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256 x 256 screen maze working.


Gemintronic

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Had to fight with a weird compiler error. Hopefully the last time I'll see "error: Value in 'cmp #256' must be <$100." Also discovered rand didn't change room types often enough. Seems to work better if I swap bits around in the result. Here's an example of what I'm talkin' about:

 

changeworldx
if worldx = 0 then worldx = 255
rand = worldx
mytemp = rand
room_type{0} = mytemp{4} 
room_type{1} = mytemp{1} 
room_type{2} = mytemp{3} 
room_type{3} = mytemp{5} 
room_type{4} = mytemp{7} 
room_type{5} = mytemp{6} 
room_type{6} = mytemp{2} 
room_type{7} = mytemp{0} 
gosub changeroom bank2
return

4 Comments


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A typical LFSR PRNG will go through runs where the numbers are predictable. You could use that to make the a kind of introduction for the first N rooms.

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your other option is to use the 16 bit random number routines.

 

batari Basic Commands - rand

The standard random number generator should be random enough for most games. However, if it isn't random enough, you can optionally specify a 16-bit random number generator. This requires that you set aside one variable, and you can't use this variable for other purposes. To use the improved routine, place:

 

dim rand16 = <var>

 

at the beginning of your program. <var> is one of your 26 variables (a-z.) Then you use rand as you normally would.

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Thanks for the tips! Er, I'll have to get me some learnin' in order to understand what a LFSR PRNG is much less a typical one. Low fidelity serial register pseudo random number generator? So much to study :)

 

The 16 bit number option sounds good. If the score can be broken down into 8 bit numbers maybe I can likewise split the results of the 16 bit random number. Trouble is I'm putting several 8 bit values into the melting pot. I can hardly cope with the score or back up it's values. 16 bit numbers and Batari are another subject to master!

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