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Messages - ikemike

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16
News / Re: TI-Boy SE Beta pre-release
« on: May 16, 2011, 07:51:41 pm »
For some reason, my save files from my previous alpha version of Pokemon don't work. Is it because of the new 7 character limit on app name, as my alpha version of pokemon had 8 characters? Can you rename appvar files to accomodate it? It produces new save files for the beta app.

For reference:
My alpha version - name:"PokemonR", savefilenames:"POKEMON1", "POKEMON2", etc.
My beta version- name:"Pokemon", savefilenames: "Pokemon1", "Pokemon2", etc.

Is there any hope?

17
News / Re: TI-Boy SE Beta pre-release
« on: April 22, 2011, 11:05:59 am »
Save files are compatible between 1.00 and 1.02, right? I just have to switch out the app, and keep the save file on-calc.

18
News / Re: TI-Boy SE Beta pre-release
« on: April 18, 2011, 07:47:47 pm »
I just realized that this release has no sound button! I loved the sound function! Dang... Is it true you're omitting sound entirely, calcmaniac84? Or is just until you can get the speed up to a certain level?

19
News / Re: TI-Boy SE Beta pre-release
« on: April 18, 2011, 06:07:02 pm »
So I have to go through Tail Cave again?! Dx
It wasn't that hard, anyways.

About how much faster is the emulation, or is it?
EDIT: lol, my Chrome has a huge memory leak somewhere and is lagging incredibly, so I didn't bother to scroll down to the bottom of the first page. 20-60% faster?! Incredible! Can't wait to re-experience this amazingness!

For anyone who's having trouble with the "cannot find tiboy.bin" error, it worked with the command line method.

20
News / Re: OS 3.0 breaks compatibility
« on: April 17, 2011, 11:10:22 pm »
I think this could possibly be a result of TI thinking nDoom's (relavitely) highly-publicized release caused schools to discourage the Ti-Nspire, and they want to reduce the risk of any further connections between their new calculator and gaming. As it is, schools and Doom have already had some bad history (Columbine?). I suppose they want a fresh start. After all, the Ti-83/84 has already been, from TI's perspective, irreparably "corrupted" by the sheer amount of third-party software for gaming/entertainment.

That's my speculation. Dunno how true it is... Most of it's probably after-the-fact coincidences.

21
TI Z80 / Re: Chess
« on: April 12, 2011, 09:14:27 pm »
And the opening move database is definitely not happening. It is useless code with too many conditionals. What if the opponent responds in an unusual way? You have to make a new set, but what if they do another unusual move... This ends up with >1000 lines of code that will soon become obsolete.

I suppose. I'm not exactly sure how it could be done, but I envisioned it drawing moves from an appvar, choosing moves randomly from its opening database depending on the opponent's move, and if the opponent did something that wasn't in the repository, it'd start going on its own. It'd be an entirely different system before the AI kicks in, though, and I can imagine why you're reluctant. I'm just afraid this game won't be as human-like as it could without an opening database, as that's essentially what human players are— opening books before the opponent does something unusual.

22
TI Z80 / Re: Chess
« on: April 12, 2011, 04:27:06 pm »
Some bugs in the new version:
- Checkmate is only recognized as "check".
- When the checkmate condition is realized, the opponent loses the ability to move. However, you can still move.
- Once the opponent loses all their pieces, it is then recognized as "checkmate".
- It also recognizes certain conditions as "checkmate", even when it isn't. The particular condition it this this to me was when the king was against the wall and it only had one possible move.

Another thing: I finally got around to giving this game to my friend, and he played it a couple times. His opinion, which is mine as well, is that the game would benefit enormously from an opening database. I know I've already said this too many times, but please consider it when the optimization is done...

23
TI Z80 / Re: Chess
« on: April 11, 2011, 06:22:37 pm »
Sorry thepenguin77— I forgot that was a reason too. =| Anyways, great work. At least this won't take as long as Spencer's Zelda... This has already gotten a significant amount of progress in 1.5 months, and I guess I should be happy about that. xD

Compynerd255— Irregular openings can be surprising, and may end up taking the win, but it's not good practice for tournaments to play against an AI that doesn't take the center... I'd go as far to say 99% of competitive chess games start with white taking the center in some fashion, whether it be e4/d4/c4/nc3/nf3.

24
TI Z80 / Re: Chess
« on: April 11, 2011, 05:05:11 pm »
Might as well post the most recent as I haven't worked on it in a while.

Updates look like:
  • Fixed a glitch with best move selection (if there were two great moves instead of one, it might not pick neither)
  • If one of the AI moves is checkmate, it will take it
  • AI is faster


It is pretty amazing, the only thing I did to make this faster was replace all the ldir's with a big ldi \ ldi \ ldi loop and I made a 25% speed increase. Who would have thought? But this version will beat you if you're lazy, so watch out.
Neat! Now it's actually a threat (sorta)!

Personally, I think it'd be awesome if you defaulted the first move to e4/d4. As the program is right now, I still can't show it to my chess buddies without them mocking it for it's opening. As a temporary solution, I don't imagine programming this in would be particularly difficult (what do I know, though), and it would make the AI "presentable" for the duration where center-priority AI is still not there. I know how hard it can be to motivate yourself to program (I've got a whole bucketload of assets for a "Every Day the Same Dream" port, but I have no motivation to make it), but if you could set a date to have center-prioritizing AI done, I think all of us would really like it...

All I'm saying is I'm really excited for this particular project, and would really, really like to see it done or appear so. =)

25
TI Z80 / Re: Chess
« on: April 05, 2011, 11:45:50 pm »
I agree with that, I was playing today and I realized that the main reason that it fails so bad is that it has a poor opening. The hard part is telling the AI how to move towards the center because moving towards the center should never put the piece itself in danger, and this is a possibility if I give center moves a value. Also, whatever system is in place should probably only last about 10 moves, because especially in a 3 piece checkmate situation, it is pointless.

One thing I'm going to do to fix this is make the AI consider more move choices, right now it only looks at the last best 4, which is why black always moves the rightmost two pawns. I might also give the move a bonus if it moves a piece away from a wall, but it would have to be small so that it wouldn't put the piece in danger.

--
Bullet chess at the moment is not possible because to be fast, the AI would suck really bad.

Chess960 is a maybe, if I could work out the castling situation it would be pretty easy though.

Swappable piece sets will definitely be done. I'll probably also have just a plain letter set too for maximum readability.

I still think a basic opening database would be extraordinarily helpful. I don't imagine (I don't know, though) it would enlarge the file much, and therefore it would act more human in that respect. Also, what do you mean by "only looks at the last best 4"?

Also, in bullet chess, thinking is not necessarily significant for much of it. But the AI would have to be highly specialized to counter easy mates for it to be decent, which may make it either significantly enlarge the program or be a separate file, and is probably a lot of work... Yeah, it's probably not worth it. =)

Another quick thing— I've done some (in-class) testing, and once or twice it hasn't recognized it could checkmate me. Is checkmate priority at max?

26
TI Z80 / Re: Chess
« on: April 05, 2011, 10:25:32 pm »
I believe the program yoman is looking for is "Chessmaster 83", at http://www.ticalc.org/archives/files/fileinfo/236/23676.html. It doesn't work in Mirage, which prevents me from testing it (I'm lazy.. =D), but I remember looking at it a while back.

Anyways, it DOES have AI, but it's (likely) the same type of AI that thepenguin77 is going for. I posted a comment a couple posts ago asking whether prioritizing center control was possible— I think that would really help the AI, as it would solve a lot of its problems, such as falling for scholars mate, putting knights on the rim, never doing e4/d4 as white, etc...

27
TI Z80 / Re: Four Level Grayscale Video
« on: April 05, 2011, 12:03:53 am »
Somewhat off-topic, but what is the longest song trusound can fit on an empty calculator at a decent sound quality?

28
TI Z80 / Re: Chess
« on: April 04, 2011, 06:25:40 pm »
I don't know if your AI already does this, but I think you should specifically program the AI to prioritize controlling the center, especially early in the game. Right now the AI does strange moves half the time. It only really shines when more pieces come into play, limiting its options. I think making the AI prioritize controlling the center could really give the AI a significant boost in competency, especially when it's playing white. The AI isn't good at playing white because it doesn't really give much thought to the center, allowing you to take control of the game easily.

Of course, whether this would cause significantly more slowdown than there is already, I don't know... Maybe it could be an "hardcore" mode?

29
News / Re: April Fools prank... well... for now
« on: April 02, 2011, 12:24:18 am »
This certainly was extremely effective at bringing this issue to the community's attention. 14 pages of speculation and planning will greatly prepare us for when this day comes for real.

30
TI Z80 / Re: Chess
« on: March 30, 2011, 10:15:38 pm »
thepenguin77, I really have to congratulate you on this one. The AI is actually making decent moves. It's amazing! Whatever your AI is, it's great. I'd like it to be a bit faster, but if that's not possible, that's alright. However, a bullet chess mode where the AI is simplified and you're on a timer would be absolutely amazing! Since it's a calculator game, I'd imagine a fast mode would help its appeal, as not everyone wants to play a full-length game of chess. =)
Also, since the AI is turn-based (I think?...), I'd imagine Chess960 wouldn't be too tough to do either. I'd love it if you included stuff like that!
Madskillz, those sprites are amazing. It'd be pretty awesome if thepenguin77 could make the chess piece "sets" selectable, so you could choose between the 3D and 2D pieces.

Points made:
Bullet chess
Chess960
Swappable chess piece "sets"

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