Add native RND and ASC functions
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Implement bounded random integers with lazy clock seeding and add ASC as the inverse of CHR. Cover dispatch, validation, deterministic LCG output, UTF-8 round trips, function reference, and the breakout tutorial. Closes #16. Co-authored-by: andrew <andrew@aklabs.net>
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@@ -1005,20 +1005,48 @@ IF NUDGE# = 1 THEN GOSUB UNSTICK
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LABEL UNSTICK
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NUDGE# = 0
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STALL# = 0
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RMAX# = 4
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GOSUB RANDOM
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BVX# = (RND# * 3) - 6
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BVX# = (RND(4) * 3) - 6
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IF BVX# = 0 THEN BVX# = 3
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RETURN
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```
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### You have to write your own random numbers
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### Random numbers are built in
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**There is no `RND` in this dialect**, and no `INT`, `SQR`, `ASC` or `TIMER` either. A
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linear congruential generator is nine tokens and does the job. Put the number of possible
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answers in `RMAX#` and read the result from `RND#`:
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There is no `INT`, `SQR` or `TIMER` in this dialect, but
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`RND(n)` returns an integer from zero through `n - 1`. It seeds itself
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from the host clock the first time it is called, so a program only needs the bound:
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```basic
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I# = 0
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FOR I# = 1 TO 5
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PRINT "ROLL " + (RND(6) + 1)
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NEXT I#
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END
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```
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Use `RND` for the serve, too, so the ball does not always leave in the same direction:
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```basic norun
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LABEL SERVE
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PX# = (SCW# - PW#) / 2
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HELD# = 1
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BX# = PX# + ((PW# / 2) - 4)
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BY# = PY# - 10
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BVX# = BSPD#
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IF RND(2) = 0 THEN BVX# = 0 - BSPD#
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BVY# = 0 - BSPD#
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PDEC# = 0
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GOSUB SHOWSPR
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RETURN
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```
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<details>
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<summary>Historical aside: the LCG this chapter used to teach</summary>
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Before `RND` existed, this nine-token linear congruential generator was copied into
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every program. It remains a useful from-scratch PRNG example:
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```basic norun
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SEED# = 12345
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RMAX# = 6
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RND# = 0
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@@ -1035,43 +1063,11 @@ RND# = MOD((SEED# / 65536), RMAX#)
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RETURN
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```
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```output
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ROLL 1
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ROLL 5
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ROLL 2
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ROLL 1
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ROLL 2
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```
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The multiplication stays inside a 64-bit integer for any seed below 2147483648. The
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answer is taken from the middle bits because the low bits of a power-of-two modulus
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barely change from one call to the next. This used to be required; it is now built in.
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The multiplication stays inside a 64-bit integer for any seed below 2147483648, which is
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why the modulus is that number. The answer is taken from the middle bits — `SEED# / 65536`
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— because the low bits of a power-of-two modulus barely change from one call to the next.
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Integer division truncating for free is the `INT` you do not have.
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Seed it from the clock at startup. `TI#` is the host's uptime in sixtieths of a second,
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which is different every time the game is run:
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```basic norun
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SEED# = TI#
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```
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Use `RANDOM` for the serve, too, so the ball does not always leave in the same direction:
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```basic norun
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LABEL SERVE
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PX# = (SCW# - PW#) / 2
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HELD# = 1
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BX# = PX# + ((PW# / 2) - 4)
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BY# = PY# - 10
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RMAX# = 2
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GOSUB RANDOM
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BVX# = BSPD#
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IF RND# = 0 THEN BVX# = 0 - BSPD#
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BVY# = 0 - BSPD#
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PDEC# = 0
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GOSUB SHOWSPR
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RETURN
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```
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</details>
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`HELD#` is the flag Step 6's loop tests: while it is 1 the ball sits on the paddle, and
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`HOLDBAL` keeps it there:
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@@ -1422,9 +1418,7 @@ PX# = PX# + D#
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RETURN
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LABEL DEMOAIM
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RMAX# = 81
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GOSUB RANDOM
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DOFF# = RND# - 40
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DOFF# = RND(81) - 40
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RETURN
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```
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@@ -1501,7 +1495,7 @@ This is the shape of the whole file:
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LABEL SETUP the geometry from Step 2
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the declaration block from Step 3
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the brick faces from Step 5
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SEED# = TI#
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RND(n) seeds itself from the host clock
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the ceiling from Step 9
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GOSUB MKSPR Step 4
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GOSUB SNDPROBE Step 14
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@@ -1576,10 +1570,7 @@ BB# = 0
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RX# = 0
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N# = 0
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MROW# = 0
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RMAX# = 2
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RND# = 0
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SND# = 0
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SEED# = 0
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P$ = ""
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H$ = ""
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S$ = ""
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