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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
9 changed files with 141 additions and 50 deletions

View File

@@ -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. |

View File

@@ -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