> PS. The preferred way to generate good psuedo random > numbers is to generate numbers between 0 and 255 (for > eaxample) and place in a 256 unit lookup table where > there is only ONE of each number, but the postions > are random. Then you can read 256 random numbers > in sequence and have perfect weighting. As a games > programmer I coded many psuedo-random generators and > testers, and this is a good place to start. Maybe a > search of games programming sites would reveal some > useful info. People think they are dopey kids but > they are just as good at what they do as any aerospace > programmer. This is really unneeded. A well designed PRNG (say one based on a shift register with feedback) _ will, _by its very design_, generate every possible code in its range. Bob Ammerman RAm Systems (contract development of high performance, high function, low-level software) -- http://www.piclist.com hint: The PICList is archived three different ways. See http://www.piclist.com/#archives for details.