Files posted by Getafix
Written in "C", in 2014 for the Commodore 64 and ported to CX16 in 2020. I wanted to know how hard it would be to make a chess AI. I am not a great chess player, nor did I research chess engines, so I made things up as I went. The end result is this chess which by any standards of chess, is not a good AI opponent. However, it's there and it's playable. Use and keys
The user controls an on-screen cursor. The cursor changes color to indicate
a state. The colors for selection are:
Green - the piece can be selected
Red - The piece cannot be selected as it doesn't have valid moves
Purple - Empty tile or piece on the other side
Blue - The currently selected piece
Cyan - A valid destination for the currently selected piece
To move the cursor, use the cursor keys. To select a piece, press the RETURN
key while the piece is selected. To deselect the piece, press RETURN on the
same piece again, or press ESC.
To bring up the menu, press the M key, or the ESC key when no piece is
selected. Pressing ESC in a menu backs out of the menu, to the previous
menu or back to the game. Press RETURN to select a menu item and use the up
and down cursor keys to change the selection.
While a side is under human control, there are a few more options. Press B to
toggle on/off a state showing on every tile how many of both black and white's
pieces can attack that tile. Pressing A will toggle a highlight of all of the
pieces on the opposing side that attack the selected tile. Pressing D will
toggle a highlight of all the pieces on the side currently playing's side that
can defend the selected tile. All three of these options basically give a
visual representation of the Game Database. The colors are: For attackers Cyan
and for defenders Red.
Lastly, the game has an Undo/Redo stack that tracks the last 254 moves. Pressing
U will undo the last move and R will redo the last move. In an AI/Human game,
the undo will undo the last AI and human player move, so the human player can
make a different move.
This is a remake of a game called Snake Byte by Sirius Software Inc. published in 1982 for, according to Moby Games, the Commodore 64, Vic-20, Apple II & Atari 8-bit. This remake has minimal audio (added by Frank Bass as a proof of concept on Oct 25, 2019). This version is written in "C" using cc65, originally for the Commodore 64 in 2011, and the Commander X16 port was done in 2019. From Wikipedia: The player controls a snake, crawling into a rectangular area. The aim is to eat 10 apples per level. If an apple is not eaten during the given deadline, three extra apples are to be eaten. The snake becomes longer with each apple eaten. The snake loses a life when crashing a wall or its tail. Higher levels have more fences, making the game more difficult. An optional difficulty are the "plums" (one or two pieces), which kill the snake when hitting its head.
This is a Commander X16 remake of the ZX Spectrum game "Penetrator" by Phillip Mitchell and published by Beam Software in 1982. This, version 1, does not have any audio.