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{{DISPLAYTITLE:RNG Manipulation}} | {{DISPLAYTITLE:RNG Manipulation}} | ||
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=Basics= | =Basics= | ||
In Kirby 64, RNG is reset to a value of 0 whenever the game is reset, which gives a consistent starting point for RNG manipulation. Actually starting a speedrun with a desired RNG value, however, is made difficult by the fact that RNG advances every frame during the game's opening screens, and only stops advancing during file select. This obstacle can be overcome by quickly skipping through the opening screens and going into the mini-games in any file, then having the COM select one to three characters. These characters will be randomly generated, meaning they will advance RNG and always be the same if they are chosen on the same RNG value. Runners can observe which characters are chosen to determine which value they are on and cancel out of the mini-game, then have the COM select more characters until the desired starting RNG value is reached. | In Kirby 64, RNG is reset to a value of 0 whenever the game is reset, which gives a consistent starting point for RNG manipulation. Actually starting a speedrun with a desired RNG value, however, is made difficult by the fact that RNG advances every frame during the game's opening screens, and only stops advancing during file select. This obstacle can be overcome by quickly skipping through the opening screens and going into the mini-games in any file, then having the COM select one to three characters. These characters will be randomly generated, meaning they will advance RNG and always be the same if they are chosen on the same RNG value. Runners can observe which characters are chosen to determine which value they are on and cancel out of the mini-game, then have the COM select more characters until the desired starting RNG value is reached. | ||
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Once a runner has obtained the correct RNG value, they can start the run on a new file and be able to force desired enemy and boss patterns by following a specific set of actions. Kirby 64 is one of the only Kirby games in which an RNG manip has been carried through the entirety of the game by a human player. A significant reason for this is that RNG advances much less in Kirby 64 than most other Kirby games; for example, inhaling does not advance RNG in Kirby 64, while it advances RNG rapidly in most Kirby games. Landing on the ground also does not advance RNG in Kirby 64. Because RNG does not vary much, it can be easier to stay on the correct value, but if the RNG is on the incorrect value, it will be obvious at the end of the level when the picnic is generated. The picnics are the biggest obstacle to carrying a manip through the entire game. When the picnic is created, RNG can jump to seemingly any of the 1,024 possible values. This value will always be the same if the level was finished on the same RNG value, but if the value was off by even one, the value after the picnic could be off by hundreds. This means that a player can be confident they are on the correct RNG value if they see the correct picnic, but will have virtually no chance of recovering the manip if an incorrect picnic appears. | Once a runner has obtained the correct RNG value, they can start the run on a new file and be able to force desired enemy and boss patterns by following a specific set of actions. Kirby 64 is one of the only Kirby games in which an RNG manip has been carried through the entirety of the game by a human player. A significant reason for this is that RNG advances much less in Kirby 64 than most other Kirby games; for example, inhaling does not advance RNG in Kirby 64, while it advances RNG rapidly in most Kirby games. Landing on the ground also does not advance RNG in Kirby 64. Because RNG does not vary much, it can be easier to stay on the correct value, but if the RNG is on the incorrect value, it will be obvious at the end of the level when the picnic is generated. The picnics are the biggest obstacle to carrying a manip through the entire game. When the picnic is created, RNG can jump to seemingly any of the 1,024 possible values. This value will always be the same if the level was finished on the same RNG value, but if the value was off by even one, the value after the picnic could be off by hundreds. This means that a player can be confident they are on the correct RNG value if they see the correct picnic, but will have virtually no chance of recovering the manip if an incorrect picnic appears. | ||
=100% RNG manip route= | =100% RNG manip route= <!--T:4--> | ||
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For a walkthrough of the 100% manip route, click [[K64:100% Manip Route|here]] | For a walkthrough of the 100% manip route, click [[K64:100% Manip Route|here]] | ||
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For Curtissimo's video explanation of the manip route, click [https://www.speedrun.com/k64/guide/y0t49 here] | For Curtissimo's video explanation of the manip route, click [https://www.speedrun.com/k64/guide/y0t49 here] | ||
=Known RNG calls= | =Known RNG calls= <!--T:7--> | ||
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Following is a list of everything known to advance RNG in Kirby 64: The Crystal Shards: | Following is a list of everything known to advance RNG in Kirby 64: The Crystal Shards: | ||
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<p class="h3-no-toc">Initiating Kirby's default standing animation will advance RNG by 1.</p> | <p class="h3-no-toc">Initiating Kirby's default standing animation will advance RNG by 1.</p> | ||
RNG will advance within a few frames of Kirby being on the ground with no buttons being pressed after such actions as: | RNG will advance within a few frames of Kirby being on the ground with no buttons being pressed after such actions as: | ||
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<p class="h3-no-toc">Other actions that advance RNG by 1:</p> | <p class="h3-no-toc">Other actions that advance RNG by 1:</p> | ||
* Throwing an object up or forward | * Throwing an object up or forward | ||
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<p class="h3-no-toc">The following advance RNG by 1 or more:</p> | <p class="h3-no-toc">The following advance RNG by 1 or more:</p> | ||
* Kirby's idle animations | * Kirby's idle animations |