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/vr/ - Retro Games


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6170847 No.6170847 [Reply] [Original]

Retro games with randomly generated content.

>> No.6170851

The main characters sprites in that game are great in a so bad they're good way. He looks like he's holding in a huge shit constantly.

>> No.6170915

how would you generate random numbers on a system without a clock for seeding? Would you just keep track of CPU cycles or something?

>> No.6171006

>>6170915
almost.
rng on older systems take the seed from the state of memory at start up. ram when you power up a system is not blank and contains completely random data.
this is exploitable because as long as you don't turn off the console the rng will be the same. though some games are smarter and actually do what you suggest and take the seed from the frame in which you pressed start or similar which makes it difficult to a human to get the same rng each time.

>> No.6171010

>>6170915
The Saturn has a clock.

>> No.6171017

>>6170915
Ignore this misinformation >>6171006, very few games rely on uninitialized memory for RNG.
Games mostly use player input. The player is very unlikely to press the same buttons on the exact frames twice.

>> No.6171043

Didn’t the Mystery Dungeon games start on the SNES? Some Nintendo 64 games also used randomization - off the top of my head, F-Zero X, Excitebike, and Resident Evil 2.

>> No.6171093

>>6170847
Toejam & Earl, Genesis

>> No.6171110
File: 6 KB, 640x400, rogue_6.gif [View same] [iqdb] [saucenao] [google]
6171110

>>6171043
Yes because Mystery Dungeon is an offshoot of one of the main random content games there was.

>> No.6171147

>>6170847
Randomly generated SOUL

>> No.6171169

Monster Truck Rally on NES can randomly generate courses to race on. The game isn't that great, but it's neat to see that in action and mess around with it some.

>> No.6172087

Fatal Labyrinth on Genesis