4K HP 67 Games rom attached for testing
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11-11-2016, 07:10 PM
(This post was last modified: 11-11-2016 08:23 PM by Dieter.)
Post: #118
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RE: 4K HP 67 Games rom attached for testing
(11-11-2016 03:19 PM)Gene Wrote: Good point on the R routine. Let's go with your PI ^ 3 approach, ... FTR: it's not "my" approach. I read the PPC journal RNG article you posted and there the (x+pi)³ generator was considered a good one. So why not use it? (11-11-2016 03:19 PM)Gene Wrote: ...but RCL + (recall arithmetic) does not work on an HP 41c, cv, or cx, as you say. To preserve the stack, what about this (or something such)? If you really want to do it only in X I'd prefer it this way: Code: LBL R But in our case we should stick to the usual 2-level version. This is the way the RNGs in the original programs work (except one that uses the frac(arctan) method) , and who knows if a change in the stack levels will not mess up something. (OK, I don't think this will happen, but I'd have to check this first). As usual, I would like to add an ABS instruction to make sure the RNG can also handle negative seeds. (11-11-2016 03:19 PM)Gene Wrote: On the 2636 game, let's leave it with the 130 RN's as it was intended. Emulators run it just fine and the 41CL runs it fine at 50X. That's an important point. The one or other program has VIEW or AVIEW commands where the execution time of a real (tm) hardware 41 is used to display messages for a certain time. For instance in 2636: on a regular 41 calculating the 10-digit number takes, say, 8 or 10 seconds. This time is used to display the previous number. If an emulator now runs 50 or 100x as fast... I have even modified the moon lander's "flashing output" routine at LBL 04 so that – similar to the much slower 67 – the display actually flashes. At least it does so on a real 41. #-) Edit: Instead of a flashing display, what about this 41-specific output? Code: 123 ;-) Dieter |
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