1K ZX Chess
en.wikipedia.org
en.wikipedia.org
http://users.ox.ac.uk/~uzdm0006/scans/1kchess/
Actually it's the 3rd part of the full series, makes more sense with the previous articles
1st https://archive.org/stream/your-computer-magazine-1982-12/Yo...
2nd https://archive.org/stream/your-computer-magazine-1983-01/Yo...
3rd https://archive.org/stream/YourComputer_198302/YourComputer8...
> It was the smallest implementation of chess on any computer until its record was broken in January 2015 by the PC-compatible BootChess.
with this:
> 1K ZX Chess uses only 672 bytes of RAM,[2] but implements chess rules except for castling, promotion, and en passant, including a computer opponent.
If you don't include castling, promotion, and en passant, the game isn't chess anymore, or at least it hasn't been for a couple hundred years.
1K is a hellava achievement
This program is awesome, but it’s not quite chess.
Whatever the case, it is still a variant of chess, so I see no problem calling it chess.
A game without castling or en passant would be similar enough in spirit that we could call it a "chess variant". Removing promotion, on the other hand, would result in a wildly different game.
I actually suspect it'd be impossible to win against any non-beginners, making it more similar to tic-tac-toe than to chess.
"Take note that the 1018 octets of my Javascript code include an artificial intelligence and also the user's interface and chessboard visualization"
Load time "3.5 mins approx." I remember that I lost every signore game against it but it wasn't very fun because it used fast mode and I couldn't see the screen when it was thinking.
https://www.floodgap.com/retrobits/ckb/secret/microchess.htm...
It would be interesting to compare x86 and Z80 code density, that is, how much you can do per bit of machine code.
- a compiled C executable for x86/64 compresses to about 38% of its original size (199 KB down to 77 KB)
- a WASM blob of the same code compresses to about 32% (171 KB down to 56 KByte)
In comparison some 8-bit ROMs:
- ZX Spectrum 128 ROM (Z80): 16384 bytes compresses to 12189 (74.3%)
- C64 Kernel ROM (6502): 8192 bytes compresses to 6735 (82.2%)
So 8-bit code seems to be a lot 'denser' than today's machine code, and 6502 is denser than Z80 :)
Or are there are a lot of pointers in 64-bit code that contain a huge number of zeroes? :-)