Log inRegister an accountBrowse CSDbHelp & documentationFacts & StatisticsThe forumsAvailable RSS-feeds on CSDbSupport CSDb Commodore 64 Scene Database
You are not logged in - nap
CSDb User Forums


Forums > C64 Coding > Random number generation
2005-06-20 18:49
Wanderer
Account closed

Registered: Apr 2003
Posts: 478
Random number generation

I've been out of coding for so long that I no longer remember how to generate random numbers.

I remember I used to use a method where I'd pull a note from the SID chip music being played and add on the 'seconds' from the built in clock. It actually worked pretty good for my intentions.

I know BASIC has a RND function, and pardon me for asking but what method would YOU use to obtain a random number. There must be an easier method than what I'm using. I'm looking for an ASSEMBLY method :)

It's been so long, that I really forget all I ever learned :)
 
... 11 posts hidden. Click here to view all posts....
 
2008-06-23 09:32
Mace

Registered: May 2002
Posts: 1799
HCL: a way to not miss values is to use the random generator to sort a table instead of generating values.
If a number is missed, it means that the value will be the same as the table index.
Catch my drift?

Then again... if it's a fader you only use once, you could also just pre-calc the random and fix errors by hand ;-)
2008-06-23 10:27
Monte Carlos

Registered: Jun 2004
Posts: 359
I have never done it, but i would try it the following way:
Start at an arbitrary x position, add a prime a little smaller than 320 and use the modulo it as the next x position. If i am right, all the x coordinates should be returned exactly one time until you reach a common multiple of your prime an 320.

Monte
2008-06-23 11:46
Partz
Account closed

Registered: Jun 2008
Posts: 17
Quote: Waking up this thread again :). Is there any known way to modify the eor-feedback routine (see latest post by Graham) to generate *a bit more* predictable values?.. What i'm after is to have values that increase, but still are a bit random, keeping the property of not missing any values.

What i want to do is a fade-effect which fills the screen with dots/pixels from right to left in a random manner. Something like:

for i=0 to 319
xpos = i + 5*rnd(0)
next i

The above basic shit will of course miss some values and returning other values twice, and.. it's in basic :P. Any ideas?


I did something similar to this on the PC in C. I plotted n number of pixels per frame some of which were duplicated and some pixels never hit at all. At a certain point in time enough of the screen is filled with pixels such that doing a screen wipe still gives the perception that the screen was filled by the random number generator. It didn't matter that my random number generator didnt cover all values.
2008-06-23 12:00
HCL

Registered: Feb 2003
Posts: 728
@Partz: OMG, that sounds like the way i *don't* want to do it :).

@Mace: Hmm, sorting a table!? I don't want to sort, i want numberzzz ;). ..and precalcing is not the answer either, but thnx anyways :).

@Monte Carlos: Yeah!! That's the kind of answer i want. But.. sounds too complicated to even try :/. Well, let's say we have 0-39 instead of 319.. I start with x = 7. Add prime smaller than 40 = 37, i get 7 + 37 = 44. then i do modulo 39 -> 4. Hmm, i get the sequence.. 7,4,1,38,35,33,30,27.. a bit too predictable ;). Need some magic eor shit also, don't i?
2008-06-23 13:26
Shadow
Account closed

Registered: Apr 2002
Posts: 355
That White Flame 0-ff randomizer is great, I am so stealing that for my BASIC-screen remove effect!
2008-06-23 13:45
Mace

Registered: May 2002
Posts: 1799
HCL wrote:
Quote:
Hmm, sorting a table!? I don't want to sort, i want numberzzz ;)
Sure, but you know what the range is, right? Then put that in a table and random re-arrange/sort those...
But I think you're smart enough to understand what I meant the first time, so... have it your way ;)
2008-06-23 14:08
HCL

Registered: Feb 2003
Posts: 728
@Mace: Oh, so you mean.. start with a linear table from 0 to (range - 1). Then randomly scramble *a little* using bouble sort.. Ah, there the sort comes in :). Is that it? Hehe sounds really cute :).
2008-06-23 14:37
Monte Carlos

Registered: Jun 2004
Posts: 359
Perhaps my fault was to choose a prime close to 40.
Starting at zero, 17 gives: 0,17,34,11,28,5,22,9,26,3,20,37,14,...
This is much more random. Perhaps the clue lies in the finding of a suitable prime.
I'll try this @ home. It's bugging me too, now!

Monte
2008-06-23 15:42
Mace

Registered: May 2002
Posts: 1799
HCL wrote:
Quote:
@Mace: Oh, so you mean.. start with a linear table from 0 to (range - 1). Then randomly scramble *a little* using bouble sort.. Ah, there the sort comes in :). Is that it? Hehe sounds really cute :).
Indeed.
See, I didn't underestimate you ;-)
2008-06-23 19:35
Monte Carlos

Registered: Jun 2004
Posts: 359
@HCL:

I tried my idea now, and it suxx. Don't do it this way.

Monte
Previous - 1 | 2 | 3 - Next
RefreshSubscribe to this thread:

You need to be logged in to post in the forum.

Search the forum:
Search   for   in  
All times are CET.
Search CSDb
Advanced
Users Online
Mike
LKP/CFN
Deev/Onslaught
kbs/Pht/Lxt
Aomeba/Artline Desig..
zscs
Lazycow
TheRyk/MYD!
t0m3000/hf^boom!^ibx
Case/Padua
St0rmfr0nt/Quantum
MWR/Visdom
Chesoner/House Designs
katon/Lepsi De
The Syndrom/TIA/Pret..
Youth
Guests online: 127
Top Demos
1 Next Level  (9.7)
2 13:37  (9.7)
3 Mojo  (9.7)
4 Coma Light 13  (9.6)
5 Edge of Disgrace  (9.6)
6 What Is The Matrix 2  (9.6)
7 The Demo Coder  (9.6)
8 Uncensored  (9.6)
9 Comaland 100%  (9.6)
10 Wonderland XIV  (9.6)
Top onefile Demos
1 No Listen  (9.6)
2 Layers  (9.6)
3 Cubic Dream  (9.6)
4 Party Elk 2  (9.6)
5 Copper Booze  (9.6)
6 Dawnfall V1.1  (9.5)
7 Rainbow Connection  (9.5)
8 Onscreen 5k  (9.5)
9 Morph  (9.5)
10 Libertongo  (9.5)
Top Groups
1 Performers  (9.3)
2 Booze Design  (9.3)
3 Oxyron  (9.3)
4 Censor Design  (9.3)
5 Triad  (9.3)
Top NTSC-Fixers
1 Pudwerx  (10)
2 Booze  (9.7)
3 Stormbringer  (9.7)
4 Fungus  (9.6)
5 Grim Reaper  (9.3)

Home - Disclaimer
Copyright © No Name 2001-2024
Page generated in: 0.038 sec.