WHITE 2 AND BLACK 2 PUBLIC TEST
-BW2 randomizer now supports Black 2 with full logic
-Updated Twist Mountain winter logic to not include warps blocked by cones
-Far improved Surf and Dive logic
-Fixed minor logic errors in Twist Mountain and Castelia Sewers
WHITE 2 PUBLIC TEST:
-Removed Veteran in Mistralton Cave 1F
-Fixed a logic error in the Sewers side of Relic Passage
-Removed unintended changes
-Fixed a typo that very rarely caused the insertion of a warp-pair between a warp and itself (which in turn caused a 2->1 issue)
WHITE 2 PUBLIC TEST
-Fixed Driftviel Crash
-Removed Royal Unova entry restrictions
*Can now board at any time during the day
*Can now board multiple times per day
-Fixed a wrong warp on the Cruise Dock
-Fixed infinite water in Gym 1 glitch
HGSS:
-Fixed a labeling issue that caused the logic to think the Lavender Name Rater was the Lavender Radio Tower
-Added labels to all notable buildings in lavender town
-Seeds are no longer compatible with previous versions
You now have the ability to share your game via sharing seeds!
*Special thanks to Gameonlp (aka Jan Arne Sparka) for doing the grunt work on this!
*If you forget to write down the seed, it will also be in the first line of the log file
*Not all seeds will be completable
I was thinking of explicitly picking out the color values and storing them into an array, then looping through them to check to see if said color was returned and if so, call the algorithm again to get another random color. I am not sure that is the best practice for this.
Then check the R G B components against each other. For white / black they will all be the same either FFFFFF or 000000. Dark colors or essentially blacks will be close to 0 and with similar enough values, you can add an extra check to prevent those values going through.
For example if they are all below 30 find new number. Additionally if you were interested in removing grayish colors, those colors will have similar RGB values also, for example A1-B2-C2 is a blueish gray. However as those values approach closer to each other they will appear less saturated. E.g. A1-B2-B2. A little fiddling with numbers and you should be able to figure out how saturated / bright you would like them.
The most annoying part of this process would be converting to hex, getting the last two digits then converting back to decimal to work with the appropriate values. Someone else may have a simpler approach.
This will give you the three decimal values for RGB. You may be able to operate on them them in their original hex, though I've not played around with that in Javascript yet. You can convert them back to hex the same way you already have using toString(16) then concatenate the string and add the # symbol to the front.
One easy way is to implement a seeded pseudorandom number generator (PRNG) and generate three numbers from 0 through 255 with that PRNG until the average of those numbers is greater than 30 (not close to black) and less than 220 (not close to white). This is not the best algorithm for avoiding "white-looking" or "black-looking" colors (mx-mn) / (mx+mn) is less than 0.2 (close to gray), where mn and mx are the smallest and biggest of those numbers. This is not the best algorithm for avoiding "gray-looking" colors (since it doesn't consider the complicated issues of human color perception and color spaces), but it may be "good enough" for your purposes. In that sense, adjust the values 30 and 220 value 0.2 as necessary to suit your purposes. See this article for a better algorithm to find a color's chroma (relative saturation).
Does anybody know how to generate white noise or how to design some logic which can produce random number generation (which can simulate white noise) in SIMIT? I would like to use this logic and latch it to simulated signal in SIMIT, in order to produce more realistic industrial jagged signal.
To randomly generate a color (or 'colour' in British English) simply load this page. Press the "Pick a Random Color" button if you want the random color generator to produce another color for you. Our software uses a strong random number generator to produce the values of red, green, and blue that comprise each color. The output is the color, visualized, and its unique code in HEX, RGB and HSL.
If using the random color wheel to generate distinct unique colors i.e. for players in a game, first input the number of players in the first field, then select an appropriate color palette. The color generator supports randomly choosing between red and blue, red and black, and black and white. Additionally you can use the 3-color wheel consisting of the three primary colors (red, yellow, blue), the 6-color wheel which has the three secondary colors (orange, green, violet) on top of these, or the 12-color wheel which contains the six tertiary ones in addition to the primary and secondary ones. Ideally, use a palette with as many colors as the number of unique ones that you need, or slightly more. The maximum supported number of unique colors is twelve, regardless from which palette they are being picked.
As colour is simply visible light at a certain frequency, there are, for practical purposes, an infinite number of colors since the frequency range can be divided almost infinitely. The human eye is pretty good at what it does and can distinguish between about 10 million colors [1]. In theory, we could draw a random color from that infinity.
However, most modern screens and monitors can reproduce over 16 million colors and so this is also the range of colors our color generator picks between. It's virtual "color wheel" consists of 16,777,216 colors, to be precise.
The basis of the functionality is a random number generator which produces random numbers in a specified range which depends on the selected color palette. If the entire colour wheel is specified then it produces numbers from the entire range of each of the hex triplets which are six-digit hexadecimal numbers used in computing applications to represent colors (e.g. HTML colors, CSS colors, SVG, and various other image formats). Since the numbers are picked at random the end result is that it functions as a color randomizer, so basically it is picking colors at random.
If you'd like to cite this online randomizer resource and information as provided on the page, you can use the following citation:
Georgiev G.Z., "Random Color Generator", [online] Available at: -color-generator.php URL [Accessed Date: 27 Jul, 2024].
Our online calculators, converters, randomizers, and content are provided "as is", free of charge, and without any warranty or guarantee. Each tool is carefully developed and rigorously tested, and our content is well-sourced, but despite our best effort it is possible they contain errors. We are not to be held responsible for any resulting damages from proper or improper use of the service. See our full terms of service.
I want to generate an area of random pixels in Photoshop. By random, I mean the 24-bit RGB values of the pixels vary uniformly over the range 0x000000 - 0xffffff. The opacity should not vary. I've experimented with the Add Noise filter, but I can't get anything like the desired effect. Is this possible with Photoshop?
I've just used Add Noise, set to "Uniform" in an empty white document and it looks like a uniform distribution to me, with a mean of 127 as expected, when I look at the histogram (after refreshing it). I tried both default (RGB) and monochromatic.
I don't think there is any way of easily fixing this output to give what you're looking for. I think layering clipped multiple versions of (1) and (2) above could reduce the peaks, but not eliminate them entirely. Probably time to roll your own code.
This wiki is being deprecated and will no longer be updated. We have launched a brand new wiki on our own Wiki.js server, which will be based off of rewrite and will be the official source for all future information and content related to Official Randomizer Wiki.
A badge that was obtainable during October 2020 when on the Randomness map if you jumped into the white portal (which now leads to Branch).After you jumped inside, you would have a boss fight against an Obama Prism.After defeating the boss, you would see a white door (same to the one that lets you inside) and be teleported back to Randomizer and be given the badge
My first Kubrow was a skinny white Sunika Kubrow. Maxed him out and decided to try for the other breeds. So far I've bred four random Kubrows (no imprints) and all four have been white Sunika Kubrows of various sizes. Is my account fixed to only breed white Sunikas so that I have to trade imprints for the other breeds or am I just having really bad luck?
Noise Generator is an online tool to generate and shape white, pink and brownian noise. It can be used to block out other distracting noises (noise masking), to increase concentration or simply to have a little bit of fun.
In noise lab the frequency of the binaural beat as well as the frequency of the carrier wave can be customized. Different wave forms are available as well. The LFO section (Rate & Depth controls) modulate the frequency of the carrier wave. When mix is set to zero the effect is completely disabled.
The filter section consists of a low pass filter whose cut-off frequency can be modulated using 2 LFOs. It can be used to give the noise a bit of motion, a bit like wind or the sea. When mix is set to zero the effect is completely disabled.
Fischer random chess, also known as Chess960 ('chess nine-sixty'), is a variation of the game of chess invented by the former world chess champion Bobby Fischer.[1] Fischer announced this variation on June 19, 1996, in Buenos Aires, Argentina.[2][3][4] Fischer random chess employs the same board and pieces as classical chess, but the starting position of the pieces on the players' home ranks is randomized, following certain rules. The random setup makes gaining an advantage through the memorization of openings impracticable; players instead must rely more on their skill and creativity over the board.
c80f0f1006