Random number generator/Linear feedback shift register (advanced)
Further commentary on the linear feedback shift register example at random number generator.
Basic version
prng: ldx #8 ; iteration count lda seed+0 : asl ; shift the register rol seed+1 bcc :+ eor #$2D ; apply XOR feedback whenever a 1 bit is shifted out : dex bne :-- sta seed+0 cmp #0 ; reload flags rts
Sacrifice entropy for speed
The iteration count stored in X can be reduced to speed up the generator, at the expense of quality of randomness. Each iteration effectively generators one more bit of entropy, so 8 iterations are needed for an 8-bit random number. If you intend to use fewer bits of the result (e.g. use AND to mask the result), or if you are satisfied with less randomness, you can reduce X, or even parameterize it:
; X as a parameter specifies number of random bits to generate (1 to 8) prng: lda seed+0 @bitloop: asl rol seed+1 bcc :+ eor #$2D : dex bne @bitloop sta seed+0 cmp #0 rts
Alternatively this loop could be unrolled with 8 entry points, saving the need to use X or load it as a parameter.
Because the 16-bit LFSR has a repeating cycle of 65535 values, groups of 6, 5, or 3 bits will reduce the length of its output sequence. This should be avoided, if possible.
24 and 32 bit LFSR
TODO