.DORND2 CLC ; Clear the C flag so the value of the C flag on entry ; doesn't affect the outcome .DORND LDA RAND ; Calculate the next two values f2 and f3 in the feeder ROL A ; sequence: TAX ; ADC RAND+2 ; * f2 = (f1 << 1) mod 256 + C flag on entry STA RAND ; * f3 = f0 + f2 + (1 if bit 7 of f1 is set) STX RAND+2 ; * C flag is set according to the f3 calculation LDA RAND+1 ; Calculate the next value m2 in the main sequence: TAX ; ADC RAND+3 ; * A = m2 = m0 + m1 + C flag from feeder calculation STA RAND+1 ; * X = m1 STX RAND+3 ; * C and V flags set according to the m2 calculation RTS ; Return from the subroutineName: DORND [Show more] Type: Subroutine Category: Maths (Arithmetic) Summary: Generate random numbers Deep dive: Generating random numbers Fixing ship positionsContext: See this subroutine in context in the source code References: This subroutine is called as follows: * DEATH calls DORND * DETOK2 calls DORND * ESCAPE calls DORND * GVL calls DORND * LASLI calls DORND * LL9 (Part 1 of 12) calls DORND * Main flight loop (Part 8 of 16) calls DORND * Main flight loop (Part 11 of 16) calls DORND * Main game loop (Part 1 of 6) calls DORND * Main game loop (Part 2 of 6) calls DORND * Main game loop (Part 4 of 6) calls DORND * Main game loop (Part 5 of 6) calls DORND * MT18 calls DORND * MVTRIBS calls DORND * nWq calls DORND * OUCH calls DORND * SFS1 calls DORND * SOLAR calls DORND * SPIN calls DORND * STARS1 calls DORND * STARS2 calls DORND * STARS6 calls DORND * SUN (Part 3 of 4) calls DORND * TACTICS (Part 1 of 7) calls DORND * TACTICS (Part 2 of 7) calls DORND * TACTICS (Part 3 of 7) calls DORND * TACTICS (Part 4 of 7) calls DORND * TACTICS (Part 5 of 7) calls DORND * TACTICS (Part 7 of 7) calls DORND * TT18 calls DORND * TT210 calls DORND * Ze calls DORND * PTCLS2 calls via DORND2
Set A and X to random numbers (though note that X is set to the random number that was returned in A the last time DORND was called). The C and V flags are also set randomly. If we want to generate a repeatable sequence of random numbers, when generating explosion clouds, for example, then we call DORND2 to ensure that the value of the C flag on entry doesn't affect the outcome, as otherwise we might not get the same sequence of numbers if the C flag changes.
Other entry points: DORND2 Make sure the C flag doesn't affect the outcome