Actually it's the 3rd part of the full series, makes more sense with the previous articles
> It was the smallest implementation of chess on any computer until its record was broken in January 2015 by the PC-compatible BootChess.
> 1K ZX Chess uses only 672 bytes of RAM, 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.
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.
1K is a hellava achievement
This program is awesome, but it’s not quite chess.
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.
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? :-)