Re:Conceptually, how does replay work in a game?
by mcbarry on Sunday June 20, 2010 @09:16PM
(#1447594)
If it's anything like SNES/Genesis/other console emulators, the only entropy source is player input. I can't imagine many arcade machines would have a true persistant clock, and even then you could just store the start time as part of the replay data to ensure you get the same output for rand(time()) each time.
I take it the inputs are recorded with tick-level accuracy? Otherwise rand(time()) would screw everything up.
Is that all there is to it, or am I missing something?