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I want interesting retro video game algorithms!

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MysteryMan23 Kind of quiet from USA Since: Jan, 2001
Kind of quiet
#1: Nov 27th 2014 at 11:29:13 AM

This is a bit of an unusual topic I guess, but I'm rather interested in various algorithms used by retro video games. Lately, I've been studying the password systems of old games, and I've also been looking into random number generators.

Any other interesting algorithms in video gaming?

Likely busy writing something.
RainingMetal Since: Jan, 2010
#2: Nov 27th 2014 at 1:29:53 PM

I have one for new games.

New = Too much Ammo, limited weapons to be carried at a time. There are exceptions.

Old = Not enough Ammo, weapons can be carried all at once.

ArsThaumaturgis Since: Nov, 2011 Relationship Status: I've been dreaming of True Love's Kiss
#3: Nov 27th 2014 at 2:40:10 PM

There's the old "plasma effect", especially as used with palette/colour cycling.

edited 27th Nov '14 2:40:16 PM by ArsThaumaturgis

My Games & Writing
BagOfMagicFood Since: Jan, 2001
#4: Nov 28th 2014 at 4:30:35 PM

Huh, I thought it was more of an old-game thing to give you unlimited ammo but only let you carry one weapon at a time.

I recall it was only a few years ago that someone discovered that in MegaMan 4, the attack BrightMan uses next depends on his remaining life energy, so you can keep him from freezing you by only blasting him to certain HP levels. I know from savestate abuse that most of the MegaMan Game Boy games would let you affect the randomness of the very next moment by pressing any buttons, even buttons that never do anything. I think some TASers actually decompiled the code for the first NES MegaMan to figure out how to make memory-busting glitches happen as needed—the first couple of games could be seriously broken in how they allow you to progress.

stevebat Since: Nov, 2009
#5: Nov 28th 2014 at 5:47:18 PM

The most interesting hacks you can find, is ram level hacks. Because early generation games sometimes had to use certain variables for multiple uses.

Most famously Super Mario World

Apocalypse: Dirge Of Swans.
stephencottontail Since: Nov, 2014 Relationship Status: Love is an open door
PoochyEXE from 127.0.0.1 Since: Sep, 2010
#7: Nov 29th 2014 at 1:43:37 AM

The original GB Tetris randomizer and the way it attempts to prevent dealing excessive duplicates of the same piece makes for an interesting read, including a bug in the code that went undiscovered for over 20 years.

Also, the way the first-gen Pokemon games stored inventory and Pokemon data is pretty interesting, but the information about it is scattered across the Internet. I recommend starting with the TAS submissions' comments on the TASVideos.org memory corruption index and Bulbapedia's glitch list.

edited 29th Nov '14 1:57:07 AM by PoochyEXE

Extra 1: Poochy Ain't Stupid
BagOfMagicFood Since: Jan, 2001
#8: Nov 30th 2014 at 5:23:11 PM

Ah yes, I've read before how many modifiers the first Final Fantasy and Pokemon games had that were supposed to work a certain way, but really didn't work at all. I suppose it was hard to test complex games of chance very thoroughly back then.

Glowsquid Since: Jul, 2009
#9: Nov 30th 2014 at 5:38:24 PM

Someone studied the code for the Toad houses in SMB3 and discovered the game only decides the item given after a chest is opened, meaning the only reason there's 3 chest in them is to give the illusion of choice.

edited 30th Nov '14 5:38:58 PM by Glowsquid

Hylarn (Don’t ask)
#10: Nov 30th 2014 at 5:53:29 PM

You can find mechanics guides for most major JRPGs with a quick Googling. I find Final Fantasy II's in particular to be fascinatingly bizarre

lalalei2001 Since: Oct, 2009
#11: Nov 30th 2014 at 6:39:07 PM

Check out this Mega Man 1 glitch run!

edited 30th Nov '14 6:41:34 PM by lalalei2001

The Protomen enhanced my life.
BagOfMagicFood Since: Jan, 2001
#12: Nov 30th 2014 at 8:37:43 PM

Heh, I had seen the run that used the too-much-stuff glitch to skip to the end of the game, but not the one that only uses it to help with individual levels... and to break IceMan's green screen. Actually, my favorite part is manipulating the Fleas in the first Dr. Wily level to allow RockMan to jump past safely, when traditionally you'd want to wipe them all out at once with a Fire Storm or Thunder Beam.

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