Author: Robert Hyatt
Date: 14:28:59 08/30/01
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On August 30, 2001 at 17:18:11, Dominic C. Marcello wrote: > I'm trying to write a bitboard based chess engine in assembly language, and >I'd like your thoughts as to which is a more effecient way of restoring moves. >Is it better to store all the relevant bitboards (the 4 rotated ones, and the >ones with the pieces from each side) in memory and restore them when the move is >taken back, or is it better just to save the move, and play the move in reverse >to take it back? Or is some combination of this best? > >Thanks for any help. > >Also, why the hey doesn't Intel have bsf, bsr, bt, bts, and btr instructions for >MMX registers? It sure would make my life alot easier. They also don't have a >normal cmp instruction for the MMX registers. So to use 64 bit integers and MMX >registers, I end up with a hybrid of code, some parts treating quadwords as >literal quadwords using MMX registers, and some parts treating quadwords as two >doublewords, using the general purpose registers. Are there any intel >compatible processors with additional instructions to handle this problem? It is faster to make and unmake, than it is to try to do a 'copy/make' type of engine. The 'copy' strains the PC's memory bandwidth beyond breaking, and will run slower.
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