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BANK_GENERIC@1#1.asm
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; Chess
; Copyright (c) 2019-2020 Andrew Davie
SLOT 1 ; which bank this code switches to
NEWBANK ONE
;---------------------------------------------------------------------------------------------------
; ... the above is a (potentially) RAM-copied section -- the following is ROM-only. Note that
; we do not configure a 1K boundary, as we con't really care when the above 'RAM'
; bank finishes. Just continue on from where it left off...
;---------------------------------------------------------------------------------------------------
DEF CartInit
SUBROUTINE
REFER StartupBankReset
VEND CartInit
sei
cld
; See if we can come up with something 'random' for startup
ldy INTIM
bne .toR
ldy #$9A
.toR sty rnd
lda #255
sta randomness
lda #0
sta SWBCNT ; console I/O always set to INPUT
sta SWACNT ; set controller I/O to INPUT
sta HMCLR
; cleanup remains of title screen
sta GRP0
sta GRP1
lda #%00010000 ; double width missile, double width player
sta NUSIZ0
sta NUSIZ1
lda #%100 ; players/missiles BEHIND BG
sta CTRLPF
lda #%111
sta NUSIZ0
sta NUSIZ1 ; quad-width
lda #%00000100
sta CTRLPF
lda #BACKGCOL
sta COLUBK
lda #WHITE ;tmp+RAMBANK_PLY
sta sideToMove
rts
;---------------------------------------------------------------------------------------------------
DEF SetupBanks
SUBROUTINE
; Move a copy of the row bank template to the first 8 banks of RAM
; and then terminate the draw subroutine by substituting in a RTS on the last one
REFER StartupBankReset
VAR __plyBank, 1
VEND SetupBanks
; Copy the bitmap shadow into the first 8 RAM banks via x(SLOT3)-->y(SLOT2)
.ROWBANK SET 0
REPEAT 8
ldx #BANK_SHADOW_ChessBitmap
ldy #[SLOT3] + .ROWBANK
jsr CopyShadowROMtoRAM
.ROWBANK SET .ROWBANK+1
REPEND
; Patch the final row's "loop" to a RTS
ldx #[SLOT2] + 7 ; last ROW BITMAP bank
stx SET_BANK_RAM
lda #$60 ; "rts"
sta@RAM SELFMOD_RTS_ON_LAST_ROW
; copy the BOARD/MOVES bank
ldx #SHADOW_BOARD
ldy #RAMBANK_BOARD
jsr CopyShadowROMtoRAM ; this auto-initialises Board too
; copy the PLY banks
; If there's no content (only variable decs) then we don't really need to do this.
.PLY SET 0
REPEAT PLY_BANKS
ldx #SHADOW_PLY
ldy #RAMBANK_PLY + .PLY
jsr CopyShadowROMtoRAM
.PLY SET .PLY + 1
REPEND
; copy the evaluation code/tables
; 3E+ moved from RAM to ROM
; ldx #[SLOT2] + SHADOW_EVAL
; ldy #[SLOT3] + EVAL
; jsr CopyShadowROMtoRAM
; ldy #RAMBANK_RAM_PIECELIST
; ldx #ROM_PIECELIST
; jsr CopyShadowROMtoRAM
rts
;---------------------------------------------------------------------------------------------------
DEF CopyShadowROMtoRAM
SUBROUTINE
REFER SetupBanks
VEND CopyShadowROMtoRAM
; Copy a whole ROM SHADOW into a destination RAM 512 byte bank
; used to setup callable RAM code from ROM templates
; x = source ROM bank
; y = destination RAM bank (preserved)
stx SET_BANK
sty SET_BANK_RAM
ldx #0
.copyPage lda $F800,x
sta@RAM $FC00,x
lda $F900,x
sta@RAM $FD00,x
dex
bne .copyPage
rts
;---------------------------------------------------------------------------------------------------
DEF CallClear
SUBROUTINE
IF 0
REFER aiClearEachRow
ENDIF
VEND CallClear
IF 0
; No transient variable dependencies/calls
sty SET_BANK_RAM
jsr ClearRowBitmap
ENDIF
rts
;---------------------------------------------------------------------------------------------------
DEF InitialisePieceSquares
SUBROUTINE
REFER StartupBankReset
VAR __initPiece, 1
VAR __initSquare, 1
VAR __initListPtr, 1
VEND InitialisePieceSquares
;---------------------------------------------------------------------------------------------------
DEF InitPieceLists
SUBROUTINE
REFER InitialisePieceSquares
VEND InitPieceLists
lda #0
sta Evaluation
sta Evaluation+1 ; tracks CURRENT value of everything (signed 16-bit)
sta enPassantPawn ; no en-passant
PHASE AI_StartClearBoard
ldx #0
.fillPieceLists
lda InitPieceList,x ; colour/-1
beq .exit
sta __originalPiece ; type
ldy InitPieceList+1,x ; square
sty __initSquare
lda #RAMBANK_BOARD
sta SET_BANK_RAM
lda __originalPiece
sta@RAM Board,y
bpl .white
NEGEVAL
.white
; Add the material value of the piece to the evaluation
lda __originalPiece
;lda #RAMBANK_BANK_EVAL ;BANK_AddPiecePositionValue
;sta SET_BANK_RAM
jsr AddPieceMaterialValue
stx __initListPtr
; add the positional value of the piece to the evaluation
ldy __initSquare
lda __originalPiece
;ldx #BANK_AddPiecePositionValue
;stx SET_BANK
jsr AddPiecePositionValue
lda __originalPiece ; type/colour
bpl .white2
NEGEVAL
.white2
ldx __initListPtr
inx
inx
bpl .fillPieceLists
.exit
rts
InitPieceList
IF !TEST_POSITION
.byte WHITE|Q, 25
.byte WHITE|B, 24
.byte WHITE|B, 27
.byte WHITE|R, 22
.byte WHITE|R, 29
.byte WHITE|N, 23
.byte WHITE|N, 28
.byte WHITE|WP, 35
.byte WHITE|WP, 36
.byte WHITE|WP, 34
.byte WHITE|WP, 37
.byte WHITE|WP, 33
.byte WHITE|WP, 38
.byte WHITE|WP, 32
.byte WHITE|WP, 39
.byte WHITE|K, 26
.byte BLACK|Q, 95
.byte BLACK|B, 94
.byte BLACK|B, 97
.byte BLACK|R, 92
.byte BLACK|R, 99
.byte BLACK|N, 93
.byte BLACK|N, 98
.byte BLACK|BP, 85
.byte BLACK|BP, 86
.byte BLACK|BP, 84
.byte BLACK|BP, 87
.byte BLACK|BP, 83
.byte BLACK|BP, 88
.byte BLACK|BP, 82
.byte BLACK|BP, 89
.byte BLACK|K, 96
.byte 0 ;end
ELSE ; test position...
IF 0
.byte WHITE|K, 28
.byte WHITE|WP, 37
.byte WHITE|WP, 38
.byte WHITE|WP, 53
.byte WHITE|WP, 49
.byte WHITE|WP, 32
.byte WHITE|R, 27
.byte WHITE|B, 46
.byte WHITE|R, 54
.byte BLACK|BP, 56
.byte BLACK|BP, 87
.byte BLACK|BP, 88
.byte BLACK|BP, 89
.byte BLACK|BP, 84
.byte BLACK|B, 66
.byte BLACK|R, 69
.byte BLACK|K, 98
.byte BLACK|R, 92
ENDIF
IF 0
; En passant test
.byte BLACK|BP, 88
.byte BLACK|BP, 86
.byte WHITE|WP, 67
.byte WHITE|K, 52
ENDIF
IF 1
;.byte BLACK|R, 97
.byte BLACK|K, 98
.byte BLACK|BP, 87
.byte BLACK|BP, 88
.byte BLACK|BP, 89
; .byte BLACK|B, 76
.byte WHITE|R,28
.byte WHITE|Q,58
; .byte WHITE|N,65
ENDIF
IF 0
;.byte WHITE|WP, 56
.byte BLACK|K, 98
.byte WHITE|R,29
.byte WHITE|Q,49
.byte WHITE|N,65
ENDIF
.byte 0 ;end
ENDIF
;---------------------------------------------------------------------------------------------------
DEF AdjustMaterialPositionalValue
SUBROUTINE
; A move is about to be made, so adjust material and positional values based on from/to and
; capture.
; First, nominate referencing subroutines so that local variables can be adjusted properly
;TODO REFER negaMax
;TODO REFER MakeMove
;TODO REFER aiMoveIsSelected
VAR __originalPiece, 1
VAR __capturedPiece, 1
VEND AdjustMaterialPositionalValue
; fromPiece piece doing the move (promoted type)
; fromX12 current square
; originX12 starting square
; toX12 ending square
; get the piece types from the board
lda #RAMBANK_BOARD
sta SET_BANK_RAM
ldy originX12
lda Board,y
sta __originalPiece
ldy toX12
lda Board,y
sta __capturedPiece
; {
; adjust the positional value (originX12 --> fromX12)
lda #RAMBANK_BANK_EVAL ;BANK_AddPiecePositionValue
sta SET_BANK_RAM
;ldy toX12
lda fromPiece
jsr AddPiecePositionValue ; add pos value for new position
lda __originalPiece
eor fromPiece ; the new piece
and #PIECE_MASK
beq .same1 ; unchanged, so skip
lda fromPiece ; new piece
;and #PIECE_MASK
;tay
jsr AddPieceMaterialValue
.same1
; and now the 'subtracts'
NEGEVAL
ldy originX12
lda __originalPiece
jsr AddPiecePositionValue ; remove pos value for original position
lda __originalPiece
eor fromPiece ; the new piece
and #PIECE_MASK
beq .same2 ; unchanged, so skip
lda __originalPiece
;and #PIECE_MASK
;tay
jsr AddPieceMaterialValue ; remove material for original type
.same2
NEGEVAL
; If there's a capture, we adjust the material value
; lda __capturedPiece
; eor __originalPiece
; bpl .noCapture ; special-case capture rook castling onto king
lda __capturedPiece
and #PIECE_MASK
beq .noCapture
;tay
jsr AddPieceMaterialValue ; -other colour = + my colour!
.noCapture
; }
lda savedBank
sta SET_BANK
rts
;---------------------------------------------------------------------------------------------------
DEF AddPiecePositionValue
SUBROUTINE
REFER AdjustMaterialPositionalValue
REFER EnPassantRemovePiece
REFER InitPieceLists
REFER negaMax
REFER quiesce
VAR __valPtr, 2
VAR __valHi, 1
VEND AddPiecePositionValue
; adds value of square piece is on to the evaluation
; note to do the subtraction as -( -x + val) == x - val
; y = square
; a = piece type (+flags)
cmp #128 ; black = CS
and #PIECE_MASK
tax
; black pieces flip rows so we can use the same eval tables
tya
bcc .white
lda FlipSquareIndex,y
;clc
.white
adc PosValVecLO,x
sta __valPtr
lda PosValVecHI,x
adc #0
sta __valPtr+1
ldy #0
sty __valHi
lda (__valPtr),y
bpl .sum
dec __valHi
.sum clc
adc Evaluation
sta Evaluation
lda Evaluation+1
adc __valHi
sta Evaluation+1
rts
;---------------------------------------------------------------------------------------------------
DEF EnPassantRemovePiece
SUBROUTINE
;TODO REFER MakeMove
IF ENPASSANT_ENABLED
REFER EnPassantCheck
ENDIF
VAR __y, 1
VAR __col, 1
VEND EnPassantRemovePiece
; Based on piece square, adjust material and position value with piece deleted
; y = piece square
sty __y
lda #RAMBANK_BOARD
sta SET_BANK_RAM
lda Board,y
sta __col
jsr AddPieceMaterialValue ; adding for opponent = taking
lda __col
ldy __y
jsr AddPiecePositionValue ; adding for opponent = taking
rts
;---------------------------------------------------------------------------------------------------
DEF AddPieceMaterialValue
SUBROUTINE
REFER AdjustMaterialPositionalValue
REFER InitialisePieceSquares
REFER EnPassantRemovePiece
REFER InitPieceLists
VEND AddPieceMaterialValue
; Adjust the material score based on the piece
; a = piece type + flags
and #PIECE_MASK
tay
clc
lda PieceValueLO,y
adc Evaluation
sta Evaluation
lda PieceValueHI,y
adc Evaluation+1
sta Evaluation+1
rts
IF 0
DEF IncVal
SUBROUTINE
ldx #99
.higher clc
lda@RAM PositionalValue_PAWN_BLACK,x
adc #10
cmp #$7F
bcc .norm
lda #$7f
.norm sta@RAM PositionalValue_PAWN_BLACK,x
dex
bpl .higher
rts
ENDIF
;---------------------------------------------------------------------------------------------------
ALLOCATE FlipSquareIndex, 100
.byte 0,0,0,0,0,0,0,0,0,0
.byte 0,0,0,0,0,0,0,0,0,0
.SQBASE SET 90-1
REPEAT 8
.byte 0,0
.SQX SET 2
REPEAT 8
.byte (.SQBASE+.SQX)
.SQX SET .SQX + 1
REPEND
.SQBASE SET .SQBASE - 10
REPEND
;---------------------------------------------------------------------------------------------------
CHECK_BANK_SIZE "BANK_1"
;---------------------------------------------------------------------------------------------------
; EOF