Posted March 02, 2019
rtcvb32
echo e.lolfiu_fefiipieue|tr valueof_pi [0-9]
rtcvb32 Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Aug 2013
From United States
aaroxerxes
New User
aaroxerxes Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Nov 2018
From United States
Posted March 02, 2019
aaroxerxes: Paladin, I was able to install the update but now the game freezes when I try to move the character on teh opening game screen. Im thinking the cycle rate might be wrong. when I open DosBox, Ctrl-F12 does not do anything. I typed in "Cycle=full" to maximize the cycle rate, but that didnt seem to do anything. any suggestions?
Grargar: It doesn't work with "Cycle=3000"? dtgreene
vaccines work she/her
dtgreene Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Jan 2010
From United States
Posted March 02, 2019
Kayx291: In Ultima 3's case ya need a community patch which adds not only the music but also lets ya pick either EGA or VGA graphics (For Ultima 2 there's only graphics mod like that).
rtcvb32: Not a surprise. Old DOS had the worst ports due to hardware limitations, while Amiga did the best. It's as thouth the RNG isn't really random, but is rather just something like a counter.
(Also, the Amiga ports of the Bard's Tale games are apparently quite buggy, so this isn't the best computer for those RPGs either.)
jkiiskinen
in space
jkiiskinen Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Dec 2009
From Finland
Posted March 02, 2019
Note that the correct setting is cycles, not cycle. Ultima III with Voyager Dragon's patch works fine for me with all the DOSBox cpu related settings set to auto, so you might try that as a starting point.
[cpu]
core=auto
cputype=auto
cycles=auto
And, again, to recapitulate: it's cycles, not cycle. ;)
[cpu]
core=auto
cputype=auto
cycles=auto
And, again, to recapitulate: it's cycles, not cycle. ;)
rtcvb32
echo e.lolfiu_fefiipieue|tr valueof_pi [0-9]
rtcvb32 Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Aug 2013
From United States
Posted March 03, 2019
dtgreene: the Amiga port had one issue that I noticed; the RNG isn't as random as it should be. Basically, I would get streaks of high or low values far more often than there should be. It got to the point where my chest strategy would be to G)et chests until I get a trap, then switch to magic for chest traps until it fails once and then repeat; this would be faster and safer than other methods
It's as though the RNG isn't really random, but is rather just something like a counter.
Interesting. Could have been a counter, although what kind not sure. It's as though the RNG isn't really random, but is rather just something like a counter.
I'm pretty sure this wouldn't have been a problem in the U3 source code as usually rand (random) is a function provided by the standard library used, so the Amiga one might have had a very bad one. If the game was literally just... incrementing a value to use as RNG (as say a filler for the function or a Debug setting never taken out) that... would probably explain it.
It's possible it could also be based on a ticker counter, where it keeps track of how many cycles the computer has been on. Though other than say the cpu instruction (RDTSC) i'm not sure many places where it would keep track of such timers... IBM machines had a timer that you could adjust and a 16bit value would max out very quickly.
Normally PRNG is calculated by taking the number, adding a large prime, and multiplying against another prime. This gives overall a decent spread of random-ish numbers. I would prefer to use crypto functions in a large blocksize, but that's a bit extreme for games (and far slower). PRNG calculations can also probably be similarly in hash functions.
Curiously that ATARI800 had a RNG data location that generated noise from the audio device... That was interesting to explore.
aaroxerxes
New User
aaroxerxes Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Nov 2018
From United States
Posted March 04, 2019
jkiiskinen: Note that the correct setting is cycles, not cycle. Ultima III with Voyager Dragon's patch works fine for me with all the DOSBox cpu related settings set to auto, so you might try that as a starting point.
[cpu]
core=auto
cputype=auto
cycles=auto
And, again, to recapitulate: it's cycles, not cycle. ;)
thanks. Ill retry. I did have cycle instead of cycles.[cpu]
core=auto
cputype=auto
cycles=auto
And, again, to recapitulate: it's cycles, not cycle. ;)
dtgreene
vaccines work she/her
dtgreene Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Jan 2010
From United States
Posted March 04, 2019
rtcvb32: Normally PRNG is calculated by taking the number, adding a large prime, and multiplying against another prime. This gives overall a decent spread of random-ish numbers. I would prefer to use crypto functions in a large blocksize, but that's a bit extreme for games (and far slower). PRNG calculations can also probably be similarly in hash functions.
This algorithm can lead to problems, such as fixed points (where, if the RNG is given a particular seed, it spits out the same value over and over again). (For purposes of this post, I am using the = sign to denote congruence; normally you'd use a symbol of 3 lines, but my keyboard doesn't have such a key.)
Here's how I can show that there are often fixed point. In any case, the random number sequence is done by iterating a function like
f(x) = ax + b (mod m)
We can solve this for a fixed point:
x = ax + b (mod m)
0 = (a - 1)x + b (mod m)
-b = (a - 1)x (mod m)
Unless (a - 1) = 0 (mod m), if (a - 1) and m are relatively prime, we can solve this function and find a fixed point.of the RNG. (Incidentally, Dragon Warrior 2 on the NES has a flaw in the RNG that can cause this to happen. If this happens, it's obvious; townspeople will always "randomly" move in the same direction, and encounters will either occur every step (at least in certain terrain) or not at all. Note that, if encounters do occur, the game will softlock after the first round of commands is entered.)
Turning the RNG into a simple counting function probably involves something similar, and it is possible for this to happen in Dragon Warrior 3 on the NES.