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699ac9ab93 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>
2026-08-05 06:43:17 -04:00
18 changed files with 206 additions and 272 deletions

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@@ -9,6 +9,7 @@ so a call with the wrong number is a syntax error rather than a surprise.
| Function | Args | Form | What it gives | | Function | Args | Form | What it gives |
|---|---|---|---| |---|---|---|---|
| `ABS` | 1 | `ABS(n)` | The absolute value of an integer or float. | | `ABS` | 1 | `ABS(n)` | The absolute value of an integer or float. |
| `ASC` | 1 | `ASC(A$)` | The Unicode code point of a string's first character. |
| `ATN` | 1 | `ATN(n)` | Arctangent, in radians. | | `ATN` | 1 | `ATN(n)` | Arctangent, in radians. |
| `BUMP` | 1 | `BUMP(1)` | Which sprites have collided, as a bitmask. **Reading clears it.** | | `BUMP` | 1 | `BUMP(1)` | Which sprites have collided, as a bitmask. **Reading clears it.** |
| `CHR` | 1 | `CHR(n)` | The character for a Unicode code point, as a string. | | `CHR` | 1 | `CHR(n)` | The character for a Unicode code point, as a string. |
@@ -29,6 +30,7 @@ so a call with the wrong number is a syntax error rather than a surprise.
| `RGR` | 1 | `RGR(f)` | The `GRAPHIC` mode (0), the drawing surface's width (1) or height (2) in pixels, or a character cell's width (3) or height (4). | | `RGR` | 1 | `RGR(f)` | The `GRAPHIC` mode (0), the drawing surface's width (1) or height (2) in pixels, or a character cell's width (3) or height (4). |
| `RIGHT` | 2 | `RIGHT(A$, n)` | The rightmost `n` characters. Clamped. | | `RIGHT` | 2 | `RIGHT(A$, n)` | The rightmost `n` characters. Clamped. |
| `RMENU` | 2 | `RMENU(n, f)` | A menu's state: field 0 the highlighted entry, field 1 whether it has been confirmed. **Reading field 1 clears it.** | | `RMENU` | 2 | `RMENU(n, f)` | A menu's state: field 0 the highlighted entry, field 1 whether it has been confirmed. **Reading field 1 clears it.** |
| `RND` | 1 | `RND(n)` | A random integer from 0 up to but not including `n`. |
| `RWINDOW` | 1 | `RWINDOW(f)` | The current text window's rows (0) or columns (1). Field 2 is a C128 screen mode and is refused. | | `RWINDOW` | 1 | `RWINDOW(f)` | The current text window's rows (0) or columns (1). Field 2 is a C128 screen mode and is refused. |
| `RSPCOLOR` | 1 | `RSPCOLOR(n)` | One of `SPRCOLOR`'s two shared registers, 1 or 2. | | `RSPCOLOR` | 1 | `RSPCOLOR(n)` | One of `SPRCOLOR`'s two shared registers, 1 or 2. |
| `RSPHIT` | 2 | `RSPHIT(n, f)` | One of `SPRHIT`'s settings for sprite `n`, in `SPRHIT`'s own argument order: 0 the kind, 1 to 4 the two corners. | | `RSPHIT` | 2 | `RSPHIT(n, f)` | One of `SPRHIT`'s settings for sprite `n`, in `SPRHIT`'s own argument order: 0 the kind, 1 to 4 the two corners. |

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

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@@ -56,10 +56,7 @@ This is a tour of the interpreter's edges, on purpose:
counterpoint: a genuine 24x21 `SPRSAV` type-in sprite, 63 bytes, which is counterpoint: a genuine 24x21 `SPRSAV` type-in sprite, 63 bytes, which is
everything `DATA` has room to say. The paint is the reveal, and the exit is a everything `DATA` has room to say. The paint is the reveal, and the exit is a
stride-63 column dissolve — 63 is coprime to 160, so the walk hits every stride-63 column dissolve — 63 is coprime to 160, so the walk hits every
column once and looks random while carrying no state. The strings come in column once and looks random while carrying no state.
64-character chunks because a source line is 80 columns, like the machines
this pretends to be — the decoder carries its cursor from one `IM$` entry to
the next, and the generator refuses to cut inside a run.
- **And then the picture is video.** Six delta frames loop the floor grid toward - **And then the picture is video.** Six delta frames loop the floor grid toward
you and crawl the sun's slice pattern — full motion video, 1.3 KB total, about you and crawl the sun's slice pattern — full motion video, 1.3 KB total, about
220 bytes a frame. A delta re-encodes only the rows that changed: an `R` 220 bytes a frame. A delta re-encodes only the rows that changed: an `R`
@@ -85,10 +82,6 @@ This is a tour of the interpreter's edges, on purpose:
batch a bar of noise drums. Noise is real: `ENVELOPE`'s sixth argument is a batch a bar of noise drums. Noise is real: `ENVELOPE`'s sixth argument is a