Désolé pour le retard.
Le programme s'appelle ChesSkelet. Actuellement, il utilise 352 octets pour le code et les données. Il est écrit en Z80 Assembly, et en particulier pour le ZX Xpectrum.
Si vous n'avez pas envie de le compiler et de le charger dans un émulateur, vous pouvez jouer en ligne sur le site ChesSkelet ( http://chesskelet.x10host.com ).
Le programme est assez simple, une grosse boucle où: - alternativement (1) le blanc entre son mouvement ou (2) le noir exécute son micro AI pour se déplacer. - le tableau est mis à jour à l'écran. encore une fois, il y a un énorme guide décrivant le programme et les techniques sur le site Web.
; ----------------------------------------------------------------------------- ; CHESSKELET /tseske'let/ ; Alex Garcia (reeagbo), Boria Labs 2018-2019 ; Thanks, @MstrBlinky and @johan_koelman, for your contribution ; Developed with ZXSpin, Notepad++ ; ----------------------------------------------------------------------------- ; Compilation with ZXSpin (all versions) and SpectNetIde (not all versions) ; Run with RANDOMIZE USR 30000 ; ----------------------------------------------------------------------------- ; debug mode: 0 = no, 1 = yes debmod equ 0 ; gramod: 0 = minimal interface, 1 = basic interface, 2 = full interface gramod equ 0 ; feamod: 0 = no features (if fails at legadd 'ret'), 1 = all features feamod equ 0 ; ROM memory addresses clescr equ 3503 laskey equ 23560 ; memory micro-pages (256B, typically H register) used for simple memory access auxsth equ $7D piearh equ $7E movlih equ $7F boasth equ $80 boaath equ $81 boaoph equ $82 canlih equ $83 org 30000 ; code is not directly portable ;------------------------------------------------------------------------------ ; Common code before turns ;------------------------------------------------------------------------------ ; legal moves generation (3B) ----------------------------------------- befmov call genlis ; candidate move list, used for both sides ; switch sides on every loop (6B+1B) ---------------------------------- whomov ld l, h ; (H)L: $7F7F = movlih + gamsta, ++ ld a, (hl) ; load state xor h ; (@johan_koelman) switch turn: bla=0, whi=1 ld (hl), a ; save state back in memory if feamod>0 jp z, blamov else jr z, blamov ; if 0, jump to black moves, jp maybe endif ; clear screen (3B) whimov call clescr ; ROM routine set screen mode ; print board ----------------------------------------------------------------- priboa ; A, B = 0 at this point ; initialization (4B) ld h, boasth ; H(L)= $80, L always 0, load board ++ ld d, piearh ; D(E): piece array pointer, E o/w later priloo ; print colored squares (8B) if gramod>0 ; opt: print colored squares ld a, 19 ; set bright ASCII code rst 16 ; print value ld a, c ; (@MstrBlinky) C is always $21 inc c ; change C parity and %00000001 ; keep Ab0, alternatively 0/1 rst 16 ; print value endif ; print piece (10B) ld a, (hl) ; load piece and %00100000 ; keep color, pih ld b, a ; Bb5: isolate piece color ld e, (hl) ; load piece res 5, e ; uncolor, pih ld a, (de) ; load piece character sub b ; capitalize (-32) only for white pieces rst 16 ; print piece ; next square, end of rank/board detection (15B+1B) inc l ; next square jp m, pricoo ; (@johan_koelman) end of 16x8 board, A=128? ld a, l ; (@MstrBlinky) and $08 ; 8 if end of rank, 0 other cases jr z, priski ; skip if not end of the rank add a, l ; ld l, a ; return result to L ld a, 13 ; A=
rst 16 ; print char
if gramod>0 ; opt: print colored squares, end of the rank
inc c ; change C parity
endif
priski jr priloo ; loop through all squares
; print coords (28B+6B)--------------------------------------------------------
pricoo ; (@MstrBlinky simplified it)
if gramod>0 ; opt: print board coords
ld bc, $0709 ; B: loop count, C: fixed rank/col
nextce ld a, $16 ; ASCII control code for AT
rst 16 ; print it
ld a, b ; set rank
rst 16 ; print it
ld a, c ; set column
rst 16 ; print it
ld a, '8' ; base rank
sub b ; decrease rank character (8..1)
rst 16 ; print rank value
ld a, $16 ; ASCII control code for AT
rst 16 ; print it
ld a, c ; set rank
rst 16 ; print it
ld a, b ; sets column
rst 16 ; print it
ld a, 'a' ; base column character
add a, b ; increase rank character (a..h)
rst 16 ; print rank value
dec b ; loop 8 times
jp p, nextce ;
endif
if gramod>0 ; opt: + "?" for input prompt
ld a, 13 ; A: set ASCII code
rst 16 ; prints it to go to the next line for input
ld a, '?' ; set "?" ASCII code
rst 16 ; print it
endif
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
; WHITE MOVES
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
; read chars from keyboard and stores them (16B(+4B+4B))-----------------------
; 4 times loop for coord input (3B)
ld b, 4 ; loop count
dec d ; D(E)= $7D =auxsth, E always 0 ++
; read key from keyboard loop (8B)
realoo ld hl, laskey ; LASTKEY system variable ++
xor a ; A=0
ld (hl), a ; reset LASTKEY, two birds with 1 stone
wailoo add a, (hl) ; load latest value of LASTKEY.
jr z, wailoo ; loop until a key is pressed.
; skip move/switch sides (4B)
if feamod>0 ; opt: special move, switch sides to play black
cp 's' ; if "s" pressed at any time
jp z, aftmov ; skip white's move, ### jr maybe
endif
; save pressed key and print it (5B)
inc de ; (@MstrBlinky) next char, E = 1 to 5
ld (de), a ; save char in string
rst 16 ; print it
djnz realoo ; loop for 4 input chars
; border reset (4B)
if gramod>1 ; opt: border reset after first white move
ld a, 7 ; set back to white
out (254), a ; set border back to white
endif
; translate coords to square (17B) --------------------------------------------
movchk ex de, hl ; (@MstrBlinky routine) DE=end of input string
movloo ld a, 56 ; rank calc = 8-(rank input-48) = 56-(HL)
sub (hl) ; A= 56 - (HL)
rla ; move it to high nibble (x16)
rla ;
rla ;
rla ;
dec hl ; (@MstrBlinky) run backwards through string
add a, (hl) ; rank + column (not 0-7 column)
sub 'a' ; make it a 0-7 column
ld c, b ; slide results through B and C
ld b, a ; at end of 2nd loop everything is in place
dec l ; (@MstrBlinky) beginning of input string?
jr nz, movloo ; if not, loop again
; search white move in legal move list (24B) ----------------------------------
if feamod>0 ; opt: validate white move
seamov ld hl, canlis ; canli pointer ++
ld a, (hl) ; number of candidates
;inc hl ; skip to first candidate (+2 bytes)
;inc hl ; removed v0.808, no move in those two bytes
sealoo ld d, (hl) ; origin candidate move
inc hl ; next byte
ld e, (hl) ; target candidate move
inc hl ; next byte, for next loop
ex de, hl ; candidate pair, DE: HL-canli pointer
or a ; reset carry
sbc hl, bc ; compare input move with cand. move (Z)
ex de, hl ; revert back, canli pointer
jr z, aftsid ; move match: jump out. ready to move
; B (origin sq), C (target sq) ready here
dec a ; count down
jr nz, sealoo ; loop until canli covered
jp whimov ; if not found, back to move input, jp maybe
else ; opt: skip validate white move
jr aftsid ; Outputs: B: origin square, C: target square
endif
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
; BLACK MOVES
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
blamov
chomov ; preparations (7B)----------------------------------------------------
ld hl, canlis ; candidate list. No H reuse ++
ld b, (hl) ; number of candidates at position 0
ld c, l ; C=0, maximum valuation reset
inc hl ; skip 2 bytes to first candidate in list
inc hl ;
choloo ; loop through candidates (6B) ----------------------------------------
ld d, (hl) ; D: origin candidate square
inc hl ; next candidate byte
ld e, (hl) ; E: target candidate square
inc hl ; next candidate byte
push bc ; BC released
push hl ; HL is different from here
; pieces valuation ----------------------------------------------------
; pieces collection (8B)
evatap ld h, boasth ; board base ++
ld l, e ; target square
ld b, (hl) ; black piece value
ld l, d ; origin square
ld c, (hl) ; white piece value
res 5, c ; uncolor white piece; pih
; origin attacked square (7B)
evaato ld a, b ; target piece always counts
ld h, boaoph ; H(L): attacked board base, L: unchanged ++
bit 7, (hl) ; target square attacked?
jr z, evaatt ; not attacked, skip counting origin piece
if feamod=1 ; opt: rows 2 do not move even if attacked
ld a, d ; 0rrr0ccc, add origin square
and $70 ; filter ranks
cp $60 ; is rank 6?
ld a, b ; target piece always counts
jr z, evaexi ; skip this move
endif
; count origin piece (1B) if attacked, general case
evaatc add a, c ; A: 00pppppp, count white
; target attacked square (6B)
evaatt ld l, e ; H(L): point at target square
bit 7, (hl) ; target square attacked?
jr z, skiato ; if target not attacked, skip
sub c ; if target attacked, count white out
; compensate + prioritize piece valuation(6B)
skiato ld h, $20 ; prepare H for later rotation and use for A
add a, h ; A: 00pppppp, compensate=K+1, pih
rlca ; leave space for square weight
rlca ; A: pppppp00, piece addition is 5 bits
ld b, a ; B: piece addition value
evacol ld a, e ; A: 0rrr0ccc
; these two values below can be tuned for different opening schemes
if feamod>0
add a, 2 ; A: 0rrr0ccc
and 5 ; A: 00000ccc
else
inc a ; A: 0rrr0ccc
and 4 ; A: 00000cc0 (weight: 0,0,0,4,4,4,4,0)
endif
; ranks weight (ranks weight is 8..1, aiming for board's end)
evarnk add hl, hl ; HL: 00100000 0rrr0ccc (before)
add hl, hl ;
add hl, hl ; HL: 000000rr r0ccc000 (after)
sub h ; A: 00000cww (w=r+c)
add a, b ; total value: pieces + weight
; maximum value comparison (12B)
evaexi pop hl ; recover canli
pop bc ; recover previous maximum value
cp c ; compare with current maximum
jr c, chonoc ; if current eval (A) <= max eval (C), skip
ld c, a ; update best evaluation
pop af ; remove old maximum to avoid cascades in stack
; ### initial push to compensate?
push de ; push best candidates so far
chonoc dec b ; decrease loop counter 2 by 2.
djnz choloo ; loop through all candidates (canto)
pop bc ; recover saved values (B: origin, C: target)
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
; AFTER SIDES
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
; move piece (8B) -------------------------------------------------------------
; inputs here: B: origin square, C: target square
; write origin square and read piece in it (4B)
aftsid ld h, boasth ; point at board (canlih=$83 before) ++
ld l, b ; point at origin square
; castling, rook moves, v0.800 (26B)
; very innacurate as it may cause false moves
if feamod>0 ; opt: castling, rook move
casroo ld a, (hl) ; origin piece
add a, b ; + origin square
sub c ; - target square
caslon cp $38 ; $36(king) + $74(ori) - $72(tar)= $38, pih
jr nz, cassho ; no long castling
ld l, $70 ; long castling rook square (a1)
ld (hl), d ; erase rook (D=0 here)
ld l, $73 ; rook destination (d1)
ld (hl), $25 ; move rook, pih
cassho cp $34 ; $36(king) + $74(ori) - $76(tar)= $34, pih
jr nz, casend ; no short castling
ld l, $77 ; short castling rook square (h1)
ld (hl), d ; erase rook (D=0 here)
ld l, $75 ; rook destination (f1)
ld (hl), $25 ; move rook, pih
casend
endif
if feamod>0 ; opt: special move: prom, no under-prom (12B)
ld a, c ; A: 0rrr0ccc
and %01110000 ; A: 0rrr0000
add a, (hl) ; A: 0rrxpppp
cp $22 ; white pawn ($22) on rank 8 ($00), pih
ld l, b ; restore origin square
ld d, (hl) ; original piece
ld (hl), 0 ; write origin piece
jr nz, aftdes ; if not a pawn, skip
ld d, $27 ; make piece a queen, pih
else ; opt: write origin piece, no promotion (3B)
ld d, (hl) ; D: get origin piece
ld (hl), 0 ; write origin piece
endif
; write target square with origin piece (5B)
aftdes ld l, c ; (H)L: target square
; checkmate with exit (3B), board is not updated in screen
chkmat bit 4, (hl) ; captured piece is king ($16)?, pih
ret nz ; (@johan_koelman) return prompt at check mate
aftnok ld (hl), d ; write target square
call genlis ; update attacked matrix after move
aftmov
; reverse board (22B)----------------------------------------------------------
revboa ; push full board to stack (7B)
inc h ; H = $80 = boasth ++
ld l, h ; (H)L: end of board. trick: start from $8080
revlo1 dec l ; countdown squares
ld a, (hl) ; read piece
push af ; copy piece to to stack
jr nz, revlo1 ; loop down to beginning of the board
; collect board back ir reverse order + switch color (15B)
ld l, $78 ; (H)L: end of board again
revlo2 pop af ; collect piece from stack
or a ; is it an empty square?
jr z, revski ; if yes, skip
xor %00100000 ; otherwise, reverse color (b5), pih
revski dec l ; countdown squares
ld (hl), a ; piece back into board
jr nz, revlo2 ; loop until beginning of board
jp befmov ; back to white move, too far for jr
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
; AUXILIARY ROUTINES
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
; genlis: generates list of legal moves (92B + 9B) ----------------------------
; it was not possible to use it in two different places, only procedure in code
genlis
bacata ; backup attack board in reverse order, used in evaluation (13B)
ld l, $FF ; (H)L = $80FF (boaata-1), H always $80
ld de, boaopo + $78 ; DE: same thing, 1B passed end of board
bacloo inc hl ; HL: increase 16b counter to hop to next page
dec e ; E: decrease 8b counter to hit Z flag
ld a, (hl) ; load attack status
ld (hl), 0 ; clear attack status, no alternative!
ld (de), a ; backup attack status
jr nz, bacloo ; loop down to square $00
; exit values: DE=$8200, HL=$8177
; prepare environment (4B)
inc d ; D= $83= canlih
xor a ; reset
ld (de), a ; cantot= 0
ld b, l ; B= L = 77, SQUARE COUNT
; read piece from board (4B)
squloo ld h, boasth ; H: board base ++
ld l, b ; point at current loop square
ld a, (hl) ; read piece from board
; king castling, v0.800 (15B)
; only basic rule: no unmoved pieces or attacked squares check
if feamod>0
kincas ld l, a ; save A (can't use push AF, flags lost)
add a, b ; A: 0rrr0xxx + 000ppppp (uncolored white p.)
cp $AA ; king($36) at E1($74)= $AA, pih
ld a, l ; recover A
jr nz, kinend ; if no match, skip adding legal move
ld c, $72 ; E1-C1 move, rook's move missing
call legadd ; add king's move
ld c, $76 ; E1-G1 move, rook's move missing
call legadd ; add king's move and go on with king's moves
kinend
endif
; get move type and pointer to move list (6B)
squgon dec h ; H(L)= movlih, moves vector base ++
add a, a ; x4, each piece vector is 4B long
add a, a ;
ld l, a ; (H)L points at the move vector now
ld d, 2 ; 2 submoves per piece
subloo ; byte 1 - move type (5B)
ld a, (hl) ; move type loaded
or a ; =cp 0, 2nd move type not used case
; black/empty: move type=0 leads here
jr z, squexi ; ---v exit: square is done
ld e, a ; E: MOVE TYPE (B,C,D used here)
; pawn 2 squares forward - move type modified (8B)
if feamod>0 ; opt: special move, pawn 2 sq. forward
genpw2 add a, b ; piece square + move type
and %11111000 ; masked with relevant bits
cp $88 ; $28(str.pawn)+$60(rnk 6) ### univocal
jr nz, skppw2 ; if not, skip
inc e ; increase radius: 1 -> 2
skppw2
endif
; byte 2 - movlis delta (3B)
inc hl ; next piece sub-entry
push hl ; Save HL for 2nd loop
ld l, (hl) ; pointer to move delta
vecloo ; vector read (8B)
ld c, b ; TARGET SQUARE init
ld a, (hl) ; vector delta
or a ; =cp 0
jr z, vecexi ; ---v exit: vectors end with 0, next sq.
push hl ; save current delta
push de ; save move type + radius
; E: variable radius within loop
ld d, a ; D: store delta within loop
celloo ; prepare x88 check (7B)
ld a, d ; delta loaded
add a, c ; current target (sq. + delta)
ld c, a ; current target
and $88 ; 0x88, famous OOB trick
jr nz, vecnex ; ---v exit: OOB, next vector
; read target square (3B)
inc h ; H(L)= $80 = boasth ++
ld l, c ; point at target square
ld a, (hl) ; read target square content
; mark attacked ### str. pawn marked attacked
inc h ; H(L)= $81 = boaath ++
ld (hl), h ; mark attacked ($81)
dec h ; H(L)= $80 = boasth ++
dec h ; H(L)= $79= movlih ++
; target is white (4B)
bit 5, a ; is it white?, pih
jr nz, vecnex ; ---v exit: WHITE b4=1, next vector
; target not white (3B)
or a ; =cp 0, is it empty?, pih
jr z, taremp ; if not 0, it's black: legal, no go on
tarbla ; target is black (7B)
bit 5, e ; special move: pawn straight check
jr nz, vecnex ; ---v exit: no straight capture, next vector
ld e, a ; make radius=0 (=<8 in code, canonical: ld e, 0)
jr legadj ;
taremp ; target is empty (14B)
bit 4, e ; special move: pawn on capture check
jr nz, vecnex ; ---v exit: no diagonal without capture, next vector
dec e ; decrease radius
legadj
if feamod=0 ; opt: legadd for basic model
; add candidate (B: current square, C: target square) (9B)
push hl
ld hl, canlis ; HL: start of candidate list. No H reuse ++
inc (hl) ; +2 to candidate counter to move to next
inc (hl) ; first free position in list
ld l, (hl) ; point at free position
ld (hl), b ; 1) save origin square
inc hl ; move to next byte
ld (hl), c ; 2) save dest square
legend pop hl ; recover HL=pointer to vector list
else ; opt: legadd call for full model
call legadd
endif
bit 3, e ; if radius < 8 (Cb3=0), radius limit
jr nz, celloo ; ---^ cell loop
vecnex ; next vector preparation (5B)
pop de ; DE: recover move type + radius
pop hl ; HL: recover current vector
inc hl ; HL: next vector
jr vecloo ; ---^ vector loop
vecexi ; next square preparation (5B)
pop hl ; HL: recover pointer to sub-move list
inc hl ; HL: next byte, point at 2nd sub-move
dec d ; 2 sub-move iterations loop control
jr nz, subloo ; if not 2nd iteration, repeat loop
; end of loop (2B)
squexi djnz squloo ; ---^ squares loop
ret
; legadd: add legal move -------------------------------------------------------
if feamod>0 ; legadd for king castling
legadd ; (B: current square, C: target square)
push hl
ld hl, canlis ; HL: start of candidate list. No H reuse ++
inc (hl) ; +2 to candidate counter to move to next
inc (hl) ; first free position in list
ld l, (hl) ; point at free position
ld (hl), b ; 1) save origin square
inc hl ; move to next byte
ld (hl), c ; 2) save dest square
pop hl ; recover HL=pointer to vector list
;ret ; <===== not removed with feamod=0
endif
; -----------------------------------------------------------------------------
; DATA ------------------------------------------------------------------------
; -----------------------------------------------------------------------------
; Memory page: 7700h ----------------------------------------------------------
org $7700
auxstr ; input string stored here
; Memory page: 7E00h ----------------------------------------------------------
; used to convert values to pieces
org $7E00
if gramod=0 ; opt: space or dot depending on the size
piearr defb '.' ; $2B
else
piearr defb ' '
endif
org $7E02
defm "pnbr" ; change this array to any language, pih
org $7E07
defb 'q' ; change this array to any language, pih
org $7E16
defb 'k' ; change this array to any language, pih
; Memory page: 7F00h ----------------------------------------------------------
; sub-moves and vectors
org $7F00
; leave empty $00-$04-...-$24 for black pieces/empty square pointers
org $7F88 ; pawn: $22x4=$84
; piece, move type, vector list delta address (18B)
; move type / 0 / 0 / pawn straight / pawn diagonal / DDDD (real radius + 7)
movlis
pawgen defb $28, $E3 ; pawn straight
defb $18, $E7 ; pawn capture
org $7F8C
knigen defb $08, $EA ;
org $7F90
bisgen defb $0E, $E5 ; bishop
org $7F94
roogen defb $0E, $E0 ; rook
org $7F9C
quegen defb $0E, $E0 ; queen
defb $0E, $E5 ;
org $7FD8
kingen defb $08, $E0 ; king: $($16+$20)x4=$D8
defb $08, $E5 ;
org $7FE0 ; vectors start at: $7FE0 (arbitrary)
; (y, x) move delta pairs (16B)
veclis
strvec defb $FF, $01 ; +0, straight vectors
defb $10, $F0 ; +3, straight pawn, last half line
org $7FE5
diavec defb $0F, $11 ; +5, diagonal vectors
defb $EF, $F1 ; +7, diagonal pawn
org $7FEA
knivec defb $E1, $F2 ; +10, knight vectors
defb $12, $21 ; knight moves listed clockwise
defb $1F, $0E ;
defb $EE, $DF ;
; board status: 0000000 / turn (B=0, W=1)
org $7F7F
gamsta
; Memory page: 8000h ----------------------------------------------------------
; board squares format: 00cppppp
; pppp (value) : pawn=2, knight=3, bishop=4, rook=5, queen=7, king=$16
; c (color): white=1, black=0
; initial board setup
if debmod=1 ;opt: fill board for debugging
org $8000
boasta defb $00, $00, $00, $00, $00, $00, $00, $00 ; <--8
defb $00, $00, $00, $00, $00, $00, $00, $00
defb $00, $00, $00, $00, $02, $00, $00, $00 ; <--7
defb $00, $00, $00, $00, $00, $00, $00, $00
defb $00, $00, $00, $23, $00, $00, $00, $00 ; <--6
defb $00, $00, $00, $00, $00, $00, $00, $00
defb $00, $00, $00, $00, $00, $00, $00, $00 ; <--5
defb $00, $00, $00, $00, $00, $00, $00, $00
defb $00, $00, $00, $00, $00, $00, $00, $00 ; <--4
defb $00, $00, $00, $00, $00, $00, $00, $00
defb $00, $00, $00, $00, $00, $00, $00, $00 ; <--3
defb $00, $00, $00, $00, $00, $00, $00, $00
defb $00, $00, $00, $00, $00, $00, $00, $00 ; <--2
defb $00, $00, $00, $00, $00, $00, $00, $00
defb $00, $00, $00, $00, $00, $00, $00, $00 ; <--1
else ; opt: reduces board size for gameplay
org $8000
boasta defb $05, $03, $04, $07, $16, $04, $03, $05
org $8010
defb $02, $02, $02, $02, $02, $02, $02, $02
org $8060
defb $22, $22, $22, $22, $22, $22, $22, $22
org $8070
defb $25, $23, $24, $27, $36, $24, $23, $25
endif
; Memory page: 8100h ----------------------------------------------------------
org $8100
boaata ; attacked squares board
; Memory page: 8200h ----------------------------------------------------------
org $8200
boaopo ; reversed attacked squares board
; Memory page: 8300h ----------------------------------------------------------
; candidate move list at the very end of the program
org $8300
canlis equ $
````
a1 h8
déplacer une tour en diagonale dans le coin opposé, en sautant par-dessus les pions