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program MonteCarloPi;

uses crt;

{$define FAST}
{$f $70}

var
    rtClock1              : byte absolute 19;
    rtClock2              : byte absolute 20;
    rndNumber             : byte absolute $D20A;

{$ifdef FAST}
    stop : word absolute $e0;
    i                     : word absolute $e0;
    r                     : word absolute $e2;
    x                     : word absolute $e4;
    y                     : word absolute $e6;
    bingo                 : word absolute $e8;
    probe                 : word absolute $ea;
    foundPi               : word absolute $ec;
    n                     : byte absolute $ee;
{$else}
    stop, i, r, x, y      : word;
    bingo, probe, foundPi : word;
    n                     : byte;
{$endif}

begin
    bingo := 0;
    r := 127 * 127;
    probe := 10000;

    Pause;    
    rtClock1 := 0; rtClock2 := 0;
    
    for i := 0 to probe do begin
        n := (rndNumber or %10000000) xor %10000000;
        x := n * n;
        n := (rndNumber or %10000000) xor %10000000;        
        y := n * n;
        if (x + y) <= r then Inc(bingo);
    end;
    
    foundPi := 4 * bingo;
    stop := (rtClock1 * 256) + rtClock2;
    
    {$ifdef FAST}
    WriteLn('Variables on zero page');
    {$endif}
    WriteLn('Probe size ', probe);
    WriteLn('Points in circle ', bingo);
    Write('Found pi approximation ', foundPi);
    WriteLn(chr(30),chr(30),chr(30),chr(30),chr(255),chr(44));
    WriteLn('Frames counter = ', stop);
    ReadKey;
end.


PROBE=10000:B=0:R=127*127:F=PEEK(20)
WHILE F=PEEK(20)
WEND
POKE 20,0:POKE 19,0
FOR I=0 TO PROBE
 N=PEEK($D20A):N=N!128:N=N EXOR 128
 X=N*N
 N=PEEK($D20A):N=N!128:N=N EXOR 128
 Y=N*N
 IF (X+Y)<=R THEN INC B
NEXT I
P=4*B
T=TIME
? P;CHR$(30);CHR$(30);CHR$(30);CHR$(30);CHR$(255);CHR$(46)
? T;" FRAMES" 

YoshPlus&Pi-Bench.png

YoshPlus&Pi - Benchmarks.ods

monte-carlo-pi-sources.zip

Edited by zbyti
sources
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#include <stdio.h>

void main(void)
{
  register unsigned int stop, i, x, y;
  register unsigned int b, p, r;
  register unsigned char n;
  register unsigned char* rndp = 0xd20a;
  register unsigned char* tick = 0x14;
  register unsigned char* tack = 0x13;

  b = 0;
  r = 127 * 127;
  p = 10000;

  n = *tick;
  while (*tick == n) { ; }

  printf("\nMonte-Carlo PI cc65 V2.18\n");

  asm(" lda #0");
  asm(" sta $13");
  asm(" sta $14");

  for (i = 0 ; i < p; ++i)
  {
    n = (*rndp | 128) ^ 128;
    x = n * n;
    n = (*rndp | 128) ^ 128;
    y = n * n;
    if ((x + y) <= r)
      ++b;
  }
  b = 4 * b;
  stop = *tick + (*tack * 256);

  printf("%d%c%c%c%c%c%c\n", b, 30, 30, 30, 30, 255, 46);
  printf("%d ticks\n", stop);

  infinite:
    goto infinite;
}
cl65 -t atari -o mcpi.xex mcpi.c           602 ticks
cl65 -t atari -Osir -Cl -o mcpi.xex mcpi.c 303 ticks
	

Screenshot_2020-03-02_00-49-02.png

YoshPlus&Pi - Benchmarks.ods

Edited by zbyti
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#include <stdio.h>
#include <peekpoke.h>

#define p 10000
#define r 16129
#define tick		(PEEK(0x14))
#define tack		(PEEK(0x13) * 256)
#define rndp 		(PEEK(0xd20a))

void main(void)
{
  register unsigned int stop, i, x, y;
  register unsigned int b = 0;
  register unsigned char n;

  n = tick;
  while (tick == n) { ; }

  printf("\nMonte-Carlo PI cc65 V2.18\n");

  asm(" lda #0");
  asm(" sta $13");
  asm(" sta $14");

  for (i = 0 ; i < p; ++i)
  {
    n = (rndp | 128) ^ 128;
    x = n * n;
    n = (rndp | 128) ^ 128;
    y = n * n;
    if ((x + y) <= r)
      ++b;
  }
  b *= 4;
  stop = tick + tack;

  printf("%d%c%c%c%c%c%c\n", b, 30, 30, 30, 30, 255, 46);
  printf("%d ticks\n", stop);

  infinite:
    goto infinite;
}

 

Screenshot_2020-03-02_10-01-43.png

Edited by zbyti
add macros
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Also, does not CC65 support such use of pointers as:

 

n = *(unsigned char *)0xd20a & 0x7f;

or (instead of the asm snippet):

*(int *)0x13 = 0;

Also, this:

 infinite:
    goto infinite;

would be better said as something like that:

 for(;;)
   ;

(although it in no way affects performance, of course).

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@Wrathchild no, it's not the same.

@drac030 thx :]


#include <stdio.h>

#define p 10000
#define r 16129

#define RTCLOK1 (*(volatile unsigned char*)0x13)
#define RTCLOK2 (*(volatile unsigned char*)0x14)
#define RANDOM  (*(volatile unsigned char*)0xd20a)

void main(void)
{
  register unsigned int stop, i, x, y;
  register unsigned int b = 0;
  register unsigned char n;

  n = RTCLOK2;
  while (RTCLOK2 == n) { ; }

  printf("\nMonte-Carlo PI cc65 V2.18\n");

  RTCLOK1 = 0; RTCLOK2 = 0;
  for (i = 0 ; i < p; ++i)
  {
    n = (RANDOM | 128) ^ 128;
    x = n * n;
    n = (RANDOM | 128) ^ 128;
    y = n * n;
    if ((x + y) <= r)
      ++b;
  }
  b *= 4;
  stop = RTCLOK2 + 256 * RTCLOK1;

  printf("%u\x1e\x1e\x1e\x1e\xff.\n%u ticks\n", b, stop);

  for (;;);
}

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Yes, I see no difference either: n is unsigned char, so random | 128 ^ 128 = LDA RANDOM / ORA #$80 / EOR #$80 which effectively, when bit 7 is set, sets it again, and inverts (clears) it later; and when it is clear - first sets it and inverts (clears) later. So it is AND #$7F = &0x7F (as said already above).

Edited by drac030
typos, many typos
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Hi!

3 hours ago, zbyti said:

@Wrathchild no, it's not the same.

@drac030 thx :]

A little more "idiomatic" C :

 

#include <stdio.h>
#include <atari.h>

#pragma static-locals(on)

#define p 10000
#define r 16129

void main(void)
{
  register unsigned int x, y;
  unsigned int stop, i, b = 0;
  register unsigned char n;

  n = OS.rtclok[2];
  while (OS.rtclok[2] == n) { ; }

  printf("\nMonte-Carlo PI cc65 V2.18\n");

  OS.rtclok[1] = 0; OS.rtclok[2] = 0;
  for (i = 0 ; i < p; ++i)
  {
    n = (POKEY_READ.random | 128) ^ 128;
    x = n * n;
    n = (POKEY_READ.random | 128) ^ 128;
    y = n * n;
    if ((x + y) <= r)
      ++b;
  }
  b *= 4;
  stop = OS.rtclok[2] + 256 * OS.rtclok[1];

  printf("%u.%04u\n%u ticks\n", b/10000,b%10000, stop);

  for (;;);
}

 

Also, writing (n = POKEY_READ.random & 0x7F) would be a little faster.

 

Have Fun!

 

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47 minutes ago, Wrathchild said:

@zbyti no worries

 

POKEY's random number generator should in no way be seen as a good candidate for use in a Monte Carlo simulation :D 

It's true, but SID it's no better :D

//cl65 -t c64 -Osir -Cl -o mcpi.prg mcpi-c64.c
#include <stdio.h>

#define p 10000
#define r 16129
#define RTCLOK1 (*(volatile unsigned char*)0xa1)
#define RTCLOK2 (*(volatile unsigned char*)0xa2)
#define RANDOM  (*(volatile unsigned char*)0xd41b)

void main(void)
{
  register unsigned int stop, i, x, y;
  register unsigned int b = 0;
  register unsigned char n;

//SID's Random Number Generator
  asm(" lda #$ff");     //maximum frequency value
  asm(" sta $D40E");    //voice 3 frequency low byte
  asm(" sta $D40F");    //voice 3 frequency high byte
  asm(" lda #$80");     //noise waveform, gate bit off
  asm(" sta $D412");    //voice 3 control register

  n = RTCLOK2;
  while (RTCLOK2 == n) { ; }

  printf("\nMonte-Carlo PI cc65 V2.18\n");

  RTCLOK1 = 0; RTCLOK2 = 0;
  for (i = 0 ; i < p; ++i)
  {
    n = RANDOM & 127;
    x = n * n;
    n = RANDOM & 127;
    y = n * n;
    if ((x + y) <= r)
      ++b;
  }
  b *= 4;
  stop = RTCLOK2 + 256 * RTCLOK1;

  printf("%u.%04u\n%u ticks\n", b/p,b%p, stop);

  for (;;);
}

Screenshot_2020-03-03_19-48-51.png

Edited by zbyti
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On 3/3/2020 at 8:53 AM, bocianu said:

n = (rndp | 128) ^ 128

 

When I want to turn bit 7 off I usually write it as:

n = rndp & ~(1<<7)

Turning it on is like:

n = rndp | (1<<7)

And testing it is like:

if( rndp & (1<<7) != 0 )

the != 0 is not strictly necessary.

 

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  • 2 weeks later...
42 minutes ago, tebe said:

current color palette is clear

 


 SetRGBPalette(0);                  // set index to 0

 SetRGBPalette(0,0,0);            // palette[0] = rgb(0,0,0)
 SetRGBPalette(100,100,100); // palette[1] = rgb(100,100,100)

 

test_vbxe.zip 2.01 kB · 0 downloads

Is there a way to determine which of the 4 palettes is being used?

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  • 2 weeks later...
On 2/25/2020 at 10:17 AM, zbyti said:

Here are my tests on atari800 PAL :] Sources mostly included ;)

Programming languages in the latest official version for February 20, 2020.

 

A8 SIEVE Benchmark.png

 

 

A8-Benchmarks.zip 59.57 kB · 5 downloads

For me, the most interesting thing about this was just how slow PL65 was. It was my language of choice. Still have my original disk here somewhere. I suspect that the problem was that it constantly jumped to its runtime library which, IIRC, was quite large and clearly not very well optimised.

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2 hours ago, Tickled_Pink said:

Still have my original disk here somewhere.

If you find it and know someone with the right equipment, then please have it dumped.

PL65 is not yet available as a preservation dump. I know of only one .PRO-file here on AtariAge at all.

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2 hours ago, DjayBee said:

If you find it and know someone with the right equipment, then please have it dumped.

PL65 is not yet available as a preservation dump. I know of only one .PRO-file here on AtariAge at all.

Yeah. That was probably the one I originally dumped when I had an APE interface. I'm not sure how to dump it properly into a standard XEX file.

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