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  Legend of Zelda: Look into item dropping algorithms  (Read 1879 times)
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Offline Cero
« Posted 2013-02-16 21:18:41 »

kinda interesting how Nintendo tried to make the item drop in Zelda not completely random but meaningful balanced. Well maybe pure random was just something that wasn't as easily avaible on the NES...

http://www.gametrailers.com/full-episodes/tejahe/pop-fiction-episode-32--it-s-a-secret-to-everybody

Offline Axeman

Senior Duke


Medals: 7



« Reply #1 - Posted 2013-02-16 23:04:42 »

I love stuff like this! Meaningless to most, archaeological findings to me... Smiley
Offline BoBear2681

JGO Coder


Medals: 19



« Reply #2 - Posted 2013-02-17 01:05:25 »

I'm surprised nobody's analyzed the ROM and figured out the exact algorithm for item drops, including the bits and pieces the video says are still unknown.

Those speedrunner guys though, they always figure out *everything*.
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Offline Regenuluz
« Reply #3 - Posted 2013-02-17 13:38:36 »

That's pretty cool, actually. Smiley
Offline jonjava
« Reply #4 - Posted 2013-02-17 16:00:49 »

:D

Offline Sammidysam
« Reply #5 - Posted 2013-02-17 20:15:38 »

I'm surprised nobody's analyzed the ROM and figured out the exact algorithm for item drops, including the bits and pieces the video says are still unknown.

Those speedrunner guys though, they always figure out *everything*.

Maybe the obfuscation is so intense that it's impossible to find.  I know you can't look in .exe files to look at code as far as I know so maybe it's something similar there.
Offline Regenuluz
« Reply #6 - Posted 2013-02-17 21:36:51 »

Maybe the obfuscation is so intense that it's impossible to find.  I know you can't look in .exe files to look at code as far as I know so maybe it's something similar there.

Sure you can. It'll just be assembly you'll be looking at, and that's far harder to read/understand than e.g. java source code is. Which may be why no one has bothered to reverse engineer the code, to figure out the algorithm.
Offline Mads

JGO Ninja


Medals: 26
Projects: 3
Exp: 6 years


One for all!


« Reply #7 - Posted 2013-02-17 21:46:43 »

NES games had to be packed super small, so having a feature-rich game was hard, because of the limits. Not only is it probably obfuscated and compressed to hell, but it was probably written in a way to not make it any bigger that it had to be. Kind of like how intense J4K games are sometimes written in an odd non-obvious way.  Smiley

The first zelda game only takes up 129 kb, on my end.

Offline tyeeeee1
« Reply #8 - Posted 2013-02-17 22:02:15 »

NES games had to be packed super small, so having a feature-rich game was hard, because of the limits. Not only is it probably obfuscated and compressed to hell, but it was probably written in a way to not make it any bigger that it had to be. Kind of like how intense J4K games are sometimes written in an odd non-obvious way.  Smiley

The first zelda game only takes up 129 kb, on my end.

IMO it's pretty amazing to see how all those old games that entertained for hours on end were packed up into a minuscule file size like that.
Offline Cero
« Reply #9 - Posted 2013-02-18 01:43:28 »

Yeah its assembly code and really small compressed stuff, so yeah...

I don't even see this as "archaeological". Sure the assembly is ancient, but I mean if you want to have item drops in your game and want it to be balanced kinda - you gotta think about this kinda stuff and write some kind of algorithm

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Offline BrassApparatus

Junior Duke





« Reply #10 - Posted 2013-04-21 05:34:48 »

This is pretty freaking cool
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