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Zach's Projects



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Extra Large Bitmap (52 pixels)

Posted by , 24 February 2006 · 50 views

[attachment=791:attachment][attachment=792:attachment]Special thanks to Nathan Strum for the artwork.I'm sure that experienced programmers can imagine how to do a 51 pixel bitmap without flickering. Anyone care to guess how I managed 52? EDIT: Now explained below.


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Random thoughts for Friday evening

Posted by , 17 February 2006 · 16 views

I recently pulled out my Dark City DVD, which I haven't watched in years. I had forgotten how good it was. Truly brilliant and definitely underappreciated.I've also been watching Mad Max 2 (The Road Warrior) a lot lately. I noticed for the first time that the dune buggy Papagallo drives at the end was inherited from Humungus' gang. One...


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Sync'ing while thinking.

Posted by , 15 February 2006 · 23 views

My first attempt at stabilizing the frame height while Four-Play is thinking did not go so well. From what I understand, a frame lasts for 19912 cycles (76 cycles/line * 262 lines). To set the timer to last a whole frame, you would write #18 to T0124T. Then the timer would count down to 0 for 19456 (1024*19) cycles. At this point the timer is set...


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To-Do List

Posted by , 26 January 2006 · 17 views

I can't prove it, but I had plans to post a to-do list before Cybergoth did so. :) The list is fluid and likely to change.1) Four-Play (Summer 2006)2) Breakthrough (1K minigame contest deadline, if FP is finished on time)An obscure but fun board game invented by Dan Troyka.[b]3) Marble Jumper 2 (1K minigame contest deadline, if...


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My 1K Game Attempt

Posted by , 18 January 2006 · 32 views

BreakthroughGame design by Dan Troyka[attachment=636:attachment][attachment=639:attachment][attachment=647:attachment] (playable demo with dumb AI)Breakthrough is a fast paced board game with easy-to-learn rules. The winner is the first to get one of 14 pieces across to the last row. Pieces move forward one square vertically or diagonally, and...


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Four-Play with better AI

Posted by , 08 January 2006 · 22 views

Here is the latest version of my four-in-a-row game. It is a challenge to win, but I'm able to do it from time to time. Usually the wait between moves is less than 20 seconds, and the longest time I measured was about 35.I am curious how people feel about the difficultly level now. I hope Thomas has some time to try it out, since he...


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Quick Four-Play Update

Posted by , 02 January 2006 · 8 views

Just wanted to let you know that I'm still working on my homebrew. I've got a version that takes at most half a minute to play and is a challenge to beat, a vast improvement over the 3.5 minutes the last version took.I spent some time during the holidays working on alpha-beta pruning and got it working. This pruning allows the computer to...


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Alternate Chess Kernel Solved

Posted by , 25 December 2005 · 89 views

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In my last attempt at a chess kernel with playfield graphics, I came up with a technique that would only work with about 27K of code. Since then I've made some advances that make a 4K kernel possible. One trick I developed was a new 32 pixel asymmetrical...


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Heuristics take time.

Posted by , 11 December 2005 · 7 views

The good news is I have made Four-Play smarter. If you can defeat it now, you know something about the strategy that I don't. The bad news is it takes about 3 1/2 minutes to plan a move. You can reduce the time by setting the frame rate to maximum in z26, for example "z26 -r1000 fourplay_dec11.bin". My pentium 4 unit can plan moves...


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A better chessboard

Posted by , 05 December 2005 · 6 views

Sometimes designing kernels is more fun than actual game programming. Anyway, the idea of doing a better chess kernel has been on my mind for a while. I've been skeptical of the notion that chess could only be done with Venetian blinds or flickering, and this weekend I came up with a design that needs neither. Like my other board game kernels...






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