hectohertz
Smash Ace
rough answer: a PRNG that is not a CSPRNG (very expensive to calculate) is likely to have some clustering (more likely to produce values in certain ranges than others), these are usually "large" ranges though. so the clustering tends to show up in the high order bits, as there will be a tendency to generate numbers in a certain range. even in the "hot ranges", the distribution inside those should be approximately random, hence the low order bits should be more randomOk cool. Is there a specific reason why?
There's not enough free space at the moment. I'd have to separate it out into it's own code and get new injection points for it. I'm not going to be doing this, though, until after I do more testing to get additional code lines.
also feature request: frame advance style pause (either CSS trigger, or a way to activate it in game or something.) i find myself going into the debug menu to change that pretty frequently. it be cool to not have to do that.
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