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News > GNUGO for GBA

#11804 - krom - Sun Oct 19, 2003 9:40 pm

[Images not permitted - Click here to view it]
Scott Lininger has released an AI engine port of GNUGO for the GBA:

GNUGO is an open source Go Ai engine. As a learning exercise, I ported version
1.2 to the Gameboy Advance and gave it a pretty face. It's not the smartest Ai in the
world, but you can set any handicap you want to make it a challenging game.


Download the AI engine binary demo straight from the main site!

#11805 - sajiimori - Sun Oct 19, 2003 9:51 pm

Excellent...I've been waiting for something like this!

Edit: I didn't realize how far GnuGo has come since v1.2. This version plays worse than my girlfriend's 6 year old sister. Still, great start. :-)

#11906 - ScottLininger - Thu Oct 23, 2003 4:37 pm

GnuGo 1.2 is indeed a poor opponent. I'm working on the next version which will use a more recent (and much smarter) version of the AI.

#12386 - goxengo - Mon Nov 10, 2003 8:59 am

This is really great, i've been looking forward to Go on the GBA. Agreed that it isn't a very strong AI, and it plays a bit funny in the opening game, but it's still enjoyable and good looking too.

However it freezes on the hardware itself. This might be because of my XG2 linker, but I don't usually have problems running homebrew and demos through it. Any clue?

Which linker is sure to write the flash correctly? i'd love to have this running on the GBA.

#12590 - ScottLininger - Tue Nov 18, 2003 9:47 pm

That's really interesting. The game works fine on hardware through my Flash2Advance linker.

Does it freeze up at a consistent point, or is it random? It's possible there's a logic problem in the code somewhere and that I just haven't ever played the game with a particular pattern setup that makes it freeze.

#12953 - goxengo - Tue Dec 02, 2003 12:59 pm

It freezes constantly just after the Nintendo logo at startup. The funny thing is that when i plug the flashcart back into the flashreader it won't register the rom. I've tried with the latest versions of flashingsoftware and so fort, both with and without multibooters. I suspected it was my cart, but it clears the diagnostics and handles other demos and stuff just fine. i'll look into it a bit closer, i don't have the equip here atm. I'll also test it with another cart/flasher.

#13597 - ScottLininger - Thu Dec 18, 2003 12:47 am

I recently tried to create a multiboot with a game I built with the Krawall sound system, and it displayed the same kind of "hanging" behavior you're describing.

I suspect your link cable setup is creating it as a multiboot, which apparently makes Krawall barf. Since GBAGO uses Krawall, it's kind of hard to get around.

I'm looking into it...

#13614 - FluBBa - Thu Dec 18, 2003 10:08 am

I dont know if this has anything to do with the hang/crash but I solved the problem on PocketNES, PCEAdvance & Goomba by not reading from 0x08000000 when copying the game to EWRAM (instead starting from 0x08000004 and having the first word hardcoded in the code) for multiboot to work.
The XG2 (or rather its boot menu) has a "feature" of reseting the GBA when the program tries to read from 0x08000000.
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