Prop Chess (for VGA): Human Vs. Propeller
Rayman
Posts: 14,665
Can you beat your Prop at Chess?
This is by no means complete, but I lost motivation when I started running out of room...
I think it knows all the rules and plays fairly.·
Also demonstrates my tricked out mouse...
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My Prop Info&Apps: ·http://www.rayslogic.com/propeller/propeller.htm
Post Edited (Rayman) : 6/20/2009 3:06:54 PM GMT
This is by no means complete, but I lost motivation when I started running out of room...
I think it knows all the rules and plays fairly.·
Also demonstrates my tricked out mouse...
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
My Prop Info&Apps: ·http://www.rayslogic.com/propeller/propeller.htm
Post Edited (Rayman) : 6/20/2009 3:06:54 PM GMT
Comments
It is not posible to have .dat files in High half in EEprom on ProtoBoard and load them on demand.
That can give You more place for program area.
To load them it is only ned for simple I2C handler
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Nothing is impossible, there are only different degrees of difficulty.
For every stupid question there is at least one intelligent answer.
Don't guess - ask instead.
If you don't ask you won't know.
If your gonna construct something, make it·as simple as·possible yet as versatile as posible.
Sapieha
I could use Baggers RLE code code compress the images.
But, I think the easiest thing for me is to use my PSM module to do it on the LCD and use the PSM's SD card to store true color images...
That should free up enough space to do a really nice job. But, honestly, I don't forsee having the time to complete this, which is why I posted it now...
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My Prop Info&Apps: ·http://www.rayslogic.com/propeller/propeller.htm
The main things missing are opening and closing move libraries...
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My Prop Info&Apps: ·http://www.rayslogic.com/propeller/propeller.htm
Thanks for the memories! Next Prop against Prop.
However, there appear to be a couple of bugs in your code that does the black castling. Starting with a new game if I move my Kings pawn forward two the prop then moves far left pawn forward one, I then move Queen's Knight forward and right and the prop tries to castle on the Queen's side (sorry for all the wrong move and piece names, I don't know all the proper move notation.) It happened another time as well on the other side but it was further in the game and I can't remember what caused it.
Nice Mouse too.
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My Prop Info&Apps: ·http://www.rayslogic.com/propeller/propeller.htm
Lawson
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Lunch cures all problems! have you had lunch?
The AI could be dramatically improved with a little more code space. My current inclination is to do this with the help of the onboard LCD and SD card on my PSM module. Other alternative is to wait for Prop2...
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My Prop Info&Apps: ·http://www.rayslogic.com/propeller/propeller.htm
Therefore you should fix it up to run on the PSM, then everybody who got one would have a demo to show off all of PSM's featurization.
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BH
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My Prop Info&Apps: ·http://www.rayslogic.com/propeller/propeller.htm
Just a suggestion, you could make a Human Vs. Human option too, and put a "Propeller is thinking.."
on the screen when it is the prop's turn, or just change the cursor to a propeller hat. -- ProccessingData...
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Basic Stamp,···· Propeller,·· · SX,·· FUN!
START:·
>Proccessing Data. . . .··
>Task Complete. . .·.
>Saving Data. . . .
>Entering SLEEP Mode. . . .
>Signing OFF
·
http://forums.parallax.com/showthread.php?p=747318
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My Prop Info&Apps: ·http://www.rayslogic.com/propeller/propeller.htm
I'm trying to remember why not... I think it was because I wanted a nice mouse and couldn't find one for TV...
Offloading the graphics and screen buffer to the SSD1963 will free up a ton of space. Maybe I can make work right then...
Prop II will also solve that problem and be faster too...
If Prop 2 were just a Prop 1 with 2 to 4 times the memory it would be a huge hit...
32K bytes or ram is a huge sandbox for a micro-controller.
But this thing really isn't (just) a micro-controller.
It was intended to do video work, and that takes lots of memory.
What about it guys?
Would it be technically possible to cut and paste some more memory on the die?
I love the idea. But there's enormous work involved in changing the word size; and with the current word size there are only nine bits for the source and destination fields of the RDLONG and WRLONG instructions. So one would have to implement something like a bank select register, as in the fine tradition of the SX. I know PhiPi and others hate segmented memory. But since it's just HUB RAM and not COG RAM, is it really a big deal?
One other comment: I'd love to see the logic synthesis tools currently being applied to the Prop 2 COG Verilog model get applied to the Prop 1 COG Verilog description. The resulting compilation might be quite tiny in terms of silicon real estate, facilitating more HUB RAM and/or more COGs.
Doubling memory size just needs one more address line. (and decoding, of course)
After years of x86 assembly I'd barf on a segment approach too.
But it's just not necessary.
I don't see more cogs as necessary either.
But more memory? Oh yeah....
Would probably actually be faster than my Spin code here...
Increasing the size of HUB RAM is not limited by the 9 bits of the Prop instructions source and destination fields. That only limits COG memory address range.
Don't forget that RD/WRBYTE/WORD/LONG can use the entire 32 bits of a COG location as the HUB address giving a potential 4GB HUB address range.
Good point re: the addressing limits of COGINIT. Although if you were wanting a 4GB address space in HUB tweaking the COGINT instruction might me just a minor part of the work.
Which makes me wonder how COGINIT will work on the Prop II where there is more than 64K RAM.