; ; MicroChess (c) 1996-2002 Peter Jennings, peterj@benlo.com ; ; I have been given permission to distribute this program by the ; author and copyright holder, Peter Jennings. Please get his ; permission if you wish to re-distribute a modified copy of ; this file to others. He specifically requested that his ; copyright notice be included in the source and binary images. ; Thanks! ; ; modified by Daryl Rictor to work _OVER a serial terminal connection, August 2002. ; ; ; page zero variables ; MNU = $00 BOARD = $50 BK = $60 PIECE = $B0 SQUARE = $B1 SP2 = $B2 SP1 = $B3 INCHEK = $B4 _STATE = $B5 MOVEN = $B6 REV = $B7 OMOVE = $DC WCAP0 = $DD _COUNT = $DE BCAP2 = $DE WCAP2 = $DF BCAP1 = $E0 WCAP1 = $E1 BCAP0 = $E2 MOB = $E3 MAXC = $E4 CC = $E5 PCAP = $E6 BMOB = $E3 BMAXC = $E4 BMCC = $E5 ; was BCC (TASS doesn't like it as a label) BMAXP = $E6 XMAXC = $E8 WMOB = $EB WMAXC = $EC WCC = $ED WMAXP = $EE PMOB = $EF PMAXC = $F0 PCC = $F1 PCP = $F2 OLDKY = $F3 BESTP = $FB BESTV = $FA BESTM = $F9 DIS1 = $FB DIS2 = $FA DIS3 = $F9 temp = $FC hist = $fd ; history pointer ; ; ; _CSTART LDA #$00 ; REVERSE TOGGLE STA REV sta hist CHESS CLD ; INITIALIZE LDX #$FF ; TWO STACKS TXS LDX #$C8 STX SP2 ; ; ROUTINES TO LIGHT LED ; DISPLAY AND GET KEY ; FROM KEYBOARD ; _OUT JSR pout ; DISPLAY AND JSR KIN ; GET _INPUT *** my routine waits for a keypress ; CMP OLDKY ; KEY IN ACC *** no need to debounce ; BEQ _OUT ; (DEBOUNCE) ; STA OLDKY ; CMP #$43 ; [C] BNE NOSET ; SET UP LDX #$1F ; BOARD WHSET LDA SETW,X ; FROM STA BOARD,X ; SETW DEX BPL WHSET LDX #$1B ; *ADDED STX OMOVE ; INITS TO $FF LDA #$CC ; Display CCC BNE CLDSP ; NOSET CMP #$45 ; [E] BNE NOREV ; REVERSE JSR REVERSE ; BOARD IS SEC LDA #$01 SBC REV STA REV ; TOGGLE REV FLAG LDA #$EE ; IS BNE CLDSP ; NOREV CMP #$40 ; [P] BNE NOGO ; PLAY CHESS JSR GO CLDSP STA DIS1 ; DISPLAY STA DIS2 ; ACROSS STA DIS3 ; DISPLAY BNE CHESS ; NOGO CMP #$0D ; [Enter] BNE NOMV ; MOVE MAN JSR MOVE ; AS ENTERED jsr addhist ; add move to history JMP DISP NOMV CMP #$41 ; [Q] ***Added to allow game exit*** BEQ _DONE ; quit the game, exit back to system. cmp #$42 ; [B] Undo move bne Noud ; jsr Undo ; undo last move LDA #$BB ; undo BNE CLDSP Noud JMP _INPUT ; process move _DONE JMP (RESvector) ; exit back to SBC's Monitor ; ; THE ROUTINE JANUS DIRECTS THE ; ANALYSIS BY DETERMINING WHAT ; SHOULD OCCUR AFTER EACH MOVE ; GENERATED BY GNM ; ; ; JANUS LDX _STATE BMI NO_COUNT ; ; THIS ROUTINE _COUNTS OCCURRENCES ; IT DEPENDS UPON _STATE TO INDEX ; THE CORRECT _COUNTERS ; _COUNTS LDA PIECE BEQ _OVER ; IF _STATE=8 CPX #$08 ; DO NOT _COUNT BNE _OVER ; BLK MAX CAP CMP BMAXP ; MOVES FOR BEQ XRT ; WHITE ; _OVER INC MOB,X ; MOBILITY CMP #$01 ; + QUEEN BNE NOQ ; FOR TWO INC MOB,X ; NOQ BVC NOCAP LDY #$0F ; CALCULATE LDA SQUARE ; POINTS ELOOP CMP BK,Y ; CAPTURED BEQ FOUN ; BY THIS DEY ; MOVE BPL ELOOP FOUN LDA POINTS,Y CMP MAXC,X BCC _LESS ; SAVE IF STY PCAP,X ; BEST THIS STA MAXC,X ; _STATE ; _LESS CLC PHP ; ADD TO ADC CC,X ; CAPTURE STA CC,X ; _COUNTS PLP ; NOCAP CPX #$04 BEQ ON4 BMI TREE ;(=00 ONLY) XRT RTS ; ; GENERATE FURTHER MOVES FOR _COUNT ; AND ANALYSIS ; ON4 LDA XMAXC ; SAVE ACTUAL STA WCAP0 ; CAPTURE LDA #$00 ; _STATE=0 STA _STATE JSR MOVE ; GENERATE JSR REVERSE ; IMMEDIATE JSR GNMZ ; REPLY MOVES JSR REVERSE ; LDA #$08 ; _STATE=8 STA _STATE ; GENERATE ; JSR OHM ; CONTINUATION JSR UMOVE ; MOVES ; JMP STRATGY ; FINAL EVALUATION NO_COUNT CPX #$F9 BNE TREE ; ; DETERMINE IF THE KING CAN BE ; TAKEN, USED BY CHKCHK ; LDA BK ; IS KING CMP SQUARE ; IN CHECK? BNE RETJ ; SET INCHEK=0 LDA #$00 ; IF IT IS STA INCHEK RETJ RTS ; ; IF A PIECE HAS BEEN CAPTURED BY ; A TRIAL MOVE, GENERATE REPLIES & ; EVALUATE THE EXCHANGE GAIN/LOSS ; TREE BVC RETJ ; NO CAP LDY #$07 ; (PIECES) LDA SQUARE LOOPX CMP BK,Y BEQ FOUNX DEY BEQ RETJ ; (KING) BPL LOOPX ; SAVE FOUNX LDA POINTS,Y ; BEST CAP CMP BCAP0,X ; AT THIS BCC NOMAX ; LEVEL STA BCAP0,X NOMAX DEC _STATE LDA #$FB ; IF _STATE=FB CMP _STATE ; TIME TO TURN BEQ UPTREE ; AROUND JSR GENRM ; GENERATE FURTHER UPTREE INC _STATE ; CAPTURES RTS ; ; THE PLAYER'S MOVE IS _INPUT ; _INPUT CMP #$08 ; NOT A LEGAL BCS _ERROR ; SQUARE # JSR DISMV DISP LDX #$1F SEARCH LDA BOARD,X CMP DIS2 BEQ _HERE ; DISPLAY DEX ; PIECE AT BPL SEARCH ; FROM _HERE STX DIS1 ; SQUARE STX PIECE _ERROR JMP CHESS ; ; GENERATE ALL MOVES FOR ONE ; SIDE, CALL JANUS AFTER EACH ; ONE FOR NEXT STE? ; ; GNMZ LDX #$10 ; CLEAR GNMX LDA #$00 ; _COUNTERS CLEAR STA _COUNT,X DEX BPL CLEAR ; GNM LDA #$10 ; SET UP STA PIECE ; PIECE NEWP DEC PIECE ; NEW PIECE BPL NEX ; ALL _DONE? RTS ; #NAME? ; NEX JSR _RESET ; READY LDY PIECE ; GET PIECE LDX #$08 STX MOVEN ; COMMON START CPY #$08 ; WHAT IS IT? BPL PAWN ; PAWN CPY #$06 BPL KNIGHT ; KNIGHT CPY #$04 BPL BISHOP ; BISHOP CPY #$01 BEQ QUEEN ; QUEEN BPL ROOK ; ROOK ; KING JSR SNGMV ; MUST BE KING! BNE KING ; MOVES BEQ NEWP ; 8 TO 1 QUEEN JSR LINE BNE QUEEN ; MOVES BEQ NEWP ; 8 TO 1 ; ROOK LDX #$04 STX MOVEN ; MOVES AGNR JSR LINE ; 4 TO 1 BNE AGNR BEQ NEWP ; BISHOP JSR LINE LDA MOVEN ; MOVES CMP #$04 ; 8 TO 5 BNE BISHOP BEQ NEWP ; KNIGHT LDX #$10 STX MOVEN ; MOVES AGNN JSR SNGMV ; 16 TO 9 LDA MOVEN CMP #$08 BNE AGNN BEQ NEWP ; PAWN LDX #$06 STX MOVEN P1 JSR _CMOVE ; RIGHT CAP? BVC P2 BMI P2 JSR JANUS ; YES P2 JSR _RESET DEC MOVEN ; LEFT CAP? LDA MOVEN CMP #$05 BEQ P1 P3 JSR _CMOVE ; AHEAD BVS NEWP ; ILLEGAL BMI NEWP JSR JANUS LDA SQUARE ; GETS TO AND #$F0 ; 3RD RANK? CMP #$20 BEQ P3 ; DO DOUBLE JMP NEWP ; ; CALCULATE SINGLE STEP MOVES ; FOR K,N ; SNGMV JSR _CMOVE ; CALC MOVE BMI ILL1 ; -IF LEGAL JSR JANUS ; -EVALUATE ILL1 JSR _RESET DEC MOVEN RTS ; ; CALCULATE ALL MOVES DOWN A ; STRAIGHT LINE FOR Q,B,R ; LINE JSR _CMOVE ; CALC MOVE BCC OVL ; NO CHK BVC LINE ; NOCAP OVL BMI ILL ; RETURN PHP JSR JANUS ; EVALUATE POSN PLP BVC LINE ; NOT A CAP ILL JSR _RESET ; LINE STOPPED DEC MOVEN ; NEXT DIR RTS ; ; EXCHANGE SIDES FOR REPLY ; ANALYSIS ; REVERSE LDX #$0F ETC SEC LDY BK,X ; SUBTRACT LDA #$77 ; POSITION SBC BOARD,X ; FROM 77 STA BK,X STY BOARD,X ; AND SEC LDA #$77 ; EXCHANGE SBC BOARD,X ; PIECES STA BOARD,X DEX BPL ETC RTS ; ; _CMOVE CALCULATES THE TO SQUARE ; USING SQUARE AND THE MOVE ; TABLE FLAGS SET AS FOLLOWS: ; N#NAME? MOVE ; V#NAME? (LEGAL UN_LESS IN CR) ; C#NAME? BECAUSE OF CHECK ; [MY &THANKS TO JIM BUTTERFIELD ; WHO WROTE THIS MORE EFFICIENT ; VERSION OF _CMOVE) ; _CMOVE LDA SQUARE ; GET SQUARE LDX MOVEN ; MOVE POINTER CLC ADC MOVEX,X ; MOVE LIST STA SQUARE ; NEW POS'N AND #$88 BNE ILLEGAL ; OFF BOARD LDA SQUARE ; LDX #$20 LOOP DEX ; IS TO BMI NO ; SQUARE CMP BOARD,X ; OCCUPIED? BNE LOOP ; CPX #$10 ; BY SELF? BMI ILLEGAL ; LDA #$7F ; MUST BE CAP! ADC #$01 ; SET V FLAG BVS SPX ; (JMP) ; NO CLV ; NO CAPTURE ; SPX LDA _STATE ; SHOULD WE BMI RETL ; DO THE CMP #$08 ; CHECK CHECK? BPL RETL ; ; CHKCHK REVERSES SIDES ; AND LOOKS FOR A KING ; CAPTURE TO INDICATE ; ILLEGAL MOVE BECAUSE OF ; CHECK SINCE THIS IS ; TIME CONSUMING, IT IS NOT ; ALWAYS _DONE ; CHKCHK PHA ; _STATE #392 PHP LDA #$F9 STA _STATE ; GENERATE STA INCHEK ; ALL REPLY JSR MOVE ; MOVES TO JSR REVERSE ; SEE IF KING JSR GNM ; IS IN JSR RUM ; CHECK PLP PLA STA _STATE LDA INCHEK BMI RETL ; NO - SAFE SEC ; YES - IN CHK LDA #$FF RTS ; RETL CLC ; LEGAL LDA #$00 ; RETURN RTS ; ILLEGAL LDA #$FF CLC ; ILLEGAL CLV ; RETURN RTS ; ; REPLACE PIECE ON CORRECT SQUARE ; _RESET LDX PIECE ; GET LOGAT LDA BOARD,X ; FOR PIECE STA SQUARE ; FROM BOARD RTS ; ; ; GENRM JSR MOVE ; MAKE MOVE GENR2 JSR REVERSE ; REVERSE BOARD JSR GNM ; GENERATE MOVES RUM JSR REVERSE ; REVERSE BACK ; ; ROUTINE TO UNMAKE A MOVE MADE BY ; MOVE ; UMOVE TSX ; UNMAKE MOVE STX SP1 LDX SP2 ; EXCHANGE TXS ; STACKS PLA ; MOVEN STA MOVEN PLA ; CAPTURED STA PIECE ; PIECE TAX PLA ; FROM SQUARE STA BOARD,X PLA ; PIECE TAX PLA ; TO SOUARE STA SQUARE STA BOARD,X JMP STRV ; ; THIS ROUTINE MOVES PIECE ; TO SQUARE, PARAMETERS ; ARE SAVED IN A STACK TO UNMAKE ; THE MOVE LATER ; MOVE TSX STX SP1 ; SWITCH LDX SP2 ; STACKS TXS LDA SQUARE PHA ; TO SQUARE TAY LDX #$1F CHECK CMP BOARD,X ; CHECK FOR BEQ TAKE ; CAPTURE DEX BPL CHECK TAKE LDA #$CC STA BOARD,X TXA ; CAPTURED PHA ; PIECE LDX PIECE LDA BOARD,X STY BOARD,X ; FROM PHA ; SQUARE TXA PHA ; PIECE LDA MOVEN PHA ; MOVEN STRV TSX STX SP2 ; SWITCH LDX SP1 ; STACKS TXS ; BACK RTS ; ; CONTINUATION OF SUB STRATGY ; -CHECKS FOR CHECK OR CHECKMATE ; AND ASSIGNS VALUE TO MOVE ; CKMATE LDY BMAXC ; CAN BLK CAP CPX POINTS ; MY KING? BNE NOCHEK LDA #$00 ; GULP! BEQ RETV ; DUMB MOVE! ; NOCHEK LDX BMOB ; IS BLACK BNE RETV ; UNABLE TO LDX WMAXP ; MOVE AND BNE RETV ; KING IN CH? LDA #$FF ; YES! MATE ; RETV LDX #$04 ; RESTORE STX _STATE ; _STATE=4 ; ; THE VALUE OF THE MOVE (IN ACCU) ; IS COMPARED TO THE BEST MOVE AND ; REPLACES IT IF IT IS BETTER ; _PUSH CMP BESTV ; IS THIS BEST BCC RETP ; MOVE SO FAR? BEQ RETP STA BESTV ; YES! LDA PIECE ; SAVE IT STA BESTP LDA SQUARE STA BESTM ; FLASH DISPLAY RETP LDA #"." ; print ... instead of flashing disp Jmp cout ; print . and return ; ; MAIN PROGRAM TO PLAY CHESS ; PLAY FROM OPENING OR THINK ; GO LDX OMOVE ; OPENING? BMI NOOPEN ; -NO *ADD CHANGE FROM BPL LDA DIS3 ; -YES WAS CMP OPNING,X ; OPPONENT'S BNE END ; MOVE OK? DEX LDA OPNING,X ; GET NEXT STA DIS1 ; CANNED DEX ; OPENING MOVE LDA OPNING,X STA DIS3 ; DISPLAY IT DEX STX OMOVE ; MOVE IT BNE MV2 ; (JMP) ; END LDA #$FF ; *ADD - STOP CANNED MOVES STA OMOVE ; FLAG OPENING NOOPEN LDX #$0C ; FINISHED STX _STATE ; _STATE=C STX BESTV ; CLEAR BESTV LDX #$14 ; GENERATE P JSR GNMX ; MOVES ; LDX #$04 ; _STATE=4 STX _STATE ; GENERATE AND JSR GNMZ ; TEST AVAILABLE ; ; MOVES ; LDX BESTV ; GET BEST MOVE CPX #$0F ; IF NONE BCC MATE ; OH OH! ; MV2 LDX BESTP ; MOVE LDA BOARD,X ; THE STA BESTV ; BEST STX PIECE ; MOVE LDA BESTM STA SQUARE ; AND DISPLAY JSR MOVE ; IT jsr addhist ; add move to history JMP CHESS ; MATE LDA #$FF ; RESIGN RTS ; OR STALEMATE ; ; SUBROUTINE TO ENTER THE ; PLAYER'S MOVE ; DISMV LDX #$04 ; ROTATE DROL ASL DIS3 ; KEY ROL DIS2 ; INTO DEX ; DISPLAY BNE DROL ; ORA DIS3 STA DIS3 STA SQUARE RTS ; ; THE FOLLOWING SUBROUTINE ASSIGNS ; A VALUE TO THE MOVE UNDER ; CONSIDERATION AND RETURNS IT IN ; THE ACCUMULATOR ; STRATGY CLC LDA #$80 ADC WMOB ; PARAMETERS ADC WMAXC ; WITH WHEIGHT ADC WCC ; OF O25 ADC WCAP1 ADC WCAP2 SEC SBC PMAXC SBC PCC SBC BCAP0 SBC BCAP1 SBC BCAP2 SBC PMOB SBC BMOB BCS POS ; UNDERFLOW LDA #$00 ; PREVENTION POS LSR CLC ; ************** ADC #$40 ADC WMAXC ; PARAMETERS ADC WCC ; WITH WEIGHT SEC ; OF 05 SBC BMAXC LSR ; ************** CLC ADC #$90 ADC WCAP0 ; PARAMETERS ADC WCAP0 ; WITH WEIGHT ADC WCAP0 ; OF 10 ADC WCAP0 ADC WCAP1 SEC ; [UNDER OR _OVER- SBC BMAXC ; FLOW MAY OCCUR SBC BMAXC ; FROM THIS SBC BMCC ; SECTION] SBC BMCC SBC BCAP1 LDX SQUARE ; *************** CPX #$33 BEQ POSN ; POSITION CPX #$34 ; BONUS FOR BEQ POSN ; MOVE TO CPX #$22 ; CENTRE BEQ POSN ; OR CPX #$25 ; OUT OF BEQ POSN ; BACK RANK LDX PIECE BEQ NOPOSN LDY BOARD,X CPY #$10 BPL NOPOSN POSN CLC ADC #$02 NOPOSN JMP CKMATE ; CONTINUE ; ; Added code ; ADDHIST LDX HIST INX LDA $01C8 STA HIST1,X LDA $01C7 STA HIST2,X LDA $01C6 STA HIST3,X LDA $01C5 STA HIST4,X STX HIST RTS UNDO LDY HIST BEQ UNDO1 LDA $1900,Y STA PIECE ; PIECE TAX LDA $1800,Y STA BOARD,X LDA $1700,Y TAX LDA $1600,Y STA SQUARE STA BOARD,X DEY STY HIST UNDO1 RTS ; ;----------------------------------------------------------------- ; The following routines were added to allow text-based board ; display _OVER a standard RS-232 port. ; POUT lda #menu0 sta mnu+1 jsr pout9 ; print CRLF jsr pout13 ; print copyright JSR POUT10 ; print column labels LDY #$00 ; init board location JSR POUT5 ; print board horz edge POUT1 lDA #"|" ; print vert edge JSR cout ; PRINT ONE ASCII CHR - SPACE LDX #$1F POUT2 TYA ; scan the pieces for a location match CMP BOARD,X ; match found? BEQ POUT4 ; yes; print the piece's color and type DEX ; no BPL POUT2 ; if not the last piece, try again tya ; empty square and #$01 ; odd or even column? sta temp ; save it tya ; is the row odd or even lsr ; shift column right 4 spaces lsr ; lsr ; lsr ; and #$01 ; strip LSB clc ; adc temp ; combine row & col to determine square color and #$01 ; is board square white or blk? bne pout25 ; white, print space lda #"*" ; black, print * .byte $2c ; used to skip _OVER LDA #$20 POUT25 LDA #$20 ; ASCII space JSR cout ; PRINT ONE ASCII CHR - SPACE JSR cout ; PRINT ONE ASCII CHR - SPACE POUT3 INY ; TYA ; get row number AND #$08 ; have we completed the row? BEQ POUT1 ; no, do next column LDA #"|" ; yes, put the right edge on JSR cout ; PRINT ONE ASCII CHR - | jsr pout12 ; print row number JSR POUT9 ; print CRLF JSR POUT5 ; print bottom edge of board CLC ; TYA ; ADC #$08 ; point y to beginning of next row TAY ; CPY #$80 ; was that the last row? BEQ POUT8 ; yes, print the LED values BNE POUT1 ; no, do new row POUT4 LDA REV ; print piece's color & type BEQ POUT41 ; LDA cpl+16,X ; BNE POUT42 ; POUT41 LDA cpl,x ; POUT42 JSR cout ; lda cph,x ; jsr cout ; BNE POUT3 ; branch always POUT5 TXA ; print "-----...-----" PHA LDX #$19 LDA #"-" POUT6 JSR cout ; PRINT ONE ASCII CHR - "-" DEX BNE POUT6 PLA TAX lda #25 sta mnu+2 POUT7 lda (mnu) inc mnu bne POUT77 inc mnu+1 POUT77 jsr cout dec mnu+2 bne POUT7 JSR POUT9 RTS POUT8 jsr pout10 ; LDA $FB JSR print1byte ; PRINT 1 BYTE AS 2 HEX CHRS LDA #$20 JSR cout ; PRINT ONE ASCII CHR - SPACE LDA $FA JSR print1byte ; PRINT 1 BYTE AS 2 HEX CHRS LDA #$20 JSR cout ; PRINT ONE ASCII CHR - SPACE LDA $F9 JSR print1byte ; PRINT 1 BYTE AS 2 HEX CHRS POUT9 LDA #$0D JSR cout ; PRINT ONE ASCII CHR - CR LDA #$0A JSR cout ; PRINT ONE ASCII CHR - LF RTS pout10 ldx #$00 ; print the column labels POUT11 lda #$20 ; 00 01 02 03 ... 07 jsr cout txa jsr print1byte INX CPX #$08 BNE POUT11 BEQ POUT9 POUT12 TYA and #$70 JSR print1byte rts Pout13 ldx #$00 ; Print the copyright banner Pout14 lda banner,x beq POUT15 jsr cout inx bne POUT14 POUT15 rts KIN LDA #"?" JSR cout ; PRINT ONE ASCII CHR - ? JSR cin ; GET A KEYSTROKE FROM SYSTEM AND #$4F ; MASK 0-7, AND ALPHA'S RTS menu0 .byte " " menu1 .byte " [Enter] - user move " menu2 .byte " [B] - Undo move " menu3 .byte " [C] - Reset Board " menu4 .byte " [E] - Swap Sides " menu5 .byte " [P] - Computer move " menu6 .byte " [Q] - quite game " menu7 .byte " " menu8 .byte " " banner .byte "MicroChess (c) 1996-2002 Peter Jennings, peterj@benlo.com" .byte $0d, $0a, $00 cpl .byte "WWWWWWWWWWWWWWWWBBBBBBBBBBBBBBBBWWWWWWWWWWWWWWWW" cph .byte "KQCCBBRRPPPPPPPPKQCCBBRRPPPPPPPP" .byte $00 ; ; end of added code ; ; BLOCK DATA ; *= $1500 SETW .byte $03, $04, $00, $07, $02, $05, $01, $06 .byte $10, $17, $11, $16, $12, $15, $14, $13 .byte $73, $74, $70, $77, $72, $75, $71, $76 .byte $60, $67, $61, $66, $62, $65, $64, $63 MOVEX .byte $00, $F0, $FF, $01, $10, $11, $0F, $EF, $F1 .byte $DF, $E1, $EE, $F2, $12, $0E, $1F, $21 POINTS .byte $0B, $0A, $06, $06, $04, $04, $04, $04 .byte $02, $02, $02, $02, $02, $02, $02, $02 OPNING .byte $99, $25, $0B, $25, $01, $00, $33, $25 .byte $07, $36, $34, $0D, $34, $34, $0E, $52 .byte $25, $0D, $45, $35, $04, $55, $22, $06 .byte $43, $33, $0F, $CC _TOP ; ; ; HIST1 = $1600 HIST2 = $1700 HIST3 = $1800 HIST4 = $1900 ; ; ; end of file ;