General Parameters

Auto-Corrupt

When this is enabled, RTC will attempt to Generate and Execute a BlastLayer on every Emulation Step. The amount of corruption can be set by changing the Intensity and Error Delay settings.

Manual Blast

Alternatively to Auto-Corrupt, Blasting a game with corruption can be triggered manually.

Blasts with a bigger Intensity can be as effective as a controlled stream of corruption. It does give the user more control on when the game is altered.

Error Delay

Only Applicable to Auto-Corrupt.

The Error Delay is a divider to the amount of generated corruption. This defines Auto-Corrupt will Blast the game every X steps.

Example of how generation works with Error Delay: 1 second @ 60fps with Intensity 500 and Error Delay 1 will generate 30k units 1 second @ 60fps with Intensity 30k and Error Delay 60 will generate 30k units. The difference is that the first one will generate a constant stream of units while the second one will generate a big block of units every second.

It should be worth noting that tweaking the Error Delay is NOT necessary to get corruption results. It only serves as a way to space out blasts during auto-corrupt.

Intensity

The Intensity is a multiplier to the amount of generated Units in a Blast

Generally, the higher the Intensity is, the more corruption will happen

Some engines generate Active Units, which execute code on every frame that they are active. There is a maximum amount of 50 active units by default. This setting can be changed in the engine settings (when applicable) or in Settings and tools -> Corruption Settings

This means that a Blast with 100 Intensity while Max Active Units is set to 50 will have the same result as a blast with 50 intensity, given that the currently selected engine generates Active Units.

Blast Radius

When a Blast is generated, RTC can target multiple Memory Domains at once. Changing the Blast Radius affects how corruption scatters across the selected Memory Domains.

Spread: Randomly spread across the Memory Domains.

Chunk: Sent to a single zone that is randomly selected among the selected Memory Domains.

Burst: 10 Chunks of 1/10 of the total Intensity.

Even: Apply the blasts evenly spread through all selected domains.

Proportional: Apply the blasts proportionally through all selected domains based on the sizes.

Normalized: Iterate through all selected domains and apply blasts of intensity / (size of largest domain / size of current domain)

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