Date: Mon, 14 Apr 1997 15:59:12 +0000 (GMT) From: firstname.lastname@example.org (Erik Mooney) Subject: Re: [stella] demo update: PCMSD20.BIN Sender: email@example.com To: firstname.lastname@example.org Message-id: <email@example.com> >Hmmmm... can we see it? :) I posted it a little while back, but here it is again for those of you who missed it. I'm using it for the bombs in my game, so it works at least pretty well. I did find the following algorithm: it uses a 31-bit register initialized to any nonzero value. A random bit is generated by XORing bits 27 and 30 of the register, then shifting the entire thing one bit to the left and placing the new bit on the right. If you want a random byte, simply call the algorithm eight times and read the lowest 8 bits of the register. This algorithm produces a sequence of (2^31 - 1) random bits before repeating. To seed the register, you can generate one random bit every frame whether you need it or not; then, your register can have at least 200 different values by the time the user presses Reset. Some code for the procedure: ;Rand1, Rand2, Rand3, Rand4 are RAM locations, initialized to any nonzero ;value at program start (I use $6D) ;RandomBit generates one random bit. ;RandomByte generates one random byte and returns it in the accumulator. RandomBit lda rand4 asl asl asl eor rand4 ;new bit is now in bit 6 of A asl asl ;new bit is now in carry rol rand1 ;shift new bit into bit 0 of register; bit 7 goes into carry rol rand2 ;shift old bit 7 into bit 8, etc. rol rand3 rol rand4 rts RandomByte ldx #8 RandomByte1 jsr RandomBit dex bne RandomByte1 lda rand1 rts -- Archives available at http://www.biglist.com/lists/stella/archives/ E-mail UNSUBSCRIBE in the body to firstname.lastname@example.org to be removed.