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mi 1¶' mumnmimm A CHESS PLAYING PROGRAM FOR THE 8080 MICROCOMPUTER 2 A K- © "\"_ "),' I T¿)$t, _ Written By: P. Jennings & T. O'Brien mÍcAo-ujAF\E LTO.

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mi 1¶'

mumnmimmA CHESS PLAYING PROGRAM FOR THE 8080 MICROCOMPUTER

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MICROCHESS

MICR0CHE33 was originally conceived as a program which wouldplay chess using only a minimum hobbyist microcomputer system.Th e program which w á3 developed will ruri on any 8080 basedmicrocomputer configured with at least 4K c) f contiguous RAY

,

and an ASCII iriput/output.. device.

Although MICR0CHES,S does not always play chess at the expertlevel, it will make a reasonable move under most circumstances.In addition t.o being great fun to play, it can provide a usefula rid tireless opponent fo r practising checkmate3, learningopenings, and sharpenimg general playing skills.The MICROCHESS program i s supplied on paper tape o r on

Tarbell(jM) cassette. The documentatiau provided includescomplete player's instructions, a description of the programoperation, arid an appendix with detaiX for modifying the II O

t c) suit the individual requirements of each user's personalcomputer system. If you should have an y problems puttingMICROCHESS u g on your system, please send t.he details of yoursystem and the exact problem to the address below. We will do

our best to assist you in any way POSuuiblé.

© Thís cu |Jl/ c' tí the ,'JICR0CHESS |7)log2am and d0cume\'ltat¿on tiS~'

gzcuAded p'l the µezg("!nae u-se and eYlj(/t/mQnt ü// the Íju/Lcha4 Qjt.Rep'íoduetLon by cUljl mean,s itS g/tc/h¿b¿tea. Lúe of the f'!ICR0CHESS

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TABLE OF CONTENTS

PLAYER'S MANUAL

NOTATION 3

PROGRAM EXECUTION 4

MICROCHESS COMMANDS 4

THE DISPLAY COMMAND 5

THE GO COMMAND 5

THE SPEED COMMAND 6

THE RESIGN COMMAND 6

THE EXCHANGE COMMAND 6

ENTERING YOUR MOVE 7

SPECIAL MOVES 7

CASTLING 8

PAWN PROMOTION 8

EN PASSANT 8

THE COMPUTER MOVE 9

NOTES 9

APPENDICES

APPENDIX A

THE PROGRAM 11

THE CONTROL AND INPUT/OUTPUT IIMOVE GENERATION 11DATA COLLECTION í2STRATEGY 12

APPENDIX B

INPUT AND OUTPUT SUBROUTINES i4APPENDIX C

DISPLAY OPTIONS 15CRT DISPLAY 15CUSTOM BOARD DISPLAY 15

PIECE ADDRESSES FOR BOARD DISPLAY 16

APPENDIX D

RETURN TO YOUR OPERATING SYSTEM 17

APPENDIX E

HEX DUMP OF MICROCHESS 18

APPENDIX F

TYPICAL OUTPUT FROM MICROCHESS 22

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- 3 -

Player's Manual

NOTATION

MICROCHESS uses a special octal notation to identify t he

squares o f t he chess board. Each square is represented by a

two digit number. The first digit specifies the rank(0 to 7 )

f rom the computer's end of the board. The second digitspecifies the file (O to 7) from t he computer's right (yourleft) .

A completely numbered board is shown below:

;q I C R C) C FI E S S

OCj 01 D? tj3,

ou 05 QEl

07

i

10)

11 12 13 14 15l 15 i 17

j

--—4-----—--- l l l

20l

21 22 U l24

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25)

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2?l)l))

30 31 32 33 i 34 3' ) 36 37

uo 'li 42 43 u )·'JS

I'16 '17

'I)" ")

" )I',J)'Í__"T60 i 61 ! 62 ) 63 I 6'1

l65 l 66

I67

-----) )--------) ----) I------,------)l

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71 )

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75 ) 76,

77

C H A L L E !j' g E r

-4

-

PROGRAM EXECUTION

The MICROCHESS program is executed frorn address 0000. Afterprinting the initial sign-on message, MICROCHESS will ask: "DOYOU WANT WHITE? (Y,N)". If you wish to play white, respondwith 'Y'. If you wish to play black, respond with 'N'. If youwish MICROCHESS to decide which colour to play, respond withany other character. MICROCHESS will then display the boardand prompt with a colon, indicating that the program is readyto receive any operating command.

MICROCHESS COMMANDS

MICROCHESS has seven special commands to which it will respond.Commands may be abbreviated to the first: letter of the command

word. All commands must be terminated with a carriage return.Typing errors may be corrected at any time by typing a

control-X. This will clear the input buffer and allow you toretype the entire line.

COMMAND SUMMARY

COMMAND FUNCTION

DISPLAY Display the board at the terminal.GO piake a move from the current position.

Speed Change the mode of the computer's play.

jjEsIgN End the game.

EXCHANGE Exchange sides./\UT0 DISPLAY Display the board after each move.

go DISPLAY Do not display the board automatically.

-5

-

THE DÍSPL¢M CCJMMANI)

Th e ZjI3P¿É1y 2omx!arl'! ¡ñ3t:"_nts t: he 2,3Tj3ater' to display the:mrrent P4jSít.iOr) ':jí '.!",e i,nt.ermaÁ '?ÉléS3 Mníri at t he terminal.'t!CR'3GLdZSS t: : "í!: Y'Áü'"4 ii !'í:U~íte1 It' the tntú "n the display, ani/f: l-j 'ire a}"A!í"d'3 at th;' b)"Ut.: j'm. !i.ath F'Ú?2é is indimated by a t'rjCj

O'2r!}r7ctet' mriemcmi'm T h e first c?.haµ?íc[er 3h(j'As the colour oft.he tj.i.ece. Th e 3£12 jnci ?'narActeµ s 'u) 'ti 3 t h e type c) f piece3c.3upying that. s: j!-la'"e. Blmk squares 'rúíiCh are unoccupied areillustrated by :: .

The ":ampte dispZ.ay beZ3'Ñ shows t he boardi:et ud to begin a ga")e with MICRCCHEStf ;ñaying white.

6~m·"""" MICAOCHESS """"m~"+l YRVN YB YK YQ WB HM VR I! I! VP VP VP VPVP ¥P\dP VP !I I

I B 8 8 t t t B 8 Il II t I t I I 8 8 8 !I It 8 t t 8 8 8 0 B II I! 8 8 3 8 8 ¶ 3 8 !l I

I BPBPBP BPBPBPBP BP !I ft BR W BB BK BQ BB BN BR I

+"""""" CHALLENGER """""""+

THE GO COMMAND

'i he 'X' corrimañd i:ístructs !4ICR02XE3S to examine the currentpostion íjf the board, choose the best move available, make thatmove, ÁjYj then prinz íjút the move that i t ha 3 mad e

. This2 ommand may b e entered a t any time. The ccmputer will notcheck to see if yo '-i h a v e .made an y moves since t he lastr2om:?ljter move, or' if it is making the first "nove with the blackt. e n

. YI3RC)CHE33 tr-ísEs j/j'j. You must. referee the game.

6

THE SPEED COMMAND

MICROCHESS can play chess at three different levels. The bestlevel is called the NORMAL speed, and requires from 60 to 300

seconds per move for analysis. By eliminating some timeconsuming portions of the strategic analysis, the speed can be

increased. BLITZ mode requires only 20 seconds per move on theaverage, and SUPERBLITZ will make a move in about 10 seconds,In response to the SPEED command, ¥ICR0CHESS will ask: "WHICHMODE? (S,B,N)". Type one of the characters S,B, or N tochoose the desired speed. This command may be entered at anytime during the game.

SPEED SUMMARY

ENTER SPEED TIME PER MOVE

S SUPERBLITZ 5 TO 10 SECONDS

B BLITZ 10 TO 30 SECONDS

N NORMAL 30 TO 300 SECONDS

THE RESIGN COMMAND

The RESIGN command may be entered at any time to end the game.MICROCHESS will display the final position of the board, and

then ask if you wish to play again.

THE EXCHANGE COMMAND

The EXCHANGE command enables you to turn the board around atany point during the game. This forces MICROCHESS to play withyour pieces in the position that you have left them. You mustplay with the computer's men. The relative positions of thepieces remain the same, but the numbering of the squareschanges because the notation always has its origin at thecomputer's lower right.

It is possible to have HICROCHZSS play a game against itself byentering the EXCHANGE command, then the GO command, then theEXCHANGE command, and sc) on. Remember that each move printedis being described from opposite ends of the board because ofthe intervening exchanges. It is best to display the boardevery two or three moves to be sure that you are following thegame correctly.

-7

-

ENTERING YOUR MOVE

Your move is described to MICROCHESS by specifying the squarethe piece was moved from, and the square the piece was moved

to, using the octal notation described above. For example,with the computer playing white, a KP to KP4 response would be

entered at the colon prompt as:

: 63-UMICROCHESS will immediately move the appropriate pieceinternally and begin to consider its response. The GO command

is assumed as soon as the move is entered. Note thatMICROCHESS carries out no legal validity check on your move.The program will accept a move of any piece on the board to anysquare on the board. If the square you move the piece to isoccupied, the occupying piece will be captured and removed fromthe board. Therefore, it is very important when entering yourmove, to take great care riot to enter an incorrect squarenumber. As with the commands, typing errors may be correctedby typing a control-x and retyping the entire line.

SPECIAL MOVES

Normally, MICROCHESS begins to consider its response as soon as

you have entered your move in the format shown above. If youwish to inhibit this action, in order to rnake two consecutivemoves to set up a test position, or to " make an en passantcapture as described below, enter an y after the move. Forexample:

: 63-'l3Y*P

MICROCHESS will move the appropriate piece on its internalchess board, and then return to the command mode for furthercommands or moves. Note once again, that you may move anypiece on the board in this manner, This includes the computer'spieces , which you may wish to move in order to set up aspecial position.

- 8 -

CASTLING

Castling is accomplished by entering O-0 to castle on theking's side (short), and O-O-O to castle on the queen's side(long). The letter O is used, not the numeral 0.

:0-0

PAWN PROMOTION

If you move a pawn to the eighth rank (rank 0 in the octalnotation of MICROCHESS), you may promote it to a piece. Thismay be done by following the move entry by an equal sign andthe mnemonic of the piece you wish the pawn promoted to. Forexample, if you wish to promote the king pawn to a Queen, thefollowing move would be entered:

: U-03=Q

Because of the internal board representation of MICROCHESS,

only one queen is allowed per side at any given time. If youalready have a queen, it will be necessary to choose anotherpiece which has already been lost.

EN PASSANT

En passant pawn capture 'nay be accomplished by making two moveswith the capturing pawn. The first move is a lateral move tocapture the computer's pawn. The second move is forwards tothe final square that you are moving your pawn to. Forexample, a capture of the computer's queen pawn which has justmoved from jLj to 34 with your king pawn, now located at 33, isaccomplished by first moving 33 to u to capture the pawn

(using the M suffix to prevent MICROCHESS from moving), andthen moving from 34 to 24 to move your pawn to the appropriatefinal square.

: 33-34'q: Yl-24

-9

-

THE COMPUTER MOVE

!'1ICR(JCHESS indicates its move using the same notation that youuse to eater your moves. To distinguish your moves from thoseof the computer when going over an old listing, the computer'smoves are preceded by the notation: '!C :

, as shown inthe example game illustrated in appendix F. En passant capture13 not a part of the ?UCR0CHESS move generation routines.Consequently, the computer will never capture en passant orrecognize the danger of you capturing en passant when itformulates its optimum move.

NOTES

Some players may find that their level of play exceeds that ofMICR0CF!ESS. In order to make the game more challenging, theseplayers may make the same sacrifice they might make to a weakhuman player. They can spot the computer a piece by removing

it at the beginning of the game, or shortly after the openingplay is concluded. This can easily be done by capturing itwith one of your own pieces, then returning the piece to itsown square. For example:

: 74-73t'i: 73-74M

MICROCHESS has been designed for your enjoyment. Have fun! Inaddition, we are always open to suggestions, ideas, orcriticisms. Please let us know if you feel that there isanything we can do to improve our products, or if there are anynew products you would like to see us present.

-1 O

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- 11 -APPENDIX A

THE PROGRAM

The program is divided into three functionally distinctsections: the control and input/output routines, the move

generation and data collection routines, and the strategicanalysis routines.

CONTROL AND INPUTi'OUTPUT

This section of the program is responsible for allcommunications between the computer arid the human player. The

primary functions carried out are the board set up, and data

table initialization sectionm In addition to this, the

various input commands are irtterpreted and subroutines arecalled which execute them. The most important subroutinecalled by the control section is the chess program itself.This is a complex set of routines which examine the currentstate of the chess board and return a 7lOVé which has beenevaluated as the best available.

MOVE GENERATION

The second major subsection of the program consists of a set ofsubroutines which generate legal moves from a given position.MICROCHESS, unlike most larger chess playing programs,evaluates its opportunities in a serial manner. That is, itgenerates an available move, and evaluates it completely beforegenerating the next available move. The evaluation routinescalculate a value for each move which is compared with thevalue of the best move found so far. If it is better, itbecomes the best move for comparison with future movesgenerated. The ,nove with the highest value will be selected byMICROCHE3S.

To generate all the moves for a side MICR0CHE33 works: through a

table which contains the board position of each piece. This isthe table shown in appendix E. First, a king pawn move isgenerated and evaluated. The evaluation includes the actualmoving of the piece, and the generation of potential replymoves by the challeriger. The sequence of trial moves of thecomputer's piecces arid the challenger's pieces may extend as faras three moves for eÁch side beyond the current position. Atthe end of this time, each move made will be taken back, untilthe board is returned to its original state. Then, the nextavailable move will be made, and tbe replies tested. Thi3continues until all the moves tor each cUece have been tested.MLCROCHESS is capable of generating antí"evaluatiríg about 10,000moves per second. Thus, in a yjo second analysis 3,(y)o,ooomoves will be matte and taken baok in an attempt to evaluate theavailable moves,

-1 2

-

DATA COLLECTION

For each test move available to the computer data are collectedwhich will allow it to evaluate the resultinq position. In thenormal mode of operation MICROCHESS collects the folowiríginformation for use by the strateEy algorithms.

MOBILITY (µ ) This represents the number of legal moves that a

side has available to it from a given position.MAXIMUM CAPTURABLE PIECE (P). The value of the mo st valuable

piece presently being attacked by a side.TOTAL ATTACK ( a )

.The sum of the values of all the pieces

under attack by a side.CAPTURE (C'). The value of any piece captured by the current

move, o r t he maximum available capture in a futuremove which can be achieved by a series o f captures(an exchange).

Th e mobility, maximum capturable piece, and the total attackare obtained for the current position, and the position aftert he test move ha s been made for both the computer and itsopponent. Capture values are calculated to a depth o f threemoves pe r side beyond t he current position provided tb e

position examined can be achieved by a continuous sequence o fpiece captures. I!? zdíition, the value of the Zio(M piece,arid the squares it, cccuFie3 Before anti after the move are usedin t.he evaluation.

STRATEGY

After a test. Tc'jt? jl ¿z:" '|"1: ( r: !'cñt ratccl, 'an,"i l.í"ic !: 'ara¶€t.cr"s al-.cvchave tc€ñ (?(í]]c(?l-c}/'"j 't' ',' i ! c j¿q t. ei cc . ;t.'ÑÁQñ r o u t. nc e

,t !1 t?

strat.c-í]ic ¿2!]IÁ}: ,'::j:" 'z}j".; :- l j,rg z: ":Ú"m'. 'ii '.j¿;',jf¿ Lc the 'r.(.: ','f¿. 7Ji'"i" a s i (? :31r(:!"'jl!:'. ', "' ! t :_, !" 'c7i: ir?::| '" :ú c 7 t, i\t' ',' "2 i'f {' 'jjf}

j-j "· ·- ··",c t (-er C" r : { ' · ,' ' ' 1 i } : ,

: L- t I,-, ·,- . .- - ; L t ' : l " : \" ',: r · , - 4 - -, l t t ,

\zictícn lc \!>- '.t-;.t·_í . ! :1 i t ' l- i: a :', ) :1 l".

- 13 -

VALUE = jj.0cWí + 1.25¢V + CL75t'i + 0.75OLl + 0.25tü

+ 0.25¢u - 3jj0pÍ -2.0CNÍ

-1.25QÁ

-0.25C'O

- 0.25a0 - 0.25G -0.25'ÍÁ - 0.25in

(^) signifies the challenger's value.

(n) subscript signifies the position at time n.(time O is the current board position)

VALUE 7 VALUE + C2 ir a piece is moved from the back rank.

VALUE = VALUE + C)2 if a piece is moved to the centre.VALUE 7 FF if the challenger is checkmated.

The a1Eorit!lln used ty "4ICH(JCHESS is a relatively simple o n e

compared to major chess pr'oizrams which can ccmpete at an expertlevel o r play. A s a result, t h e computer must make ttÍi€decision MiUween pcsitional [1€velQpm.ent, or material a'jvantaEebased upen t. h e few factors outlined above. Good chess isc:orcÁderably more complex, an'i requires that th e player us €

alzorjti]ms ',v'hich v a r y fr om time t.o time during the Eame.

|tl!: !i\jCiiESS l:as cñi\' a zinízlc- altzm"ithm which must be ',] s e. d at-

a 1 ] st-aFE2g ciur i Ilf' t lie E! ápít' (exccpt for a few openiríg moves"Aiicii ca !1 i: Cl j.:1 ¿".;,'ccí fr c'm a limitmi book). Thi 3- siníjjlca:ljc::"iti]y7, is a ccmj'rcmise of t.iae I)css3i!:l( cpen.itáf], middle EátLí€,e nci !';at3(?, m: ci sl:f-(jjjal sitnaíion {aln(3rj!.l]'ns.. ! t is t: ccausc cI"

Gjjjg. 2('[µ.;!'(: f.!2'(:- tijc: t !'l!CMjClliF!13 SQTi€t imc: 3 lnake:2 'r,cves ',·:íiich art'n cl (::"tj'1:a] .

- 14 - APPENDIX E3

INPUT AND OUTPUT SUBROUTINES

MICROCHESS is supplied with inout and outout subroutines foruse with an ASR 33 or equivalent A3CII terminal. Théuué

routines are shown below in source format:0DE6 4130 *********************************************0DE6 4140 * TaETYpE INPUT/OUTPUT ROUTINES SUPPLIED. *0D£6 4150 *********************************************0IE6 4160 * OUTPUT ROUTINE ·0IE6 4170 *********************************************0IE6 DB 00 4180 TTYO IN 00DEB E6 80 4J90 ANI 80H

0DEA CA E6 0D 4200 JZ TTYO

DIED 78 4210 MOV LÚB

0DEE D3 Dl 4220 OUT I

0DF0 C9 4230 RET

0DFI 4240 *********************************************0DFi 4250 * INPUT ROUTINE *0DFS 4260 *********************************************0DFI DB 00 4270 TTYI IN 0

0DF3 E6 40 4280 ANI 40H

0DF5 CA FI 0D 4290 JZ TTYI0DF8 DB 01 4300 IN }

0DFA E6 7F 4310 ANI 7FH

0DFC 47 4320 MOV R.AODFD C9 4330 RET

The conventions used by these routines are:1- Status is on channel 0.2- Data is on channel 1.

3- Data available is signalled by bit 6 (40H).4- Transmit buffer empty is signalled by bit 7 (BOA).

These routines are shown, so that you rnay modify them ifnecessary to suit the individual requirements of your system

If you wish to use your own I/O routines replace the data ataddress 09DA (C3 FI DO) with a J?4P to your own input routine(C3 XX XX). Then, replace the data at address Z9D7 (C3 E6 DO)

with a JMP to your own output routine (C3 XX XX).

The data is passed in the B register. The parity bit may be 0

or 1 for an input instruction. Output from MICROC4E.3S has theparity bit set to 0. There is no requireme2t for saving any ofthe registers; however, the stack rminter must be preserved aridthe routines must end with a return instruction.

- 15 -

APPENDIX C

DISPLAY OPTIONS

Two display option commands are available at the MICROCHESS

command prompt. These are AUTO DISPLAY and NO DISPLAY.Entering the ,A.UT0 DISPLAY corntnand causes the program to displaythe board immediately after each move made by either side.Entering the NO DISPLAY command will turn off the automaticdisplay feature. This is demonstrated in the sample game inAppendix F.

The default option in the copy of MICROCHESS you have receivedis NO DISPLAY. The user rnay change the default option to allowthe program to display the board after each computer move,after each of the challenger's moves, or both. Replacing thethree NOE' instructions at address: 0120 (00 00 00) with a callto the display subroutine (CD 42 02) will cause the board to be

automatically displayed after each move rnade by MICROCHESS. Ifyou wish to have the board displayed automatically after eachof your moves as well, replace the three NOP instructions ataddress 0004 with the same subroutine call (CD 42 02).

CRT DISPLAY

If you are using a CRT display with only 16 lines on thescreen, you may wish to shorten the board display provided byMICROCHESS. This is easily accomplished by entering 3 NOP

instructions (00 00 00) at address 0258. This replaces the CDDA 01 which appears in the original code.

CUSTOM BOARD DISPLAY

If you wish to design your own board display for use with agraphic terminal or just to gratify your own artisticambitions, you may replace the MICROCHESS display routine byreplacing the data at address 0242 (CD AC 09) with a JMP toyour own display subroutine (C3 XX XX).

- 16 -

The data required to di3p1ay the board is contained in a tableat address 09ED. This table contains the board location ofeach piece. The address and location of each piece as it wouldappear at the start of a game with !4ICRC)CHESS playing white isshown below.

PIECE ADDRESSES FDR BOARD DISPLAY

PIECE MICROCHESS CHALLENGER

King 09ED 03 09FD 73

Queen 09EE 04 09FE 74

King Rook 09EF 00 09FF 70

Queen Rook 09F0 07 0A00 77

King Bishop 09F1 02 0A01 72

Queen Bishop 09F2 05 0A02 75

King Knight 09F3 01 0A03 71

Queen Knight 0¢)F/J 06 0A04 76

KR Pawn 0!IF5 10 0A05 60

QR Pawn 09F6 17 0A06 67

KN Pawn 09F7 11 0A07 61

QN Pawn 09F8 16 0A08 66

KB Pawn 09F9 12 ÓA09 62

QB Pawn 09FA 15 DADA 65

Q Pawn 09FB 14 0A0J3 64

K Pawn 09FC 13 0A0C 63

- 17 -

appendix d

RETURNING TO YOUR OPERATING SYSTEM

If you wish to return directly to your operating system at theend of a game, this can be accomplished by replacing the HALT

instruction at address 01O7 with a JMP xx xx to youroperating system entry point. Two NOPS have been included foryour convenience in adding thi3 patch.

Please note, that it is impossible to call MICROCHESS as a

subroutine because the program manipulates the stack pointerseveral times during program execution. Thus, the originalreturn address will not be at the top of the stack when thereturn instruction is executed.

-18

- APPEtlhlX E

0000 31 82 Oij cij biG 09 2i 6L) 0El cij Lia Dl :zl 93 0i3 CL)

0010 DA Dl 21 B9 OB CD bA Dl cij HG 09 Cb AF 05 2J 950020 Da 22 7L) DA Zl GEl Da 22 7F DA 2! Dl 0i3 22 79 DA

0030 Zl 37 OB Z2 7Ei DA AF 32 74 DA 32 7i3 DA 32 82 DA

0040 32 81 DA 32 75 DA 32 76 0é.t 3E l0 32 77 DA 3E EE0050 32 ¿jjj Da 32 4E DA 21 F5 013 Gb SC Dl CD C9 09 CD

0060 BF' 09 78 OF D2 6F 00 3E Dl 32 82 DA CL) C3 05 CL)

0070 42 02 Gb AC 09 31 82 00 21 ¿6 DI) 22 59 Da 21 200080 20 22 20 DC 21 l0 DC CD SC Dl CL) 20 03 CL) AC 090090 21 DA Di) 7E FE 47 CA LI7 00 FE 44 CA 42 03 FE 4500^0 Cfl 2C 02 FE 53 CA El Dl FE 4F CA Di 03 FE 52 CA

0080 20 02 Ft 4J CA FI 02 FE 4E CÁ 05 03 CD 68 0i 3A00G0 OF oij FE 4L) CA 26 01 FE 3L) CA 48 03 FE 0D C2 2C0000 Dl Cl) 61) 08 00 00 00 CD 71) 04 3A 78 DA E37 CA F400£0 00 21 UF 20 22 IE DC 21 20 4F 22 IB DC AF 32 7É3

00F0 DA C3 02 Dl CD AD Dl cLt 97 03 3A 4F DA FE FF CA

0100 38 Dl 21 16 DC CD SC Dl 3A 81 DA FE FF CA 17 03

0ll0 3a 74 DA B7 CA ID Dl 21 AE DC CL) 5C Dl CD AC 090120 00 00 00 C3 75 00 CD 6D 08 C3 75 00 21 23 DC CD

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-21

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0Fl0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 000F20 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 000F30 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 000F40 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 000F50 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 000F60 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 000F70 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 000F80 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 000F90 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 000FA0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 000FB0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 000FC0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 000FD0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 000FE0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 000FF0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

- 22 - APPENDIX F

TYPICAL OUTPUT FROM K1ICROCHESS

MICRQCHESS (C) 1977.VRITTEN BYI P. JENNINGS & T. 0'BRIEN0~ ~~~~+~~+~~~~~g~~~~~~~~~~+~~~+~~~+~W~

DO YUU WANT VHITE ? (YAU N THE USER DECIDES TO PLAY BLACK.

+------ MICAOCHESS -------+l VR VN VB YK VQ VB VÑ VR y

I ll VP VP VP WP VP VP VP HP I

t !

I 8$ EB FI u I

t l THE BOARD IS AUTOMATICALLY

J tt u st 8b ! DISPLAYED AT THE BEGINNING

I I OF THE GAME.

I 86 8t 88 8$ !

I !

! IS $8 BI 33 j! !

I BP BP BP BP BP BP BP BP !

t I

I BR m BB BK BQ BB W BR I

+------ CHALLENGER -------+

3 SPEED THE USER WISHES TO SELECT

THE SPEED OF PLAY.VHICH,HOIE ? <SDBJN) S

8 GO He SELECTS THE SUPERBLITZKC 8 13-33 MODE.

I 63-43MC t 01"22 GO: CAUSES MICROCHESS TO8 76-55 MAKE A MOVE.

MC t 02-468 71—52 1 P-K4 P-K4

IQC 3 0"0 2 N-KB3 N-QB38 AUTO 3 B-B4 N-B3

4 O-O8 52-33

THE USER TURNS ON THEAUTOMATIC DISPLAY FEATURE.

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t I " " '! VP VP VP VP VP VP VP !

f f THE BOARD IS NOW DISPLAYED

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+------ C6ULLEJ0GER -"-----+

- 23 -

MC $ 14-34 5 P-Q4

+------MICROCHESS ---"-"-"

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+------CHGLLWGER -"-""""" THE USER TURNS OFF THE

8 NO DISFLAYAUTOMATIC DISPLAY.

... B-K2S 72-63 6 Q-K2 N-Q3PlC t 04-13 7 El X N

i 33-54MC K 46"55 THE USER REQUESTS A

t DJSFLAYBOARD DISPLAY.

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+------ CHALLENGER -----"""$ EXCHANGE THE USER EXCHANGES MEN WITH

MICROCHESS.

- 24 -

t DISFLAY

THE BOARD IS DISPLAYED

+----"- MICROCHESS -------+ WITH THE MEN EXCHANGED.I BR $8 BB BQ BK t8 BR l MICROCHESS IS NOW BLACK,! ! AND THE CHALLENGER IS! BP BP BP BP BB BP BP BP t WHITE.! !I IB VB BN :t t8 !¶ lI t8 Ti BP t3 !! !! Ft VP t8 $8 !! il XI 7k II VN Ft !l !I VP VP VP II VQ VP VP 1dP !l !I VR VN VB 3? VR VK !

+------ CHALLENGER -------+X EXCHANGE

EXCHANGE BACK TO THE

8 AJJTO ORIGINAL POSITION.

$ 66-55TURN ON THE AUTO DISPLAY.

...P X B

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+------ CKALLENGER -------+

- 25

MC : 3ci~438 P X P

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l VP VP VP VQ ii VP WP ldP !! !! st VN II st $8 !

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+ ~ " " " 'P" CH4LL. ENG ER " ~ ~ "~ + ~ +

i RESIGN. , , RESIGNS

YOU RESIGNED - I VlNill+ -----" NICAOCXESS "e~-++"+I VK \dR t: VB VR f THE GAME IS OVER.! IS VP idP VP VQ 88 VP VPVP I

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PLAY AGAIN ? (Y6N) N

THANKS FOR THE GNQE. .0 MICFÍOCHESM

Micro-Ware Limited27 Firstbrooke RoadToronto OntarioCanada M4E 2L2

Printed in Canada