Subject: [stella] Random Numbers From: Erik Mooney <emooney@xxxxxxxxxxxxxxxx> Date: Wed, 14 Feb 2001 13:26:01 -0500 |
On Wed, 14 Feb 2001 12:30:52 -0500, you wrote: >On Wed, 14 Feb 2001 17:09:12 +0100, you wrote: > >>4 - Enabled the Missile to display something that, nearly but not >> totally, looks different than a pistol (#1) >> >>#1 Uhm, I read the german translation of 'The Restaurant At The End Of >>The Universe' and tried to re-translate that joke. If it shows no >>similarity to the original words at all now, it's only 50% my fault. > >The wording was a bit different - the original was "a liquid that was >almost, but not quite, entirely unlike tea", but the joke was quite >recognizable :) Whoops, I did not mean to cc the list on that, so sorry to clutter up with both that message and this one :) Andrew Davie wrote: >elegant). ESPECIALLY when using a dodgy random number routine which isn't >really nearly random at all. >Random > ; Generate a pseudo-random number > > lda rnd > lsr > lsr > sbc rnd > lsr > ror rnd+1 > ror rnd > ror rnd > rts Anyways, to make this post have some useful content, yes, that is a horrible random number generator :) If I read the source correctly, rnd+1 is a byte that holds a bunch of flags for the game state. Very not random. For a mathematically sound random number generator that fits well on the 2600 (although requiring 4 bytes of RAM), see my post from way back when at http://www.biglist.com/lists/stella/archives/199703/msg00296.html . (I tried finding my sources for that on the web with no success.) - Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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