perm filename ALS1[F8,ALS] blob
sn#306686 filedate 1977-09-29 generic text, type C, neo UTF8
COMMENT ā VALID 00013 PAGES
C REC PAGE DESCRIPTION
C00001 00001
C00002 00002 * Code to read the internal representation of the board and to put the
C00006 00003 SC locations used for certain variables
C00007 00004 * FKT GMEN RFJN LFJN STMV
C00011 00005 * NEXT FIND RFJ LFJ RBJ LBJ
C00017 00006 * JUMT AFTC
C00021 00007 * AFT MAKE OKMV PMRT
C00024 00008 * RFN LFN RBN LBN NORT NORF NOR2 NOR3 NOR4
C00028 00009 * SELECT SELE
C00033 00010 * JUMP
C00039 00011 * NORM FORE
C00041 00012 * EVAL
C00045 00013 * BOOK
C00048 ENDMK
Cā;
* Code to read the internal representation of the board and to put the
* required pieces into the board image.
*
MEN LISU O'3' Start with pieces
LIS H'1' 1 for red pieces (shown first always)
LR 4,A To specify piece color (1 red, 0 black, -1 king)
LR A,COL0
LR 7,A
NS 7 Set status
LISL O'7' Decrement if black is active and shift right
BZ MEN1 Black is active (Appears at bottom of screen)
LISL O'0' Red is active, increment and shift left
MEN1 LIS H'3'
LR 1,A To count bytes
MEN2 LR K,P
LIS H'7'
LR 2,A To count bits
DCI TAB1 STARTING ADDRESS FOR BYTE LOCATION
LR A,1 This byte number
SL 1 Locations occupy 2 bytes each
ADC
LM Get the location
LR QU,A and save it in Q
LM
LR QL,A
LR A,7
NS 7
BZ MEN5 Black is active
LR A,I Increment if red is active
BR MEN4
MEN3 LR A,3
SL 1 and shift left
MEN4 LR 3,A
NI H'80' (done this way for symetry, BC would work)
BZ MEN9
BR MEN8
MEN5 LR A,D Decrement if black is active
BR MEN7
MEN6 LR A,3
SR 1 and shift right
MEN7 LR 3,A
NI H'1'
BZ MEN9
MEN8 DCI TAB2 Relative-locations-of-squares table
LR A,2 This square
ADC
LM Get square displacement
LR DC,Q Recall the location for the input byte
ADC This is the square position
LR A,4 Identify type of piece
NS 4
BM PUTK To put down a king
LIS H'4' Prepare for a piece
LR 5,A To count lines
LI H'20' Skip the first 4 lines (4*8)
ADC
XDC
DCI BLKP Anticipate a black piece
BZ PUTL A black piece (status bit still ok)
DCI REDP No, it's a red piece
BR PUTL
PUTK LIS H'2' Only 3 lines for a crown
LR 5,A
LIS H'8' To skip 1 line
ADC
XDC
DCI KING
PUTL LM Put loop
XDC
ST
LIS H'7' To next line on screen (less increment)
ADC
XDC
DS 5
BP PUTL Loop
MEN9 DS 2
BM ME10
LR A,7
NS 7
BZ MEN6 Black active case
BR MEN3 Red active case
ME10 DS 1
BP MEN2 For the next input byte
LR A,4
NS 4
BM BDEX Exit from board routine
DS 4
BP MEN1 Go round again for black pieces
LISU H'4' Get set for kings
LR A,7
NS 7
LISL H'3' Decrementing case
BZ MEN1
LISL H'0' Incrementing case
BR MEN1
BDEX PK
*
SC locations used for certain variables
PLY0 EQU O'60 Player's depth choice
PLY1 EQU O'61 Current ply level
COL0 EQU O'62' Player's color choice
COL1 EQU O'63' Color at current level
NOTE: These are used insead of RAM locations to save time and code
* FKT GMEN RFJN LFJN STMV
*
*Subroutine to limit pieces to KINGS depending on direction and color
FKT LR K,P
CLR
AS 7
BR FK1
BKT LR K,P
LR A,7 Test sides for backward move
COM
FK1 BZ FK2 NORMAL pieces can move
LISU KLOC KINGS only can move
LR A,S
NS 3
LR 3,A
BZ FK3 No RF OR LF moves from this byte
FK2 LR A,3
NS 3 To set status
FK3 PK
*
FJET LR K,P
LIS H'1'
BR BJE2
BJET LR K,P
LI H'FF'
BJE2 AS 4
AI ISE
LR IS,A
LR A,S
PK
*
*Subroutine to get byte of ACTIVE pieces
GMEN LR K,P
LR A,4
AI ISA Start of active area
LR IS,A
LR 5,A Save it here temporarily
LR A,6
CI H'7' Is this an attempted continuation?
BZ GME2 Yes, 3 is already set
CI H'1' Maybe back up to test for forked continuation
BZ GME2
LR A,S
LR 3,A
GME2 PK
*
*Subroutine used both by RFJ and RFN
RFJN LR K,P
LR A,I
SL 4
LR 0,A
LR A,S
SR 4
SR 1
AS 0
NS 3
LR 3,A The RFJ or RJ byte
PK
*
*Subroutine used both by LFJ and LFN
LFJN LR K,P
LR A,I
SL 4
SL 1
LR 0,A
LR A,S
SR 4
AS 0
NS 3
LR 3,A The LFJ or LFN byte
PK
*
*Subroutine used both by LBJ and LBN
LBJN LR K,P
LR A,D
SL 4
LR 0,A
LR A,S
SR 4
SR 1
AS 0
NS 3
LR 3,A
PK
*
*Subroutine used both by RBJ and RBN
RBJN LR K,P
LR A,D
SL 4
SL 1
LR 0,A
LR A,S
SR 4
AS 0
NS 3
LR 3,A
PK
*Subroutine to add to MOBILITY, and to store MOVE and FLAG bytes if necessary
STMV LR K,P
LISU KLOC
LISL 4 To MOVE byte
LR A,3 GET newly computed MOVE byte
LR 0,A
PI CAQ Count its bits
AS 2 Add earlier counts
LR 2,A and store
LR A,11
SR 4
CI H'01' Is this the player's board
BNZ STM3
DCI PLMV Player's possible moves are stored separately
LM
INC
INC Entries take two bytes
DCI PLMV
ST
AI H'FE' Subtract 2
ADC
BR STM4
STM3 LR A,S Has a move byte been stored?
NS S To set status byte
BNZ STM2 One is already stored
LR DC,H Get back in step (may not be necessary)
LIS H'C' To get to MOVE byte
ADC
STM4 LR A,3
ST Store MOVE byte in RAM
LR I,A Also put it in SC record as a flag
LR A,4 Get the byte pointer
SL 1
SL 1
AS 5
ST Put this into RAM
LR DC,H May be necessary
STM2 PK
*Subroutine to clear space for listing player's possible moves temporarily
CLPM LR K,P
XDC
DCI PLMV This space is also used by TREE routine
LIS H'F'
LR 0,A
CLR
ST
DS 0
BP *-2
XDC
PK
* NEXT FIND RFJ LFJ RBJ LBJ
*
NEXT CLR
LR 6,A Set for normal back up
LR DC,H
LIS H'D' Get to byte number info
ADC
LR A,11 Check for multiple jump condition
SR 4
AI H'FD' 1 for start offset, 2 ply's Mobs. not saved
BM NEX2 Can not be a continuation
XDC Save location
DCI MOBS
ADC
LM
NI H'7' Is flag set?
XDC
BZ NEX2 No multiple jump
*The moving piece byte and byte number is stored in the next earlier block
XDC
LR DC,H
LI H'FC' Back up to get info
ADC
LM
LR 3,A The byte with 1 bit on
LM
LR 4,A The byte number
XDC Now back again to the current block
LIS H'1' The signal read by GMEN
LR 6,A Overwrite previously set value
NEX2 LM Get identifying data
LR 0,A Save temporarily
NI H'F' Leave J bit and other data off
CI H'F' Is this the last move byte?
BZ NEX5 Yes
LR A,0
INC To next direction
LR 0,A
SR 1
SR 1
NI 3
LR 4,A Save byte number
LR A,0 Now get the direction
NI 3 Separate out desired data
LR 5,A And save (it will be a 1, 2, or 3)
LR A,0
NI H'10' Check jump bit
BNZ NEX4 A jump move
LR A,5
NS 5
BZ NEX3
JMP RBN0 A normal move, decide on 1, 2, or 3 later
NEX3 JMP RFN It was 0
NEX5 JMP AFT
NEX4 LR A,5
NS 5
BZ RFJ It was a 0
CI H'2' Which direction, 1, 2, or 3?
BM LBJ It was a 3
BNZ LFJ It was a 1
BR RBJ It was a 2
*We enter here on going forward
FIND LISU PLOC
LISL 0 Start with byte 0
CLR
LR 4,A Used to distinguish byte
LR 2,A Used to accumulate mobility count by STMV
LI H'FF'
LR 6,A So all moves will be found
RFJ PI GMEN
PI FKT Are there forward moving pieces?
PI FJET Are jump moves in this direction posible?
SR 1
NI H'77' Save 6 particular bits only
NS 3
LR 3,A Only pieces that have place to land
LR A,4 Get byte number
AI ISP Start of passive area
LR IS,A
PI RFJN This returns the RFJ byte in 3 and sets STATUS
BZ LFJ
LI H'10' The RFJ direction and J indicator
LR 5,A
PI STMV Store MOVE and FLAG if MOVE found
BR JUMF
LFJ PI GMEN
PI FKT
PI FJET Are jump moves in this direction posible?
SL 1
NI H'EE' Save 6 particular bits only
NS 3
LR 3,A Only pieces that have a place to land
LR A,4 Get byte number
AI ISP Start of passive area
LR IS,A
PI LFJN This returns the LFJ byte in 3
BZ RBJ
LI H'11' The LFJ direction and J indicator
LR 5,A
PI STMV
BR JUMF
RBJ0 LR A,5
CI H'2' Which direction, 1, 2, or 3?
BM LBJ It was a 3
BNZ LFJ It was a 1
RBJ PI GMEN
PI BKT
PI BJET
SR 1
NI H'77' Save 6 particular bits only
NS 3
LR 3,A
LR A,4 Get byte number
AI ISP Start of passive area
LR IS,A
PI RBJN This returns the RBJ byte in 3
BZ LBJ
LI H'12' The RBJ direction and J indicator
LR 5,A
PI STMV
BR JUMF
LBJ PI GMEN
PI BKT
PI BJET
SL 1
NI H'EE' Save 6 particular bits only
NS 3
LR 3,A
LR A,4 Get byte number
AI ISP Start of passive area
LR IS,A
PI LBJN This returns the RBJ byte in 3
BZ JUMT
LI H'13' The RBJ direction and J indicator
LR 5,A
PI STMV
JUMF LR A,11 Where are we?
SR 4 To get the ply
CI H'1' Remember offset
BNZ JUMD
JMP PMRT Check players move for validity
JUMD CI H'F' Are we out of space? (next block contains MOBS)
BZ RFN To compute non-jump mobility and stop anyway
LR DC,H
JMP SELE
* JUMT AFTC
*
*No move found from this byte so see if there are more bytes
JUMT LR A,6
*Are we backing up and then trying to find yet another continuation?
CI H'1' Are we backing up to a possible fork
BZ AFTC Yes so something special is required
CI H'7' Were we trying to find a continuation
BNZ JUMM No
LR DC,H There was no continuation
LI H'F0' Back up
ADC
LR H,DC
JMP DOUX This changes the color and proceeds
JUMM LR A,4
INC
NI H'3'
LR 4,A
BNZ RFJ Go round again for next byte
LR A,6
XI H'FF'
CLR
LR 4,A Prepare to start over on the first byte
BZ RFN Maybe there are normal moves
JMP AFT A jump was demanded so back up
*We compare the score with that 2 blocks earlier and back it up if greater
*and then back to this level in any case
AFTC LR DC,H We are here
LIS H'E' Get score values
ADC
LM
LR 0,A Save them to complare
LM
LR 1,A
LI H'D0' Actually backing only 2
ADC
LR H,DC We back up always
LIS H'E' Get to score location
ADC
LR A,0 Now compare score
CM
BM AFT2 Back score for sure
BNZ AFT5 Do not back score
LR A,1 A further comparison is necessary
CM
BP AFT5 Do not back after all
AFT2 LR DC,H Resetting is easier
LIS H'E'
ADC
LR A,0 Back up the score
ST
LR A,1
ST
LR A,11 Where are we?
SR 4
CI H'3' Do we need to save board as possible move?
BNZ AFT5 No, at some other level in the tree
LR A,0 Invert score for compaarison
COM
INC
LR 0,A
LR A,1 Invert score
COM
INC
LR 1,A
LR DC,H
LI H'FE' Back to earlies score
ADC
LR A,0
CM
BM AFT3 Board should be saved
BNZ AFT5 It should not be saved
LR A,1
CM
BP AFT5 Don't save after all
*Special treatment is necessary to prevent the saving of the
*intermediate board position of the multiple jump at a later time
*We do this by backing the score now
AFT3 LR DC,H
LI H'FE'
ADC
LR A,0 First back score now
ST
LR A,1
ST
DCI TREE Location to save board
XDC
*
*NOTE: This is fixwd for a double jump but some additional code
*may still needed for a triple jump!
*
LR DC,H
LI H'10' Double jump resulting board
ADC
LR 0,A Counter
AFT4 LM Now save the board
XDC
ST
XDC
DS 0
BNZ AFT4
LR DC,H Reset
AFT5 JMP SELE
* AFT MAKE OKMV PMRT
*
*No moves found so time to back up
AFT LR DC,H
LIS H'E' Get to SCORE
ADC
LM
LR 0,A The current material advantage term
LM
LR 6,A The current positional term
LR A,11 Where are we?
SR 4
CI H'2'
BZ MAKE Time to report move
CI H'3' Room to alpha-beta prune?
BP AFTX No
LR DC,H
LI H'EE' The score for 2 boards earlier
ADC
JMP EV4A
AFTX JMP EVA5
*
*Prepare for analysis of player's reply
MAKE DCI TREE Get to players board
LR H,DC
XDC Now clear space for possible players moves
DCI PLMV This space is also used by TREE routine
LIS H'F'
LR 0,A
CLR
ST
DS 0
BP *-2
XDC
PI RASC Put board into SC
JMP FIND
*Subroutine to save players possible moves
SVPM LR K,P
XDC So we can get back
LR A,5
NI H'10'
DCI PLMF Players jump move flag
ST
LR A,4
SL 1
SL 1
AS 5
NI H'F' Save only last 4 bits
DCI PLMV This area may be overwritten by tree info.
ADC
LR A,3
ST
XDC
PK
PMRT NOP Player's possible moves have been listed
*We are ready to display the new board
**** DISPLAY CODE GOES IN HERE
*We are ready to verify players move
OKIT DCI PLMV Location where players move began
**** INIT JOYSTICK and wait for players indication that he has picked
***piece to move then go to OKPI and then to OKMV
* RFN LFN RBN LBN NORT NORF NOR2 NOR3 NOR4
*
RFN PI GMEN
PI FKT
BZ RBN
LR A,4 Get byte number
AI ISE Start of empty region
LR IS,A
PI RFJN
BZ LFN
CLR
LR 5,A
PI STMV
LR A,6
XI H'FF'
BNZ NORF
LFN PI GMEN
PI FKT
BZ RBN
LR A,4 Get byte number
AI ISE Start of empty region
LR IS,A
PI LFJN
BZ RBN
LIS H'1'
LR 5,A
PI STMV
LR A,6
XI H'FF'
BNZ NORF
BR RBN
RBN0 LR A,5
CI H'2' Which direction, 1, 2, or 3?
BM LBN It was a 3
BNZ LFN It was a 1
RBN PI GMEN
PI BKT
BZ NORT
LR A,4 Get byte number
AI ISE Start of empty region
LR IS,A
PI RBJN
BZ NORT
LIS H'2'
LR 5,A
PI STMV
LR A,6
XI H'FF'
BNZ NORF
LBN PI GMEN
PI BKT
BZ NORT
LR A,4 Get byte number
AI ISE Start of empty region
LR IS,A
PI LBJN
BZ NORT
LIS H'3'
LR 5,A
PI STMV
LR A,6
XI H'FF'
BZ NORT
NORF JMP SELE
*We get here if we want to compute mobility and also if no moves found
NORT LR A,4
INC
NI H'3'
LR 4,A
BNZ RFN Go round again for next byte
LR A,2 Get mobility count
NS 2
BNZ NOR1
JMP AFT Woops! no move found
NOR1 LR A,11 Where are we?
SR 4 Get Ply number
AI H'FF'
LR 3,A
BNZ NOR2
JMP PMRT Ckeck players move for validity
NOR2 DCI PLY0 Player's choice of ply
LM
LR DC,H Reset DC
CS 3
BM NOR4 Go on for sure
BNZ NOR3 Stop in this case
LI H'F5' Decision based on previous move
ADC
LM
NI H'10' Test jump flag
LR DC,H
BNZ NOR4 Go on if previous move was a jump
NOR3 JMP EVAL
NOR4 LR A,3
NOR5 AI H'FD' To save space so MOBS will not overflow
BM NOR7 Don't save mobility for early plys
DCI MOBS
ADC
LR A,2
CI H'F' Limit mobility to 15 so it will pack
BP NOR6
LIS H'F'
NOR6 SL 4 Reserve right half for Multiple jump flags
ST Save mobility in MOBS space indexed by ply
NOR7 LR DC,H Get back in step
JMP SELE
* SELECT SELE
*
*SELECT branches to NEXT if MOVE is empty, or it extracts the rightmost
*bit from the MOVE byte in RAM, storing the extracted bit in SC 6, puts the
*FLAG byte in SC 7, the byte number in 4, and the J and direction bits in 5.
*and proceeds to make the selected move.
SELE LR DC,H Load DC with starting location for current ply
PI RASC Get board data into Scratchpad
SEL2 LR DC,H
LIS H'C' To get MOVE byte
ADC
LM
LR 0,A Save it temporarily
NS 0 To set status byte
BNZ SEL3
JMP NEXT To get next MOVE byte
SEL3 LI H'FF'
ADC Get back to move byte
LR A,0
AI H'FF' Really subtracting 1
NS 0 Remove right-most on-bit
ST Put remaining bits back (and index)
XS 0 This gets the extracted bit
LR 6,A Save it in 6
**** A record of the serial number of this move should be kept for ply 0
**** and put with the resulting board, for use in identifying path for book moves.
LM Now get the byte designation
SEL4 LR 5,A
SR 1
SR 1
NI H'3' Separate the byte indicator part
LR 4,A Save it in 4
LR A,5
NI H'13' Separate the JUMP bit and the direction
LR 5,A Save them in 5
*Now process ACTIVE and KINGS for source deletion
DELE PI GMEN
XS 6 Delete moving piece
LR S,A from byte
LISU KLOC To get to corresponding KING byte
LR A,S
NS 6 Was the piece a king?
BZ DEL2
XS S If it was delete king bit
LR S,A
LIS H'7' Non-zero in 2 for king
DEL2 LR 2,A Save as a flag for kind of piece moving
*Now locate captured piece if jump or find destination in normal move
LR A,6 Recall MOVE bit
SR 4
BZ INRH Bit was in right half of byte
INLH LR 3,A Save partially shifted MOVE bit
LR A,5 Get direction
NI H'1' To test right-most bit
BZ INL2 RF or LB move where 4 shift is correct
LR A,3
SR 1 LF and LB require an additional shift
LR 3,A
INL2 LR A,5 Now test for fore or aft
NI H'2'
BZ BOTH Forward move, no byte shift needed
LR A,D Only to decrement ISAR
INL3 BR BOTH
*
INRH LR A,6 Get MOVE bit again
SL 4 Left shift if in right half
LR 3,A Save partially shifted MOVE bit
LR A,5 Get direction
NI H'1'
BNZ INR2 LF or RB wwhere 4 shift is correct
LR A,3
SL 1 RF and RB require an additional shift
LR 3,A
INR2 LR A,5 Now test fore and aft
NI H'2'
BNZ BOTH
LR A,I Only to increment ISAR
*Now we are ready to decide if jump or not
BOTH CLR
LR 0,A Used temporarily to accumulate piece debit
LR A,5 Now is this a jump or a normal move?
SR 4
BNZ BOT1
JMP NORM It's a normal move
BOT1 JMP JUMP
* JUMP
*
JUMP LR A,S Get King Byte corresponding to captured piece
NS 3 Was piece a king?
BZ JUM1 No
XS 3 Delete it
LR S,A And replace byte
LR A,0
INC Count 1 extra for king
LR 0,A
JUM1 LIS H'2'
AS 0 Count 2 for piece capture
LR 0,A
LISU PLOC Get back to right buffer for ACTI and PASS
LR A,IS
AI 4 Increment to PASSIVE byte
LR IS,A
LR A,S Get appropiate PASSIVE byte
XS 3 Delete capture
LR S,A And return byte
LISU PLOC Back to moved-from location
LISL 0
LR A,IS
AS 4 Byte number is in 4
LR IS,A
LR A,5 Get direction
NI H'1' Test for right or left
BZ JUM2
LR A,6 It's to the left
SR 1 Left moves involve a right shift of 1
BR JUM3
JUM2 LR A,6 It's to the right
SL 1 Right moves involve a left shift of 1
JUM3 LR 3,A Save displaced bit in 3
LR A,5
NI H'2' Test for fore or aft
BZ JUM4 Fore move
LR A,D Decrement ISAR (destination always in next byte)
LR A,4
AI H'FF' Correct to destination byte number
LR A,2 Was the piece a king?
NS 2
BNZ JUM6 Yes, so not necessary to test for a promotion
LR A,IS Backward non-king must be white
CI O'30' Is this WHITE's king row
BNZ JUM7 No, so there may still be a double jump
BR JUM5 Promotion indicated, so no double jump possible
JUM4 LR A,I Increment ISAR
LR A,4
AI H'1' Correct to destination byte number
LR 4,A We'll need this for continuation
LR A,2 Was the piece a king?
NS 2
BNZ JUM6 Yes, so not necessary to test for promotion
LR A,IS Forward non-king must be black
CI O'33' Is this BLACK's king row
BNZ JUM7 No, so there may still be a double jump
*Promotion indicated, do it and set 2 to flag bypass of double jump prepare
JUM5 LIS H'1' Non-zero (but not 7) for promotion
LR 2,A It is so promote piece
LR A,0
INC Add 1 to debit account
LR 0,A
JUM6 LR A,S Now get right byte
AS 3 Insert piece
LR S,A
LR A,IS Prepare to deposit king
AI 7 Go to correct king byte
LR IS,A
JUM7 LISL 4 Get to piece debit position
LR A,S
SR 4 Note that right part is zero'ed
SR 1
AS 0
CI H'7' Limit size to 7
BP JU7M
LI H'7'
JU7M SL 4
SL 1
LR S,A
LR A,2
CI H'1' Was it by promotion?
BZ JUM9 It was, so no double jump prepare
*Now we must anticipate a forked double jump
*See the detailed explanation of multiple jumps on page 3.
LR DC,H Do not advance H yet
LI H'20' Copy data two blocks forward
ADC
LISU PLOC
LISL 0
LIS H'8'
LR 0,A
PI SCRL Active and passive pieces
LISU KLOC
LISL 0
LIS H'4'
LR 0,A
PI SCRL
LIS H'4'
LR 0,A
LR Q,DC
XDC
LR DC,Q
LI H'E0' Last 4 bytes come from current RAM data
ADC
JUM8 LM
XDC
ST
XDC
DS 0
BNZ JUM8
*Now save the board in anticipation of no double jump
JUM9 LR DC,H (Do not yet advance H)
LI H'10'
ADC
PI SCRA
*Now look into double jump situation
LR A,2
CI H'1' Was there a promotion?
BNZ DOUB No, so may be a double jump
LR DC,H Finally ready to advance H
LI H'10'
ADC
LR H,DC
*We get here from FIND (with H reset) if no continuation possible
DOUX LR A,7
COM
LR 7,A
JMP FIND
DOUB LR DC,H Advance H by 2
LI H'1C'
ADC
LR A,3 Needed if continuation is successful
ST It will be overwritten if not
LR A,4
ST
LR DC,H
LI H'20'
ADC
LR H,DC
LR A,11
SR 4
XDC
DCI MOBS
AI H'FD' stored back by 3
ADC Will never be too early
LIS H'F' Used to signal a continuation
LR 6,A
ST Set continuation signal
XDC get back
PI RASC Load scratchpad
JMP RFJ
* NORM FORE
*
*Now make normal move
NORM LISU PLOC Get back to Active pieces
LR A,S
AS 3
LR S,A Put in moved piece
LR A,2 Was it a king
NS 2
BNZ NOM6 Yes so don't promote but do put king down
LR A,5
NI H'2' Test for direction
BZ NOM4 Black is active
LR A,IS
CI H'30' Did it get to the white king row?
BZ NOM5 Yes, so promote
BR FORE
NOM4 LR A,IS Black is active
CI H'33' Did it get to the king row?
BNZ FORE No
NOM5 LIS H'1'
LR 0,A
NOM6 LISU KLOC Now get to king byte
LR A,S Get corresponding king byte for destination
AS 3 Insert king
LR S,A And replace byte
LR A,0
NS 0
BZ FORE
LISL 4 Now fix the piece debit
LR A,S
SR 4
SR 1
INC
CI H'7'
BP NOM7
LI H'7'
NOM7 SL 4
SL 1
LR S,A
FORE LR DC,H
LI H'10'
ADC To next board record
LR H,DC
PI SCRA Save newly created board record
LR A,7
COM Reverse color
LR 7,A
PI RASC Get correct board into SC
JMP FIND
* EVAL
*
EVAL LR A,11 We'll need the ply value
SR 4
AI H'FF'
LR 5,A We'll need it again
AI H'FD' MOBS indexes 2 less and we want one earlier
LR DC,H
ADC
LM Get earlier mobility
SR 4 It was shifted to pack
COM
INC
AS 2 Add current mobility
CI H'7' Difference limited to absolute 7
BP EVAA
LI H'7'
EVAA CI H'F9'
BM EVAB
LI H'F9'
EVAB SL 4 Make room for ply term
LR 6,A Save difference (and free 2)
*Now look to the first term
LR DC,H Make sure this is correct
LIS H'C' To get current board piece debit
ADC
LISU KLOC
LISL 5 To get previous board piece debit
LR A,I
SR 4
SR 1
LR 2,A Piece credit for ACTIVE
LM Now the current board
SR 4
SR 1
LR 1,A Piece credit for PASSIVE
LR 0,A Save it twice
COM
INC Make it a true negation
AS 2
LR 4,A Save for its sign
BZ EVA7 No material advantage
BP EVA2
COM
INC Make it a true negation
LR 1,A
LR A,0 This was the larger
LR 2,A
EVA2 LR A,2
AI 2 Increase larger by 2
LR 2,A
PI MPYR Multiply 2 by 1
LR A,4
NS 4
BP EVA3
LR A,0
COM Note not true negation
INC
LR 0,A The Piece score
LR A,5
BR EVA4
EVA3 LR A,5
COM
INC
EVA4 AS 6 Add in the mobility term
LR 6,A Completed positional term
LR A,5
EV4A CI H'2' Are we far enough along to be able to prune?
BP EVA5 No
EV4B LR A,0 Now get material advantage term back
CM Compare with value brought forward 2 levels
BM EVA5 Can not alphe-beta prune
BNZ EVA9 In this case we can for sure
*We have to compare second score terms in this case
LR A,6
CM
BP EVA9 We can prune
EVA5 LR DC,H Otherwise back 1 level
LI H'F0'
ADC
LR H,DC
LIS H'E'
ADC
LR A,0
COM
INC
CM
BM EVA6 Back score for sure
BNZ EVA8 Do not back score for sure
LR A,6
COM
INC
CM
BP EVA8 Do not back score
EVA6 LR DC,H
LIS H'E'
ADC Get back to first score term
LR A,0
COM
INC
ST
LR A,6
COM
INC
ST
LR A,5 Where are we?
CI H'1' (5 has already been decremented)
BNZ EVA8 Not going back to the first board
LR DC,H
LI H'F0'
ADC
XDC
LI H'20'
ADC
LI H'10' Prepare to save this board
LR 0,A
EVA7 LM
XDC
ST
XDC
DS 0
BNZ EVA7
EVA8 LR DC,H
JMP SELE
EVA9 LR DC.H
LI H'E0' Back 2
ADC
LR H,DC
JMP SELE
* BOOK
*Code to read stored book moves
*
BOOK DCI TREE
LR H,DC
XDC
DCI STOR
*Opening move table (choice to be made by a random number from 0 thru 7
BOK1 DC H'01' 12-16, 11-15
DC H'23' 10-14, 9-13
DC H'45' 11-16, 10-15
DC H'61' 9-14, 11-15
*First replies (maximum of 4 each)
BOK2 DC H'33' 24,20 24-20 To 12-16
DC H'33' 24-20, 24-20
BOKB DC H'43' 23-19, 24-20 To 11-15
DC H'20' 22-17, 24-19
BOKC DC H'22' 22-17, 22-17 To 10-14
DC H'22' 22-17, 22-17
BOKD DC H'55' 22-18, 22-18 To 9-13
DC H'55' 22-18, 22-18
BOKE DC H'31' 24-20, 23-18 To 11-16
DC H'45' 24-19, 22-18
BOKF DC H'66' 21-17, 21-17 To 10-15
DC H'66' 21-17, 21-17
BOKG DC H'55' 22-18, 22-18 To 9-14
DC H'55' 22-18, 22-18
*First counter replies (maximum of 2 each)
BOK3 DC To 12-16 24-19
DC To 12-16 23-18
DC To 12-16 22-17
DC H'00' 8-12, 8,12 To 12-16 24-20
DC H'00' 16-23, 16,23 To 12-16 23-19
DC To 12-16 22-18
DC To 12-16 21-17
DC H'00' 15-24, 15-24 To 11-15 24-19
DC H'00' 8-11, 8-11 To 11-15 23-18
DC H'60 9-13, 8-11 To 11-15 22-17
DC H'00' 8-11, 8-11 To 11-15 24-20
DC H'05 8-11, 9-14 To 11-15 23-19
DC H'00' 15-22, 15-22 To 11-15 22-18
DC To 11-15 21-17
**** THERE WILL BE 49 BYTES OF THESE, EACH WITH 2 COUNTER REPLIES
**** The ones listed at present are from Lee's Guide