Open fedejinich opened 8 hours ago
The simulator is only used to simulate random events as they occur in the game, it has no concept of a sequence of inputs or whether it's winning or losing, it just spits out data.
The process of converting that data into a winning sequence is manual. All the simulator does is provide assurance that certain events will or won't happen.
For gameplay, you have to actually run the game in an emulator. A typical workflow might be something like, using the simulator to discover the seed/seeds that get the worst results, going to an emulator, changing the rng in memory to whatever the seed the simulator spit out was, and then recording that section using inputs that you've manually mapped to translate theoretical simulation (which has no concept of dialogue boxes, menus, wait times, etc.) into gameplay.
The sequence in the other repository is the winning sequence that I've made manually, still has some wrinkles to iron out, but to do a run you'd just run a lua script with the list of inputs you want executed.
got it, thanks for answering! great project btw:)
Hi! really nice project, I just have a few questions:
I'm trying to do a very simple and little run of the project but I don't get how to reproduce it.