progress for interrested persons.

So, while doing the runs, I've understand that it was almost impossible to optimize correctly the luck manipulation to get specific items from enemies, or get 3 persons with a critical hit in same times, without using the brutal force... testing frame by frame and reload at previous savestate, in error case, etc. Using brutal force is a very long progress, most time I have to wait before pressing on confirm button(YES) to get the items, that I know also theres some way to modify the RNG, by making some weird movement to keep everytime on the correct randomness, but that's a pain in the ass.

So, I previously trying to use soem program like the memory watch pcsx plugins, tsearch and now the Agemo pcsx debugging utility and I success to get the asm log, but theres so many line, that feel lost. I've trying a little bit edit the hexadecimal files.

I would like to know if somebody have already trying something like this and possibly give some tips about how to proceed.

Thanks  Smiley
mrspoon
Guest
« Reply #1 on: March 10, 2009, 10:43:56 pm »

I think our definitions of hacking are a bit different, buddy.
Deathlike2
Guest
« Reply #2 on: March 10, 2009, 10:57:28 pm »

Rigging the RNG is not going to produce ideal results, and chances are there is a negative impact to boot. Some events will always happen or not happen in some cases.

IIRC, common practice for any RNG is dependant primarily on time, and "outside forces" and when you realize what you are asking for is unrealistic, you're not going to find what you want. What you can do is rig drops (there's usually a check for that), but that will most likely change the game for all drops.

In any case, most people won't take your run seriously since you are directly altering behavior that was intentionally made random, long, and hard to manipulate. I know what you're aiming for, but rigging the RNG is not exactly noteworthy. If you take advantage of the intentional rigging in the game (like FF6's slot command), that's a different story.
« Last Edit: March 10, 2009, 11:26:06 pm by Deathlike2 »
BadPotato
Guest
« Reply #3 on: March 11, 2009, 12:38:28 am »

I've actually saw the effect of those "outsides forces"... I might have the correct RNG on a    specific frame... but if I reload a previous savestate and doing some "other action" until the specefic frame.. the RNG will just change.

In fact, I was about that I could found a way to found the RNG on my physical memory address and then... just refresh on each frame and looks out how thing are going rather than test each frame one by one, reload in error case, etc...

I've already found out the Items Drop address (these using 2 address, one for Item Digit and other one for Quantity Modifier, exactly like the gameshark values) and yes, I can trick those values, but theres no point doing this in a speedruns as you said.

yes mr.Spoon, I don't have to change anything from the CD files, so theres no hacks for this...

Anyway, I suppose all I can do is read some asm tutorial.
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