eddhell Posted May 26, 2019 Share Posted May 26, 2019 (edited) ok, I'm new to 2600 programming, but have been a programmer for years (basic, pascal, cobol) and the logic is basically the same with different syntax here and there...so I've been reading tons of posts, tutorials and guides to mess around with my own projects and I keep running into the same burning question: How in the hell did they get CHESS to run on a 4k ROM in 1979????? I understand this was the game that caused them to come up with bank-switching, BUT THEY DID NOT use it on the shipped version....so I'm completely baffled by the programming with the limitations on variables compared to the number of pieces, each with multiple moves and directions, knights with their weird 'L' shaped movement and ability to jump over other pieces, specialty moves (en passant, castling), keeping up with 32 pieces and 64 possible board locations.....HOW did they cram all this logic into 4k??? Edited May 26, 2019 by eddhell Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted May 26, 2019 Share Posted May 26, 2019 How about 1K? http://atariage.com/forums/topic/260741-1k-atomchess-for-atari-vcs2600 Quote Link to comment Share on other sites More sharing options...
eddhell Posted May 26, 2019 Author Share Posted May 26, 2019 How about 1K? http://atariage.com/forums/topic/260741-1k-atomchess-for-atari-vcs2600 that's impressive too, although i see it has a few things left out from the constraints...."no move validation" - i would imagine that freed some space along with variable usage.... but still impresses me since I can't even display a game board the exact way i want yet... Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted May 26, 2019 Share Posted May 26, 2019 It was done for a 1K challenge, I bet he could easily add in castling, move validations, etc. if he expanded it to 2K. Quote Link to comment Share on other sites More sharing options...
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