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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - An alternative to Romhacking | |
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MathOnNapkins

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Posted on 12-01-04 01:30 AM Link | Quote
I was thinking the other day that in essence a binary file is just a really big number. Take Zelda 3 for instance. It consists of #20000 bytes i.e. 1 megabyte. A file that is 10 bytes long would have 256^10 possible configurations, since each byte can assume 256 values. So then what are the odds of getting a particular game using a random number generator? Assuming ideal randomness, Zelda 3 is 1 file out of approximately (2.5963705678310007761265964957269 x 10^157826)^262144 files.

Just think how vast that number is. This does not take into account the fact that there could be equivalent compilations of the game, which would make this significantly lower, and there is also empty space in the game, which is useless data. Still I hope you now realize just how unique a game can be.
Geiger

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Posted on 12-01-04 01:42 AM Link | Quote
Ah, but uniqueness is measured only in its relativity. So if one rather unlikely random number is slightly similar to an equally unlikely number, even just a little, one will appear to be a one-off (or cheap imitation) of the other, despite their mathematical uniqueness.

Keep this in mind the next time you play yet another Final Fight engine game.

---Evil Peer
MathOnNapkins

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Posted on 12-01-04 01:48 AM Link | Quote
True. But how cool would it be if you just ran out a random number of this sort and it ended up being a real cool game somehow (without glitches lol)?

Shitty facsimiles don't count, but yeah I thought of that. Every possible romhack is a close approximation to the original game, though numerically it is likely to be quite distant.
Dish

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Posted on 12-01-04 01:53 AM Link | Quote
It would have to be one hell of a random number generator. Random number generators usually produce number that are, more or less, random (well... sequenced and random... see below). To make an operable executable there has to be patterns here and there.

My understanding of how pseudo-random number generators work, is you just have a big math formula with produces garbage numbers... kind of like:

R2 = (m * R1) + a

where 'm' and 'a' are carefully chosen numbers (note they're probably much more complex, but this is just the idea). R2 is the random number you're given, and would also be used as R1 when the formula is run again, giving you a new number... and a 'seed' is used as the starting R1 when the number generator is inited (usually the system time is used as the seed, or some other rapidly changing variable on the system. Older systems like the NES might count a var up every frame and stop as soon as the user presses a button and use that as the seed).

A random number generator is really just a very large string of numbers, each of which are used in order. Like an A->B cause and effect situation. If you get $A9 from the generator and then get $23 after it... if $A9 ever comes up in the generator again... the next number is going to be $23. This makes it pretty much completely impossible to make operable assembly code from a pseudo-random number generator.


All that aside... and assuming you COULD make truely random numbers... the number of possibilities is:

2^( 8 * S )

Where S is the size of the file in bytes. A simple 4-byte file will have 4294967296 (2^32) possibilities.

A 256K file will have 2^2097152 ( or 2^(256 * 1024 * 8) ).

The odds of getting something that doesn't crash.. let alone is a full game... are completely rediculous. You have better odds winning the lotto 5 times in a row.


I debated doing something like this with NES graphics. Like draw a bunch of garbage tiles and sort through them until I found some graphics that would look like I want. But there's just way too many possibilities.


(edited by Disch on 11-30-04 05:02 PM)
Dwedit

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Posted on 12-01-04 01:55 AM Link | Quote
If you're that interested, go download a copy of ROM CORRUPTOR.
MathOnNapkins

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Posted on 12-01-04 02:40 AM Link | Quote
Lol you actually reminded me of something else I was thinking about. What if doctors attempted to figure out the way living humans worked in much the same way a rom corruptor cuts up a rom. *slices off an arm* "Well what does this do?" *Stabs out a spleen* "Well the patient crashed, bring in a fresh patient."
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


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Posted on 12-01-04 02:47 AM Link | Quote
Then medical science would get pretty much nowhere, and there'd be a lot more religious people because of it. Seriously, that's not much of a question.
bbitmaster

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Posted on 12-01-04 02:53 AM Link | Quote
Actually, I had an even weirder idea about how a sort of rom hack evolution could occur.

I know this could never happen in the real world, but assume you have an infinite number of people to play a game who each have an infinite number of faulty copying devices which they will use to pass the game on to several friends. Each person passes the game on to his friend by making a copy, but the copying device isn't perfect and currupts 3 random bytes each time. To combat this, each person makes 5 copies of the game and the person that recieves them plays through each copy and takes the two games that work the best, and makes 5 more faulty copies of each, and passes it on to more friends.

Because they are constantly picking the best ones, it should weed out all of the ones that crash, or don't work.

After this goes on millions and millions of times, would we end up with a whole bunch of variations of this game? After billions, or even trillions of generations what would we end up with? There aren't a million bytes in most nes games to currupt. Would the game start getting better? Or would it gradually get worse and worse until we end up with an extremely glitched up game?

Will we ever know?

gee, I do have the strangest ideas.
Chickenlump

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Posted on 12-01-04 04:25 AM Link | Quote
Originally posted by MathOnNapkins
Lol you actually reminded me of something else I was thinking about. What if doctors attempted to figure out the way living humans worked in much the same way a rom corruptor cuts up a rom. *slices off an arm* "Well what does this do?" *Stabs out a spleen* "Well the patient crashed, bring in a fresh patient."


Heh...in the OLD days, before hospitals and modern medical science, that's pretty much how it went. Trial and error, and documentation along the way.

"I don't need no stinkin' spleen!"
BMF98567
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GO!

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Posted on 12-01-04 01:58 PM Link | Quote
Somehow, I'm reminded of a quote about a bunch of monkeys with typewriters locked in a room for eternity, destined to one day produce the complete works of Shakespeare...
Kitten Yiffer

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Posted on 12-01-04 02:07 PM Link | Quote
But well, I honestly think we wouldn't see many of thoose monkeys using the typewriter as a... typewriter.

Evovling code would be more easy to make on source code level. And that would be intresting...
Kyoufu Kawa
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Posted on 12-01-04 09:37 PM Link | Quote
Originally posted by MathOnNapkins

Every possible romhack is a close approximation to the original game, though numerically it is likely to be quite distant.
That's enough Mr. Data!
*Kawa-oneechan slaps Napkins 'round the head a bit.
Smallhacker

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Posted on 12-02-04 12:18 AM Link | Quote
Generating games randomly... The idea is as interesting as it is unrealistic.
*Corrupts my 99.9999% finished 1000 levels SMW hack*
Hmm... Nope. Crashed the emulator.

Hey... Wait... Uh oh... I forgot to backup the ROM! *Runs around screaming*
MathOnNapkins

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Posted on 12-02-04 04:46 AM Link | Quote
Disch: lol. Yeah this is sort of a joke topic in that I realize "ideal" randomness just isn't a possibility, particularly with computers. However, the other method is to "try" every number starting with 0,1,2,3,4,... until you find actual working programs. The sheer inefficiency of the process would have you working until the end of the universe.
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