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@Pharylon
Last active December 18, 2015 20:49
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Snake for Hackerspace Badges
CON
_clkmode=xtal1+pll16x 'Run at 16x5 = 80mhz!
_xinfreq=5_000_000 'We are using a 5Mhz Crystal
GameSpeedMultiplier = 5
StartingPixels = 4
XBounds = 7
YBounds = 6
S2Pin = 17
S3Pin = 18
S4Pin = 19
OBJ
rr: "RealRandom.spin"
printer: "LedPrinter"
VAR
byte SnakePixelsX[56]
byte SnakePixelsY[56]
byte CurrentLength
long DrawStack[20]
long MoveStack[20]
long InputStack[20]
long NumberArray[10]
byte GraphicsCogID
byte CurrentDirection ' 0 is up, 1 is right, 2 is down, 3 is left.
long Seed
byte FruitX
byte FruitY
byte FruitExists
long FruitValue
byte InputQueued
byte ButtonPressed
byte GameState '0 is pre-game 1, is during game, 2 is post-game.
long Score
PUB Main
cognew(Input, @InputStack)
cognew(OpeningDisplay, @DrawStack)
repeat while GameState == 0
waitcnt(clkfreq/5 + cnt)
waitcnt(clkfreq + cnt)
initializeSnake
cognew(Graphics, @DrawStack)
GenerateFruit
repeat while GameState == 1
GameTick
waitcnt(clkfreq/GameSpeedMultiplier + cnt)
waitcnt(clkfreq * 2 + cnt)
COGSTOP(GraphicsCogID)
EndGame
pri Input
repeat
if ina[S2Pin] == 0 AND InputQueued == 0 AND ButtonPressed == 0
ButtonPressed := 1
waitcnt(clkfreq/10 + cnt)
TurnCounterClockwise
WatchForButtonRelease(S2PIN)
elseif ina[S4Pin] == 0 AND InputQueued == 0 AND ButtonPressed == 0
ButtonPressed := 1
waitcnt(clkfreq/10 + cnt)
TurnClockwise
WatchForButtonRelease(S4PIN)
elseif ina[S3Pin] == 0 AND GameState == 0
COGSTOP(GraphicsCogID)
GameState := 1
pri WatchForButtonRelease (PIN) | i
repeat while i < 4
if ina[PIN] == 1
i++
else
i := 0
ButtonPressed := 0
pri TurnCounterClockwise
if CurrentDirection == 0 AND InputQueued == 0
CurrentDirection := 3
elseif InputQueued == 0
CurrentDirection -= 1
InputQueued := 1
pri TurnClockwise
if CurrentDirection == 3 AND InputQueued == 0
CurrentDirection := 0
elseif InputQueued == 0
CurrentDirection += 1
InputQueued := 1
pri GameTick | collision,i
collision := DetectEatFruit
if collision == 1
eatFruit
repeat i from CurrentLength -1 to 1
SnakePixelsX[i] := SnakePixelsX[i - 1]
SnakePixelsY[i] := SnakePixelsY[i - 1]
if CurrentDirection == 0
SnakePixelsY[0] += 1
elseif CurrentDirection == 1
SnakePixelsX[0] -= 1
elseif CurrentDirection == 2
SnakePixelsY[0] -= 1
elseif CurrentDirection == 3
SnakePixelsX[0] += 1
InputQueued := 0
DetectOutOfBounds
DetectSelfCollision
if FruitExists == 1
FruitValue -= 1
pri DetectSelfCollision | i,n
repeat i from 1 to CurrentLength - 1
if SnakePixelsX[0] == SnakePixelsX[i] AND SnakePixelsY[0] == SnakePixelsY[i]
FruitX := SnakePixelsX[i]
FruitY := SnakePixelsY[i]
FruitExists := 1
GameState := 2
pri DetectOutOfBounds
if SnakePixelsX[0] > XBounds OR SnakePixelsY[0] > YBounds OR SnakePixelsX[0] < 0 OR SnakePixelsY[0] < 0
GameState := 2
FruitX := SnakePixelsX[1]
FruitY := SnakePixelsY[1]
PRI OpeningDisplay
GraphicsCogID := COGID
repeat while GameState == 0
Printer.Print(string("PRESS S3 TO START"))
pri eatFruit
FruitExists := 0
SnakePixelsX[currentLength] := SnakePixelsX[CurrentLength - 1]
SnakePixelsY[currentLength] := SnakePixelsY[CurrentLength - 1]
CurrentLength++
Score += FruitValue
GenerateFruit
pri clearScreen
dira[20..27] := 0
pri Graphics | i,Counter
GraphicsCogID := COGID
repeat
if GameState == 1
repeat i from 0 to CurrentLength - 1
lightPixel(SnakePixelsX[i], SnakePixelsY[i])
elseif GameState == 2
repeat i from 1 to CurrentLength - 1
if SnakePixelsX[i] <> FruitX OR SnakePixelsY[i] <> FruitY
lightPixel(SnakePixelsX[i], SnakePixelsY[i])
if FruitExists == 1 AND Counter > 50
lightPixel(FruitX, FruitY)
Counter := 0
Counter++
pri GenerateFruit | collision
collision := 1
repeat while collision == 1
fruitX := Roll(0, 7)
fruitY := Roll(0, 6)
collision := DetectFruitCollision
FruitExists := 1
FruitValue := 100
pri DetectFruitCollision | collision, i
repeat i from 0 to CurrentLength - 1
if FruitX == SnakePixelsX[i] AND FruitY == SnakePixelsY[i]
collision := 1
return collision
pri DetectEatFruit | collision
if FruitX == SnakePixelsX[0] AND FruitY == SnakePixelsY[0]
collision := 1
return collision
pri Roll(minValue, maxValue) : returnValue
returnValue := ||(Seed?//256)
repeat while returnValue < minValue OR returnValue > maxValue
returnValue := ||(Seed?//256)
return returnValue
pri lightPixel(X, Y)
dira[20..27] := 0
dira[X + 20] := 1
outa[X + 20] := 0
if X > Y
dira[Y + 20] := 1
outa[Y + 20] := 1
else
dira[Y + 21] := 1
outa[Y + 21] := 1
pri EndGame | ScoreText,TempScore,i
COGNEW(DrawX, @DrawStack)
waitcnt(clkfreq + cnt)
COGSTOP(GraphicsCogID)
TempScore := Score
ScoreText := string("SCORE ")
if Score > 999
i := (TempScore - (TempScore // 1000)) / 1000
TempScore -= i * 1000
bytemove(ScoreText+strsize(ScoreText),NumberArray[i],strsize(NumberArray[i])+1)
if Score > 99
i := (TempScore - (TempScore // 100)) / 100
TempScore -= i * 100
bytemove(ScoreText+strsize(ScoreText),NumberArray[i],strsize(NumberArray[i])+1)
if Score > 9
i := (TempScore - (TempScore // 10)) / 10
TempScore -= i * 10
bytemove(ScoreText+strsize(ScoreText),NumberArray[i],strsize(NumberArray[i])+1)
i := TempScore
bytemove(ScoreText+strsize(ScoreText),NumberArray[i],strsize(NumberArray[i])+1)
repeat
Printer.Print(ScoreText)
pri DrawX | i
GraphicsCogID := COGID
repeat
repeat i from 0 to 7
lightPixel(i, i)
lightPixel(i, XBounds - (i + 1))
Pri initializeSnake
CurrentDirection := 1
CurrentLength := 4
SnakePixelsX[0] := 4
SnakePixelsY[0] := 3
SnakePixelsX[1] := 5
SnakePixelsY[1] := 3
SnakePixelsX[2] := 6
SnakePixelsY[2] := 3
SnakePixelsX[3] := 7
SnakePixelsY[3] := 3
NumberArray[0] := string("0")
NumberArray[1] := string("1")
NumberArray[2] := string("2")
NumberArray[3] := string("3")
NumberArray[4] := string("4")
NumberArray[5] := string("5")
NumberArray[6] := string("6")
NumberArray[7] := string("7")
NumberArray[8] := string("8")
NumberArray[9] := string("9")
rr.Start
Seed := rr.Random
rr.Stop
dira[S2Pin] := 0
dira[S3Pin] := 0
dira[S4Pin] := 0
VAR
byte outArray[100]
byte message[4000] 'If your message is 10 characters, each character is 8x7 (56)bytes so 56*10=560 bytes.
byte letters[600]
PUB Print(longString) | X
SetLetters
clearArray(@message,3900)
DrawString(longString, @message, 30)
repeat X from 0 to 250
clearArray(@outArray,80)
copyArray(@message,@outArray,X)
showArray(@outArray,10000)
waitcnt(clkfreq/25 + cnt)
PUB SetLetters
letters[48*6+0]:=%00000000
letters[48*6+1]:=%01111110
letters[48*6+2]:=%01000010
letters[48*6+3]:=%01000010
letters[48*6+4]:=%01000010
letters[48*6+5]:=%01111110
letters[48*6+6]:=%00000000
letters[49*6+0]:=%00000000
letters[49*6+1]:=%01110000
letters[49*6+2]:=%00010000
letters[49*6+3]:=%00010000
letters[49*6+4]:=%00010000
letters[49*6+5]:=%01111100
letters[49*6+6]:=%00000000
letters[50*6+0]:=%00000000
letters[50*6+1]:=%01111110
letters[50*6+2]:=%00000010
letters[50*6+3]:=%01111110
letters[50*6+4]:=%01000000
letters[50*6+5]:=%01111110
letters[50*6+6]:=%00000000
letters[51*6+0]:=%00000000
letters[51*6+1]:=%01111110
letters[51*6+2]:=%00000010
letters[51*6+3]:=%01111110
letters[51*6+4]:=%00000010
letters[51*6+5]:=%01111110
letters[51*6+6]:=%00000000
letters[52*6+0]:=%00000000
letters[52*6+1]:=%01000010
letters[52*6+2]:=%01111110
letters[52*6+3]:=%00000010
letters[52*6+4]:=%00000010
letters[52*6+5]:=%00000010
letters[52*6+6]:=%00000000
letters[53*6+0]:=%00000000
letters[53*6+1]:=%01111110
letters[53*6+2]:=%01000000
letters[53*6+3]:=%01111110
letters[53*6+4]:=%00000010
letters[53*6+5]:=%01111110
letters[53*6+6]:=%00000000
letters[54*6+0]:=%00000000
letters[54*6+1]:=%01111100
letters[54*6+2]:=%01000000
letters[54*6+3]:=%01111110
letters[54*6+4]:=%01000010
letters[54*6+5]:=%01111110
letters[54*6+6]:=%00000000
letters[55*6+0]:=%00000000
letters[55*6+1]:=%01111110
letters[55*6+2]:=%01000010
letters[55*6+3]:=%00000010
letters[55*6+4]:=%00000010
letters[55*6+5]:=%00000010
letters[55*6+6]:=%00000000
letters[56*6+0]:=%00000000
letters[56*6+1]:=%01111110
letters[56*6+2]:=%01000010
letters[56*6+3]:=%01111110
letters[56*6+4]:=%01000010
letters[56*6+5]:=%01111110
letters[56*6+6]:=%00000000
letters[57*6+0]:=%00000000
letters[57*6+1]:=%01111110
letters[57*6+2]:=%01000010
letters[57*6+3]:=%01111110
letters[57*6+4]:=%00000010
letters[57*6+5]:=%00000010
letters[57*6+6]:=%00000000
letters[65*6+0]:=%00000000
letters[65*6+1]:=%00111100
letters[65*6+2]:=%01000010
letters[65*6+3]:=%01111110
letters[65*6+4]:=%01000010
letters[65*6+5]:=%01000010
letters[65*6+6]:=%00000000
letters[66*6+0]:=%00000000
letters[66*6+1]:=%01111100
letters[66*6+2]:=%01000010
letters[66*6+3]:=%01111100
letters[66*6+4]:=%01000010
letters[66*6+5]:=%01111100
letters[66*6+6]:=%00000000
letters[67*6+0]:=%00000000
letters[67*6+1]:=%00111110
letters[67*6+2]:=%01000000
letters[67*6+3]:=%01000000
letters[67*6+4]:=%01000000
letters[67*6+5]:=%00111110
letters[67*6+6]:=%00000000
letters[68*6+0]:=%00000000
letters[68*6+1]:=%01111100
letters[68*6+2]:=%01000010
letters[68*6+3]:=%01000010
letters[68*6+4]:=%01000010
letters[68*6+5]:=%01111100
letters[68*6+6]:=%00000000
letters[69*6+0]:=%00000000
letters[69*6+1]:=%01111110
letters[69*6+2]:=%01000000
letters[69*6+3]:=%01111110
letters[69*6+4]:=%01000000
letters[69*6+5]:=%01111110
letters[69*6+6]:=%00000000
letters[70*6+0]:=%00000000
letters[70*6+1]:=%01111110
letters[70*6+2]:=%01000000
letters[70*6+3]:=%01111110
letters[70*6+4]:=%01000000
letters[70*6+5]:=%01000000
letters[70*6+6]:=%00000000
letters[71*6+0]:=%00000000
letters[71*6+1]:=%00111110
letters[71*6+2]:=%01000000
letters[71*6+3]:=%01001110
letters[71*6+4]:=%01000010
letters[71*6+5]:=%00111100
letters[71*6+6]:=%00000000
letters[72*6+0]:=%00000000
letters[72*6+1]:=%01000010
letters[72*6+2]:=%01000010
letters[72*6+3]:=%01111110
letters[72*6+4]:=%01000010
letters[72*6+5]:=%01000010
letters[72*6+6]:=%00000000
letters[73*6+0]:=%00000000
letters[73*6+1]:=%01111110
letters[73*6+2]:=%00010000
letters[73*6+3]:=%00010000
letters[73*6+4]:=%00010000
letters[73*6+5]:=%01111110
letters[73*6+6]:=%00000000
letters[74*6+0]:=%00000000
letters[74*6+1]:=%01111110
letters[74*6+2]:=%00001000
letters[74*6+3]:=%00001000
letters[74*6+4]:=%01001000
letters[74*6+5]:=%01110000
letters[74*6+6]:=%00000000
letters[75*6+0]:=%00000000
letters[75*6+1]:=%01000110
letters[75*6+2]:=%01011000
letters[75*6+3]:=%01100000
letters[75*6+4]:=%01011000
letters[75*6+5]:=%01000110
letters[75*6+6]:=%00000000
letters[76*6+0]:=%00000000
letters[76*6+1]:=%01000000
letters[76*6+2]:=%01000000
letters[76*6+3]:=%01000000
letters[76*6+4]:=%01000000
letters[76*6+5]:=%01111110
letters[76*6+6]:=%00000000
letters[77*6+0]:=%00000000
letters[77*6+1]:=%01000010
letters[77*6+2]:=%01100110
letters[77*6+3]:=%01011010
letters[77*6+4]:=%01000010
letters[77*6+5]:=%01000010
letters[77*6+6]:=%00000000
letters[78*6+0]:=%00000000
letters[78*6+1]:=%01000010
letters[78*6+2]:=%01000010
letters[78*6+3]:=%01100010
letters[78*6+4]:=%01011010
letters[78*6+5]:=%01000110
letters[78*6+6]:=%00000000
letters[79*6+0]:=%00000000
letters[79*6+1]:=%00111100
letters[79*6+2]:=%01000010
letters[79*6+3]:=%01000010
letters[79*6+4]:=%01000010
letters[79*6+5]:=%00111100
letters[79*6+6]:=%00000000
letters[80*6+0]:=%00000000
letters[80*6+1]:=%01111100
letters[80*6+2]:=%01000010
letters[80*6+3]:=%01111100
letters[80*6+4]:=%01000000
letters[80*6+5]:=%01000000
letters[80*6+6]:=%00000000
letters[81*6+0]:=%00000000
letters[81*6+1]:=%00111100
letters[81*6+2]:=%01000010
letters[81*6+3]:=%01010010
letters[81*6+4]:=%01100010
letters[81*6+5]:=%01111100
letters[81*6+6]:=%10000000
letters[82*6+0]:=%00000000
letters[82*6+1]:=%01111100
letters[82*6+2]:=%01000010
letters[82*6+3]:=%01111100
letters[82*6+4]:=%01011000
letters[82*6+5]:=%01000110
letters[82*6+6]:=%00000000
letters[83*6+0]:=%00000000
letters[83*6+1]:=%00111100
letters[83*6+2]:=%01000000
letters[83*6+3]:=%00111100
letters[83*6+4]:=%00000010
letters[83*6+5]:=%01111100
letters[83*6+6]:=%00000000
letters[84*6+0]:=%00000000
letters[84*6+1]:=%01111100
letters[84*6+2]:=%00010000
letters[84*6+3]:=%00010000
letters[84*6+4]:=%00010000
letters[84*6+5]:=%00010000
letters[84*6+6]:=%00000000
letters[85*6+0]:=%00000000
letters[85*6+1]:=%01000010
letters[85*6+2]:=%01000010
letters[85*6+3]:=%01000010
letters[85*6+4]:=%01000010
letters[85*6+5]:=%00111100
letters[85*6+6]:=%00000000
letters[86*6+0]:=%00000000
letters[86*6+1]:=%01000010
letters[86*6+2]:=%01000010
letters[86*6+3]:=%01000010
letters[86*6+4]:=%00100100
letters[86*6+5]:=%00011000
letters[86*6+6]:=%00000000
letters[87*6+0]:=%00000000
letters[87*6+1]:=%01000010
letters[87*6+2]:=%01000010
letters[87*6+3]:=%01011010
letters[87*6+4]:=%01100110
letters[87*6+5]:=%01000010
letters[87*6+6]:=%00000000
letters[88*6+0]:=%00000000
letters[88*6+1]:=%01000010
letters[88*6+2]:=%00100100
letters[88*6+3]:=%00011000
letters[88*6+4]:=%00100100
letters[88*6+5]:=%01000010
letters[88*6+6]:=%00000000
letters[89*6+0]:=%00000000
letters[89*6+1]:=%01000010
letters[89*6+2]:=%00100100
letters[89*6+3]:=%00011000
letters[89*6+4]:=%00011000
letters[89*6+5]:=%00011000
letters[89*6+6]:=%00000000
letters[90*6+0]:=%00000000
letters[90*6+1]:=%01111110
letters[90*6+2]:=%00000100
letters[90*6+3]:=%00011000
letters[90*6+4]:=%00100000
letters[90*6+5]:=%01111110
letters[90*6+6]:=%00000000
PUB DrawString(stringToSend,inArray,offset)|X
repeat X from 1 to StrSize(stringToSend)
DrawByteArray(byte[stringToSend][X-1],@byte[inArray],X*8+10+offset)
PUB DrawByteArray(inLetter,inArray,offset) | BY,BX
repeat BY from 0 to 6
repeat BX from 0 to 7
IF letters[(inLetter)*6+BY] >> BX &1==1
byte[inArray][(7-BX+offset)*7+(6-BY)]:=1
pub clearArray(inArray,arraySize)|x,y
repeat x from 0 to arraySize
byte[inArray][x]:=0
pub showArray(inArray,cspeed)|x,y
repeat x from 0 to 7
repeat y from 0 to 6
if byte[inArray][(7-x)*7+y]==1
light(y,x)
waitcnt(cspeed + cnt)
else
dira[20..27] := 0
dira[20..27] := 0
pub copyArray(inArray,oArray,offset)|x,y
repeat x from 0 to 7
repeat y from 0 to 6
if byte[inArray][(7-x+offset)*7+y]==1
byte[oArray][(7-(x))*7+y]:=1
pub light(Y, X)
dira[20..27] := 0
dira[X+20] := 1
outa[X+20] := 0
if X+20 > Y+20
dira[Y+20] := 1
outa[Y+20] := 1
else
dira[Y+20 + 1] := 1
outa[Y+20 + 1] := 1
{
pub light(Y, X)
dira[0..8] := 0
dira[X] := 1
outa[X] := 0
if X+20 > Y+20
dira[Y] := 1
outa[Y] := 1
else
dira[Y+ 1] := 1
outa[Y+ 1] := 1
}
{{
┌───────────────────────────────────────────┬────────────────┬───────────────────────────────────┬───────────────┐
│ Real Random v1.2 │ by Chip Gracey │ Copyright (c) 2007 Parallax, Inc. │ 23 March 2007 │
├───────────────────────────────────────────┴────────────────┴───────────────────────────────────┴───────────────┤
│ │
│ This object generates real random numbers by stimulating and tracking CTR PLL jitter. It requires one cog and │
│ at least 20MHz. │
│ │
├────────────────────────────────────────────────────────────────────────────────────────────────────────────────┤
│ Background and Detail: │
│ │
│ A real random number is impossible to generate within a closed digital system. This is because there are no │
│ reliably-random states within such a system at power-up, and after power-up, it behaves deterministically. │
│ Random values can only be 'earned' by measuring something outside of the digital system. │
│ │
│ In your programming, you might have used 'var?' to generate a pseudo-random sequence, but found the same │
│ pattern playing every time you ran your program. You might have then used 'cnt' to 'randomly' seed the 'var'. │
│ As long as you kept downloading to RAM, you saw consistently 'random' results. At some point, you probably │
│ downloaded to EEPROM to set your project free. But what happened nearly every time you powered it up? You were │
│ probably dismayed to discover the same sequence playing each time! The problem was that 'cnt' was always │
│ powering-up with the same initial value and you were then sampling it at a constant offset. This can make you │
│ wonder, "Where's the end to this madness? And will I ever find true randomness?". │
│ │
│ In order to have real random numbers, either some external random signal must be input, or some analog system │
│ must be used to generate random noise which can be measured. We're in luck here, because it turns out that the │
│ Propeller does have sufficiently-analog subsystems which can be exploited for this purpose -- each cog's CTR │
│ PLLs. These can be exercised internally to good effect, without any I/O activity. │
│ │
│ This object sets up a cog's CTRA PLL to run at the main clock's frequency. It then uses a pseudo-random │
│ sequencer to modulate the PLL's target phase. The PLL responds by speeding up and slowing down in a an endless │
│ effort to lock. This results in very unpredictable frequency jitter which is fed back into the sequencer to │
│ keep the bit salad tossing. The final output is a truly-random 32-bit unbiased value that is fully updated │
│ every ~100us, with new bits rotated in every ~3us. This value can be sampled by your application whenever a │
│ random number is needed. │
│ │
├────────────────────────────────────────────────────────────────────────────────────────────────────────────────┤
│ Revision History v1.0 released 21 March 2007 │
│ │
│ v1.1 Bias removal has been added to ensure true randomness. Released 22 March 2007. │
│ v1.2 Assembly code made more efficient. Documentation improved. Released 23 March 2007. │
│ │
└────────────────────────────────────────────────────────────────────────────────────────────────────────────────┘
}}
VAR
long cog, random_value
PUB start : okay
'' Start real random driver - starts a cog
'' returns false if no cog available
'Reset driver
stop
'Launch real random cog
return cog := cognew(@entry, @random_value) + 1
'allow 5ms to launch and randomize
waitcnt(clkfreq / 200 + cnt)
PUB stop
'' Stop real random driver - frees a cog
'If already running, stop real random cog
if cog
cogstop(cog~ - 1)
PUB random : value
'' Returns a new long random value
'wait to insure new random (~200us at 80MHz system clock)
waitcnt($4000 + cnt)
return random_value
PUB random_ptr : ptr
'' Returns the address of the long which receives the random value
''
'' A random bit is rotated into the long every ~3us, resuling in a
'' new long every ~100us, on average, at 80MHz. You may want to double
'' these times, though, to be sure that you are getting new bits. The
'' timing uncertainty comes from the unbiasing algorithm which throws
'' away identical bit pairs, and only outputs the different ones.
return @random_value
DAT
' ┌─────────────────────────┐
' │ Real Random Generator │
' └─────────────────────────┘
org
entry movi ctra,#%00001_111 'set ctra to internal pll mode, select x16 tap
movi frqa,#$020 'set frqa to system clock frequency / 16
movi vcfg,#$040 'set vcfg to discrete output, but without pins
mov vscl,#70 'set vscl to 70 pixel clocks per waitvid
:twobits waitvid 0,0 'wait for next 70-pixel mark ± jitter time
test phsa,#%10111 wc 'pseudo-randomly sequence phase to induce jitter
rcr phsa,#1 '(c holds random bit #1)
add phsa,cnt 'mix PLL jitter back into phase
rcl par,#1 wz, nr 'transfer c into nz (par shadow register = 0)
wrlong _random_value,par 'write random value back to spin variable
waitvid 0,0 'wait for next 70-pixel mark ± jitter time
test phsa,#%10111 wc 'pseudo-randomly sequence phase to induce jitter
rcr phsa,#1 '(c holds random bit #2)
add phsa,cnt 'mix PLL jitter back into phase
if_z_eq_c rcl _random_value,#1 'only allow different bits (removes bias)
jmp #:twobits 'get next two bits
_random_value res 1
{{
┌──────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────┐
│ TERMS OF USE: MIT License │
├──────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────┤
│Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation │
│files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, │
│modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software│
│is furnished to do so, subject to the following conditions: │
│ │
│The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.│
│ │
│THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE │
│WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR │
│COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, │
│ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. │
└──────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────┘
}}
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