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My Random process for choosing a Super NT Console
GoldLeader posted a blog entry in GoldLeader's Blog
Hi all! This may end up being a boring read, but I thought I'd document my Super NT purchase in a Blog. Just a one off... Mainly because I'm going to pick the color at random. First, I've wanted an Analogue Super NT since they were first announced. SNES in HD here I come! For what it's worth (FWIW), when I could afford one, at first they were still in "Pre-Order" mode...Then they only had black. Then they appeared to be out of stock at one point when I had money so I bought a RetroN 77 instead, Which may have been a mistake...But That's another story. Now the MEGA SG (A sort of HD SEGA Genesis FPGA Console) will be coming out and I HAVE To HAVE one of Those too!!! Damn you Analogue! But, the MEGA SG is in "Pre-Order" mode now and will be coming out in April 2019, so I have time to save for that separately and get this (SUPER NT) NOW. Back when I was in college I bought a SNES in January of 1992 and then later bought a Sega Genesis, also in 1992, and that also marked the first time I bought a console that was Not the latest thing. I've Loved both ever since. I had an MGH (or Multi Game Hunter ) that worked for BOTH SNES and Genesis allowing me to put games on discs. I've also bought tons of games for each system. And now I have Everdrives too...Moving on. I'm picking the color of the console AT RANDOM. I thought it would make an interesting purchase and I'd document it here. Even if just a couple of people read it or comment, I'll be happy. Otherwise it's just for me and that's cool too They discontinued the transparent color (which I didn't want anyway) so there's 3 color choices: BLACK, CLASSIC, and SFC (SUPER FAMICOM). So initially I wanted CLASSIC....Purple and gray, Just like my SNES. FWIW, I still have my SNES from '92 plus a couple more in case one breaks (Perish the thought!)... Then when all they had available was BLACK, I set my sights on it... Now, with all color choices available to order I've given new thought to SFC because nobody really thinks about it and they'll likely be more rare, I assume. Not that I'm not really worried about rarity or anything. If I were to guess, I'd think Black was the most common since it seemed the most widely available, but that could also imply they sold out of the Classic color scheme quickly because of its popularity...So perhaps Black and Classic are the most common while SFC would be less popular here I'd predict, but bigger in Japan (as everyone matches their nostalgia with a color scheme haha)...The Transparent (See-Through) one, Now discontinued would be the rare one for collectors, but it was easily my least favorite anyway. And matching wireless controllers are available from 8BITDO for any color choice. So...Here's my thoughts currently: CLASSIC Matches my SNES and I've always liked that color scheme. BLACK Matches my soul and my PS2, plus my Retro Duo is black,... and my Vader 2600, my Black Dreamcast... Also might look neato parked next to my MEGA SG, once I get one of those (It will be mainly black). SFC Matches some SFC controllers I have and might be spiffy to be the oddball who goes for this choice, since I predict this one will be bigger in Japan. Below is a pic of the matching controllers, but from what I've read I assume (but don't know for certain) all of their controllers will work with the Super NT if you have the Retro Receiver...I think you can also use these on the SNES/NES Classic if you have the Classic Receiver (So I'll get a couple of those too)... OK SO now to trust in the RANDOM ENERGY of the Universe! (Skulls and Spidey are pretty Random ...Hmm so is Jango Fett...maybe next time) I do this often, for example, rolling dice to see which CD Comp I will listen to....Including randomly picking which spool of CDs, which disc and which song... I could just roll a die, but then the saga would end too quickly... What I'm going to do is this: Collect points for each color choice based upon die rolls and then the winner will be the first Color to a certain amount of points. I'll explain as I go... First the Winner will need X Amount of points. X will equal 3 dice rolled. I will Add them up. (Rolling 3 standard 6 sided dice now)... X = 2 + 1 + 4 = 7 The Winner needs 7 points! OK Now for each die roll the following COLOR gets a point: (I'll list the colors alphabetically) 1 BLACK 2 CLASSIC 3 SFC 4 BLACK 5 CLASSIC 6 SFC I'm making a Matrix below and will add one hashmark (Represented as "I") for each die roll until one color gets to 7 (For example, rolling a 2 would give CLASSIC a point. Does that make sense ? I hope so) Here goes Nothing! ***At this point I roll the dice, and tally the points until one color reaches 7 points*** BLACK CLASSIC SFC I I I I I I I I I I I I I I I I I And after all is said and done CLASSIC is The WINNER! There was a lot of back and forth that would not have been easy to put into a Blog (I didn't want to be too confusing), but before that final die roll, both Classic and SFC had 6 points... I am now going to order a CLASSIC SUPER NT!! And later on,... a Controller for the Super NT, A CollectorVision Phoenix, a MEGA SG ...And I should also keep saving to get out of debt haha... Thanks for reading! -
Got my membership pack from Abbuc today, and that is a tasty membership number. Anyone got other significant numbers? Off the top of my head, 11, 12, 65, 80, 130, 410, 810, 800, 400, 551 are the obvious ones.
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The "River Raid Bold" thread got me thinking about this game: https://atariage.com/forums/topic/293861-river-raid-bold/ So here's a simple River Raid hack. The terrain and enemy placement is partially randomized, based on player input. Basically the LFSR that's used to generate the map is clocked an extra time, every time the player fires a shot. The "preview" you see before starting the game is still the original layout. Whichever level you start out on, looks like the original map for at least the first screens' worth, until you start shooting. Carefully counting your shots will result in repeatable maps. The random enemies still follow the rules of the game: the balloon doesn't appear until level 3, the diagonally-moving enemy planes don't appear until level 5, etc. Lower levels have fewer enemies, as usual. As usual, even-numbered levels split into multiple paths with islands in the center of the river, and odd-numbered levels only have one path. The random terrain doesn't actually make the game more difficult, except that it means you can't memorize the maps. The "Press START key Use joystick 1" text has been replaced with "Randomised by Urchlay", so you can tell which version of the game you're playing. Also, for reference, the md5sum of the ROM is 0842355056c3f7f8598a9ae38df3ccfe. Download here: http://urchlay.naptime.net/~urchlay/src/river_raid_random_hack.rom This is a raw ROM dump. In your emulator, select "Standard 8KB cartridge". If anyone's really interested, I can post a .xex file and/or a .car file with a header.
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I am using this bit of code to decide if the velocity is going to be positive or negative when a new game is started. GetRandomByte lda Random asl eor Random asl eor Random asl asl eor Random asl rol Random ; performs a series of shifts and bit operations rts jsr GetRandomByte ; generate a random number lda #%10000000 ; 1 in most significant bit mean greater then 127 bit Random ; was it less then 127? bne RandomVX ; if it was then branch lda #$ff ; set the starting duck's x velocity to -1 jmp RandomVXDone ; and jump cause we're done RandomVX lda #$01 ; set the starting duck's x velocity to 1 RandomVXDone sta DuckVX ; store duck's initial x velocity jsr GetRandomByte ; generate a random number lda #%10000000 ; 1 in most significant bit mean greater then 127 bit Random ; was it less then 127? bne RandomVY ; if it was then branch lda #$ff ; set the starting duck's x velocity to -1 jmp RandomVYDone ; and jump cause we're done RandomVY lda #$01 ; set the starting duck's x velocity to 1 RandomVYDone sta DuckVY ; store duck's initial y velocity However no matter what the velocity always stays the same. Bin: https://www.dropbox.com/s/ikjnebg1moyn0k4/duckgame.bin?dl=1
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I know that the 2600's RAM and stack are in an unknown state when first turned on and that's why we clear the RAM and setup the start immediately. I was wondering if there are any registers that still are in an unknown state after clearing the RAM and setup the stack. I ask cause I would like to use that to seed my random number generator function.
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I had a thought earlier about theoretically using the object positions at startup to seed a random number generator. Since the objects' positions are determined by timers which you can only reset, not read, you would have to use collision detection against the playfield. Since the playfield only gives you 4-color-clock precision, you could perform some HMOVEs followed by another collision detection to get exact precision. At least, that's the theory. It would probably take a bit of ROM space to do, so it may not be practical for small games, or any games, for that matter. Regardless, it is a fun idea. Are the object positions actually random at startup? I would assume they are always unknown, but are they usually set to the left edge of the screen? I wrote a simple program that does no CLEAN_START, simply sets object colors and clears some TIA registers, including the playfield. The kernel draws 5 rows, first drawing Player0, then Player1, Missile0, Missile1, and Ball. Player/Missile0 is blue, Player/Missile1 is green, and Ball is red. Running this in Stella always puts all objects on the left edge of the screen, but frying Stella will randomly move the objects a bit (they stay close to the left edge, though). Harmony (1.06) won't draw Player0 at all, Player1 is always in the center, Missile0 can be anywhere on the screen, Missile1 is always a bit left of Missile0, and Ball is always with Missile1. I am guessing that this has to do with the Harmony cart, however, and it wouldn't act this way if you wrote an EEPROM. If anyone has an EEPROM burner, I would love to know how this code runs. ObjPosTest.bin ObjPosTest.asm
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From last night's concert in Omaha, Nebraska.
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I did the dang thing at a concert and got some interviews. http://youtu.be/MHQHqLLruL0
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In my code, I have an internal timer that when it runs out will gosub to what is supposed to be something that will change what direction player 2 is pointing and then reset the timer. The problem with my code is that the rand will only work once. The timer setup: dim Timer1=f.g dim Timer2=h.j Timer1=20 Timer2=1 main Timer1=Timer1-Timer2 if Timer1=2 then gosub randomgenerator:Timer1=20 The random selector: randomgenerator if rand<20 && rand>0 then p1_orientation=1 if rand<40 && rand>19 then p1_orientation=2 if rand<60 && rand>39 then p1_orientation=3 if rand<80 && rand>59 then p1_orientation=4 if rand<100 && rand>79 then p1_orientation=5 if rand<120 && rand>99 then p1_orientation=6 if rand<140 && rand>119 then p1_orientation=7 if rand<160 && rand>139 then p1_orientation=8 if rand<180 && rand>159 then p1_orientation=9 if rand<200 && rand>179 then p1_orientation=10 if rand<220 && rand>199 then p1_orientation=11 if rand<240 && rand>219 then p1_orientation=12 return Thanks!