Jump to content

nanochess

Members
  • Content Count

    6,419
  • Joined

  • Last visited

  • Days Won

    19

Posts posted by nanochess


  1. Never tested advanced move generation techniques with old 8-bit processors, but there are Chessmaster for Z80 CPU and Novag Super Constellation for 6502 going around the 2000 ELO points mark (more than enough to defeat the typical coffee-shop player like me :P )

     

    But I know the optimization techniques, so some suggestions:

    * hash-table, allows to avoid re-searching trees that come to the same position. Not feasible without less than 16K of dedicated RAM.

    * null-move, doesn't play and "sees" what the enemy can do, so it can prune trees.

    * try all captures first, reduces greatly the size of tree.

    * quietness analysis, if it is in check it keeps analyzing a further ply. This avoids pushing checkmate out of search horizon.

    * follow recaptures, this avoids pushing captures out of search horizon.

    • Like 1

  2. 26 minutes ago, cmadruga said:

    I know it gets a little subjective, but dynamically redefining cards helps at least alleviate the 64 card limit, no?


    My experience has been that the 8 sprite limit is much more crippling. It’s almost like a game design has to revolve around it.
    From the start, one has to think about how many sprites to allocate to the protagonist... given player’s eyes will be on those sprites all the time, that decision certainly impacts perception of visual quality of the entire game... But then again, if you use too many sprites on the protagonist, it will look awesome but everything else will look like crap... etc... Am I missing something?

    The 64 cards limit has prevented me of writing my great graphic adventure or having full graphic screens without simplifying too much.

     


  3. Hi all.

     

    I had to do another boot sector game ;) This time the cubic army is invading the Earth unleashing death, so you are in charge on killing as many cubes as possible!

     

    You need to press Left Ctrl to turn to left, Left Alt to turn to right, Left Shift to advance, and Right Shift to shoot cubes.

     

    The cubes advance towards you trying to crush you. Once you destroy all the cubes on the level, you'll go to the next level!

     

    Download link with source: https://github.com/nanochess/cubicDoom

     

    Enjoy it!

     

     

     

    • Like 4

  4. 10 minutes ago, zyzzle said:

    A positive suggestion for your pictures showing off the book: please use uncompressed .PNG format, as there are bad compression artifacts in your JPEG pictures. People, including myself, may be unsure if these fringing artifacts are a part of the printed book or not. Especially when zooming in, the print quality doesn't look good, probably due to the compression artifacts introduced by the lossy compression of your pictures, and not due to the color offset printing press. At least, that's the hope.

     

    I cannot control the preview (probably lower quality as Google Books serves previews for millions of people) but the final print is very high quality without artifacts. In fact as you said I used PNG files for the screenshots. I've a lot of experience on this ;)


  5. Just noticed that BlueMSX has bugs in the disassembly. Anyway I gave a peek. Also I prefer $ instead of # for hexadecimal.

     

    At #a0a8 it saves the current state of controller into #60a6 with inverted bits (so bit set to 1 = push). It could be enough to change this routine if you want to change mappings.

     

    At #853e it calls the routine to read the controller and saves value still in A also into register C.

     

    At #8561 it starts testing the C register for movements

     

    #8565 bit 0,a = test for left

    #8572 bit 2,a = test for right

    #857f bit 3,a = test for up

    #858c bit 1,a = test for down

     

    At #85ae bit 3,(hl) = test for up but using #60a6.

    At #85d9 bit 0,(hl) and bit 2,(hl) = test for left/right using #60a6.

     


  6. Hi all.

     

    It's a quiet morning of the Halloween day, and your child comes announcing he collapsed the neighbor's house. Enough to stop your heart, but fortunately the neighbor isn't angry, instead he gave your kid a juju.

     

    Instantaneously your house is attacked by zombies everywhere (of course, nothing to do with the juju), but your family is so afraid of the zombies that they are freezed by chilling horror. You need to carry them to the outside on your head (your wife, your kiddo and your daughter), but you only can carry one at a time.

     

    If the zombies touch you, you'll become a zombie dad, but you'll be dead pretty soon unless you eat some human flesh. If the zombies touch a member of your family, well, he or she will disappear.

     

    The level is complete when your family is saved or all eaten, your choice.

     

    On each level the difficulty will be harder, the zombies will be faster, and I forgot about the banshees. Once in a while, a zombie will turn onto a banshee, it won't eat your family but can turn you into a zombie dad.

     

    With a little luck the juju isn't so bad and the curse could disappear, but you don't know when!!!

     

    Move with the controller, left and right, up and down over the stairs, and also press the side button to carry a member of your family or put he/she on the floor.

     

    Enjoy it!

     

     

    shot0001.gif

    shot0002.gif

    shot0003.gif

    zombie0.zip

    • Like 23
    • Thanks 7
×
×
  • Create New...