Hello.
So, after reading some threads on in-battle and post-battle randomness, I wonder if there is a way to manipulate (in a non-TAS setting for the PC version) drop rates.
I do know that drops are determined after the battle using the RNLUT found in the kernel.bin.
Here is what I am asking myself and have not been able to find answers to:
1) How is the seed for the RNLUT drop check derived? Is the kernel.bin RNLUT also used for in-batte checks?
Imagine that, after killing 3 enemies, I knew the drop rate RNLUT check pointer started at the first number in that table (63h), which means that the first three numbers in the table (63h, 06h and F0h, respectively) would be used for the drop rate check. Would running away from any encounter after that battle before eventually killing 3 more enemies allow me to get the RNLUT entries just after the first three ones used in the previous drop rate check, so 23h, F8h and E5h for the next drop rate check?
2) Imagine I kill 3 enemies in a battle (say 2 Mirage and 1 Dorky Face for a Mirror drop in the Nibelheim Shinra Mansion). Is the order in which I kill the enemies relevant in the drop rate check? I assume not as I find it unlikely the game even tracks the order of killing.
Thanks in advance and feel free to point out anything I might not have yet considered.