The current position of the random number has been changed to not reset when resetting the random number table.
Purpose of this change
In the original, after resetting the random number table, it is always read from the beginning of the random number table. When the combat animation is set to "Real", the random number table is reset every time the game returns to the map. People say that this makes the random numbers used unbalanced, resulting in hit-or-miss situations that are unfavorable to the player.
With this change, at least you won't be using the same random number all the time. It won't be completely shuffled since it will refer to one of the 55 random numbers in the table after the reset, but it's better than nothing at all.
Regarding specific changes
I used nop to disable the following processing.
80:B14A 9C A2 04 stz $04A2 ; RNIndex
JSL $80:B146 is the process that resets the random number table, and the above process sets the reference position of the random number stored in $7e04A2 to 0.
About controlling the random number generation by players
Conventional random number control assumes that the reference position of the random number is reset, but this method no longer works. The reference position of the random number can be easily seen by looking at the memory viewer, but I think that it became quite difficult to identify random numbers during gameplay.