Re: A86: Re: Random Numbers
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Re: A86: Re: Random Numbers
Exact probability? That's an oxymoron if I've ever
heard one ;).
--- David Phillips <david@acz.org> wrote:
>
> I am using this routine in my current game, and it
> works rather well. If
> you need truely random numbers, then this won't
> work. But this works fine
> for making random decisions where exact probability
> doesn't matter (like AI,
> random powerups, etc.). It's advantage is it's
> small, fast, and doesn't
> destroy the flags. Calling the rom routines will be
> a little smaller, but
> MUCH slower.
>
> ; a fast, yet decent random number generator
> ; returns: a = psuedo random number
> ; destroyed: flags
> ; totals: 93 t's / 17 bytes (including ret)
> RandomNumber:
> push bc
> ld a,r
> ld b,a
> ld a,($1234)
> _@RandomNumberSeed =$-2
> ld c,a
> ld a,(bc)
> ld (_@RandomNumberSeed),a
> xor b
> sub b
> add a,c
> pop bc
> ret
>
>
>
> >
> > How can I get random integers? Is there a command
> like
> > BASIC's randint? I see randint in the token
> lists, is this the only
> > way? I have looked for tutorials on tokens,
> 'cause I don't know
> > about them, but haven't found any. Could someone
> help me? Thanks
>
>
>
>
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