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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.
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ULTIMA III EXODUS SOUDNTRACK CODE
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.
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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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