hadif azli / Mbed 2 deprecated TEST123

Dependencies:   mbed Blynk

Revision:
0:d8f4c441e032
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/u8glibARM/chessengine.c	Fri Jun 10 15:20:20 2016 +0000
@@ -0,0 +1,2393 @@
+/*
+  chessengine.c
+  
+  "Little Rook Chess" (lrc)
+
+  Port to u8g library
+
+  chess for embedded 8-Bit controllers
+
+  Copyright (c) 2012, olikraus@gmail.com
+  All rights reserved.
+
+  Redistribution and use in source and binary forms, with or without modification, 
+  are permitted provided that the following conditions are met:
+
+  * Redistributions of source code must retain the above copyright notice, this list 
+    of conditions and the following disclaimer.
+    
+  * Redistributions in binary form must reproduce the above copyright notice, this 
+    list of conditions and the following disclaimer in the documentation and/or other 
+    materials provided with the distribution.
+
+  THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND 
+  CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, 
+  INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF 
+  MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 
+  DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR 
+  CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 
+  SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT 
+  NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 
+  LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER 
+  CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, 
+  STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 
+  ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF 
+  ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.  
+
+  Note:
+    UNIX_MAIN --> unix console executable
+
+  Current Rule Limitation
+    - no minor promotion, only "Queening" of the pawn
+    - threefold repetition is not detected (same board situation appears three times)
+	Note: Could be implemented, but requires tracking of the complete game
+    - Fifty-move rule is not checked (no pawn move, no capture within last 50 moves)
+	
+  Words
+    Ply		a half move
+    
+  General Links
+    http://chessprogramming.wikispaces.com/
+
+  Arduino specific
+    http://www.arduino.cc/cgi-bin/yabb2/YaBB.pl?num=1260055596
+    
+  Prefixes  
+    chess_		Generic Chess Application Interface
+    ce_		Chess engine, used internally, these function should not be called directly
+    cu_		Chess utility function
+    stack_		Internal function for stack handling
+
+  Issues
+    10.01.2011
+      - castling to the right does not move the rook
+	  --> done
+      - castling to the left: King can only move two squares
+	  --> done
+      
+    11.01.2011	
+      Next Steps:
+	- replace stack_NextCurrentPos with cu_NextPos, cleanup code according to the loop variable
+	    --> done
+	- Castling: Need to check for fields under attack
+	    --> done
+	
+	- Check for WIN / LOOSE situation, perhaps call ce_Eval() once on the top-level board setup
+	    just after the real move
+	- cleanup cu_Move
+	    --> almost done
+	- add some heuristics to the eval procedure
+	- add right side menu
+	  --> done
+	- clean up chess_ManualMove
+	  --> done
+	- finish menu (consider is_game_end, undo move)
+        - end condition: if KING is under attack and if KING can not move to a field which is under attack...
+	      then the game is lost. What will be returned by the Eval procedure? is it -INF?
+	    --> finished
+	    
+	- reduce the use of variable color, all should be reduced to board_orientation and ply&1
+	
+	- chess_GetNextMarked shoud make use of cu_NextPos
+	    --> done
+	- chess_ManualMove: again cleanup, solve draw issue (KING is not in check and no legal moves are available)
+	    --> done
+    22.01.2011
+	- simplify eval_t ce_Eval(void)
+	- position eval does not work, still moves side pawn :-(
+	      maybe because all pieces are considered
+	    --> done
+
+*/
+
+#include "u8g.h"
+
+//#ifndef __unix__
+//#else
+//#include <assert.h>
+//#define U8G_NOINLINE
+//#endif
+
+/*
+SAN identifies each piece by a single upper case letter.  The standard English
+values: pawn = "P", knight = "N", bishop = "B", rook = "R", queen = "Q", and
+king = "K".
+*/
+
+/* numbers for the various pieces */
+#define PIECE_NONE	0
+#define PIECE_PAWN 	1
+#define PIECE_KNIGHT  	2
+#define PIECE_BISHOP 	3
+#define PIECE_ROOK	4
+#define PIECE_QUEEN 	5
+#define PIECE_KING		6
+
+/* color definitions */
+#define COLOR_WHITE	0
+#define COLOR_BLACK	1
+
+/* a mask, which includes COLOR and PIECE number */
+#define COLOR_PIECE_MASK 0x01f
+
+#define CP_MARK_MASK 0x20
+
+#define ILLEGAL_POSITION 255
+
+/* This is the build in upper limit of the search stack */
+/* This value defines the amount of memory allocated for the search stack */
+/* The search depth of this chess engine can never exceed this value */
+#define STACK_MAX_SIZE 5
+
+/* chess half move stack: twice the number of undo's, a user can do */ 
+#define CHM_USER_SIZE 6
+
+/* the CHM_LIST_SIZE must be larger than the maximum search depth */
+/* the overall size of ste half move stack */
+#define CHM_LIST_SIZE (STACK_MAX_SIZE+CHM_USER_SIZE+2)
+
+typedef int16_t eval_t;	/* a variable type to store results from the evaluation */ 
+//#define EVAL_T_LOST -32768
+#define EVAL_T_MIN -32767
+#define EVAL_T_MAX 32767
+//#define EVAL_T_WIN 32767
+
+/* for maintainance of our own stack: this is the definition of one element on the stack */
+struct _stack_element_struct
+{
+  /* the current source position which is investigated */
+  uint8_t current_pos;
+  uint8_t current_cp;
+  uint8_t current_color;	/* COLOR_WHITE or COLOR_BLACK: must be predefines */
+  
+  /* the move which belongs to that value, both values are game positions */
+  uint8_t best_from_pos;
+  uint8_t best_to_pos;
+  /* the best value, which has been dicovered so far */
+  eval_t best_eval;
+};
+typedef struct _stack_element_struct stack_element_t;
+typedef struct _stack_element_struct *stack_element_p;
+
+/* chess half move history */
+struct _chm_struct
+{
+  uint8_t main_cp;		/* the main piece, which is moved */
+  uint8_t main_src;		/* the source position of the main piece */
+  uint8_t main_dest; 	/* the destination of the main piece */
+  
+  uint8_t other_cp;		/* another piece: the captured one, the ROOK in case of castling or PIECE_NONE */
+  uint8_t other_src;		/* the delete position of other_cp. Often identical to main_dest except for e.p. and castling */
+  uint8_t other_dest;		/* only used for castling: ROOK destination pos */
+  
+  /* the position of the last pawn, which did a double move forward */
+  /* this is required to check en passant conditions */
+  /* this array can be indexed by the color of the current player */
+  /* this is the condition BEFORE the move was done */
+  uint8_t pawn_dbl_move[2];
+  
+  /* flags for the movement of rook and king; required for castling */
+  /* a 1 means: castling is (still) possible */
+  /* a 0 means: castling not possible */
+  /*  bit 0 left side white */
+  /*  bit 1 right side white */
+  /*  bit 2 left side black */
+  /*  bit 3 right side black */
+  /* this is the condition BEFORE the move was done */
+  uint8_t castling_possible;   
+};
+
+typedef struct _chm_struct chm_t;
+typedef struct _chm_struct *chm_p;
+
+/* little rook chess, main structure */
+struct _lrc_struct
+{  
+  /* half-move (ply) counter: Counts the number of half-moves so far. Starts with 0 */
+  /* the lowest bit is used to derive the color of the current player */
+  /* will be set to zero in chess_SetupBoard() */
+  uint8_t ply_count;
+  
+  /* the half move stack position counter, counts the number of elements in chm_list */
+  uint8_t chm_pos;
+  
+  /* each element contains a colored piece, empty fields have value 0 */
+  /* the field with index 0 is black (lower left) */
+  uint8_t board[64];	
+  /* the position of the last pawn, which did a double move forward */
+  /* this is required to check en passant conditions */
+  /* this array can be indexed by the color of the current player */
+  uint8_t pawn_dbl_move[2]; 
+  
+  /* flags for the movement of rook and king; required for castling */
+  /* a 1 means: castling is (still) possible */
+  /* a 0 means: castling not possible */
+  /*  bit 0 left side white */
+  /*  bit 1 right side white */
+  /*  bit 2 left side black */
+  /*  bit 3 right side black */
+  uint8_t castling_possible; 
+  
+  /* board orientation */
+  /* 0: white is below COLOR_WHITE */
+  /* 1: black is below COLOR_BLACK */
+  /* bascially, this can be used as a color */
+  uint8_t orientation;
+  
+  /* exchange colors of the pieces */
+  /* 0: white has an empty body, use this for bright background color */
+  /* 1: black has an empty body, use this for dark backround color */
+  uint8_t strike_out_color;
+  
+  /* 0, when the game is ongoing */
+  /* 1, when the game is stopped (lost or draw) */
+  uint8_t is_game_end;
+  /* the color of the side which lost the game */
+  /* this value is only valid, when is_game_end is not 0 */
+  /* values 0 and 1 represent WHITE and BLACK, 2 means a draw */
+  uint8_t lost_side_color;
+  
+  
+  
+  /* checks are executed in ce_LoopRecur */
+  /* these checks will put some marks on the board */
+  /* this will be used by the interface to find out */
+  /* legal moves */
+  uint8_t check_src_pos;
+  uint8_t check_mode;		/* CHECK_MODE_NONE, CHECK_MODE_MOVEABLE, CHECK_MODE_TARGET_MOVE */
+  
+  
+  /* count of the attacking pieces, indexed by color */
+  uint8_t find_piece_cnt[2];
+
+  /* sum of the attacking pieces, indexed by color */
+  uint8_t find_piece_weight[2];
+
+  /* points to the current element of the search stack */
+  /* this stack is NEVER empty. The value 0 points to the first element of the stack */
+  /* actually "curr_depth" represent half-moves (plies) */
+  uint8_t curr_depth;
+  uint8_t max_depth;
+  stack_element_p curr_element;
+  
+  /* allocated memory for the search stack */
+  stack_element_t stack_memory[STACK_MAX_SIZE];
+
+  /* the half move stack, used for move undo and depth search, size is stored in chm_pos */
+  chm_t chm_list[CHM_LIST_SIZE];
+};
+typedef struct _lrc_struct lrc_t;
+
+#define CHECK_MODE_NONE 0
+#define CHECK_MODE_MOVEABLE 1
+#define CHECK_MODE_TARGET_MOVE 2
+
+
+
+/*==============================================================*/
+/* global variables */
+/*==============================================================*/
+
+u8g_t *lrc_u8g;
+
+lrc_t lrc_obj;
+
+
+/*==============================================================*/
+/* forward declarations */
+/*==============================================================*/
+
+/* 
+  apply no inline to some of the functions:
+  avr-gcc very often inlines functions, however not inline saves a lot of program memory!
+  On the other hand there are some really short procedures which should be inlined (like cp_GetColor)
+  These procedures are marked static to prevent the generation of the expanded procedure, which
+  also saves space.
+*/
+
+uint8_t stack_Push(uint8_t color) U8G_NOINLINE;
+void stack_Pop(void) U8G_NOINLINE;
+void stack_InitCurrElement(void) U8G_NOINLINE;
+void stack_Init(uint8_t max) U8G_NOINLINE;
+void stack_SetMove(eval_t val, uint8_t to_pos) U8G_NOINLINE;
+uint8_t cu_NextPos(uint8_t pos) U8G_NOINLINE;
+static uint8_t cu_gpos2bpos(uint8_t gpos);
+static uint8_t cp_Construct(uint8_t color, uint8_t piece);
+static uint8_t cp_GetPiece(uint8_t cp);
+static uint8_t cp_GetColor(uint8_t cp);
+uint8_t cp_GetFromBoard(uint8_t pos) U8G_NOINLINE;
+void cp_SetOnBoard(uint8_t pos, uint8_t cp) U8G_NOINLINE;
+
+void cu_ClearBoard(void) U8G_NOINLINE;
+void chess_SetupBoard(void) U8G_NOINLINE;
+eval_t ce_Eval(void);
+
+void cu_ClearMoveHistory(void) U8G_NOINLINE;
+void cu_ReduceHistoryByFullMove(void) U8G_NOINLINE;
+void cu_UndoHalfMove(void) U8G_NOINLINE;
+chm_p cu_PushHalfMove(void) U8G_NOINLINE;
+
+
+void ce_CalculatePositionWeight(uint8_t pos);
+uint8_t ce_GetPositionAttackWeight(uint8_t pos, uint8_t color);
+
+void chess_Thinking(void);
+void ce_LoopPieces(void);
+
+
+/*==============================================================*/
+/* search stack */
+/*==============================================================*/
+
+/* get current element from stack */
+stack_element_p stack_GetCurrElement(void)
+{
+  return lrc_obj.curr_element;
+}
+
+uint8_t stack_Push(uint8_t color)
+{
+  if ( lrc_obj.curr_depth == lrc_obj.max_depth )
+    return 0;
+  lrc_obj.curr_depth++;
+  lrc_obj.curr_element = lrc_obj.stack_memory+lrc_obj.curr_depth;
+  
+  /* change view for the evaluation */
+  color ^= 1;
+  stack_GetCurrElement()->current_color = color;
+
+  return 1;
+}
+
+void stack_Pop(void)
+{
+  lrc_obj.curr_depth--;
+  lrc_obj.curr_element = lrc_obj.stack_memory+lrc_obj.curr_depth;
+}
+
+/* reset the current element on the stack */
+void stack_InitCurrElement(void)
+{
+  stack_element_p e = stack_GetCurrElement();
+  e->best_eval = EVAL_T_MIN;
+  e->best_from_pos = ILLEGAL_POSITION;
+  e->best_to_pos = ILLEGAL_POSITION;
+}
+
+/* resets the search stack (and the check mode) */
+void stack_Init(uint8_t max)
+{
+  lrc_obj.curr_depth = 0;
+  lrc_obj.curr_element = lrc_obj.stack_memory;
+  lrc_obj.max_depth = max;
+  lrc_obj.check_mode = CHECK_MODE_NONE;
+  stack_InitCurrElement();
+  stack_GetCurrElement()->current_color = lrc_obj.ply_count;
+  stack_GetCurrElement()->current_color &= 1;
+}
+
+/* assign evaluation value and store the move, if this is the best move */
+/* assumes, that current_pos contains the source position */
+void stack_SetMove(eval_t val, uint8_t to_pos)
+{
+  stack_element_p e = stack_GetCurrElement();
+  if ( e->best_eval < val )
+  {
+    e->best_eval = val;
+    e->best_from_pos = e->current_pos;
+    e->best_to_pos = to_pos;
+  }
+}
+
+/* 
+  calculate next position on a 0x88 board 
+  loop is constructed in this way:
+  i = 0;
+  do
+  {
+    ...
+    i = cu_NextPos(i);
+  } while( i != 0 );
+
+  next pos might be started with an illegal position like 255
+*/
+uint8_t cu_NextPos(uint8_t pos)
+{
+  /* calculate next gpos */
+  pos++;
+  if ( ( pos & 0x08 ) != 0 )
+  {
+    pos+= 0x10;
+    pos&= 0xf0; 
+  }
+  if ( ( pos & 0x80 ) != 0 )
+    pos = 0;
+  return pos;
+}
+
+uint8_t cu_PrevPos(uint8_t pos)
+{
+  /* calculate prev gpos */
+  pos--;
+  if ( ( pos & 0x80 ) != 0 )
+    pos = 0x077;
+  else if ( ( pos & 0x08 ) != 0 )
+  {
+    pos &= 0xf0; 
+    pos |= 0x07;
+  }
+  return pos;
+}
+
+
+/*==============================================================*/
+/* position transltion */
+/*==============================================================*/
+/*
+  there are two positions
+    1. game position (gpos): BCD encoded x-y values
+    2. board position (bpos): a number between 0 and 63, only used to access the board.
+*/
+/*
+  gpos:	game position value
+  returns:	board position
+  note:	does not do any checks
+*/
+static uint8_t cu_gpos2bpos(uint8_t gpos)
+{
+  uint8_t bpos = gpos;
+  bpos &= 0xf0;
+  bpos >>= 1;
+  gpos &= 0x0f;
+  bpos |= gpos;
+  return bpos;
+}
+
+#define gpos_IsIllegal(gpos) ((gpos) & 0x088)
+
+
+/*==============================================================*/
+/* colored piece handling */
+/*==============================================================*/
+
+#define cp_IsMarked(cp)  ((cp) & CP_MARK_MASK)
+
+
+/*
+  piece: one of PIECE_xxx
+  color: COLOR_WHITE or COLOR_BLACK
+
+  returns: A colored piece
+*/
+static uint8_t cp_Construct(uint8_t color, uint8_t piece)
+{
+  color <<= 4;
+  color |= piece;
+  return color;
+}
+
+/* inline is better than a macro */
+static uint8_t cp_GetPiece(uint8_t cp)
+{
+  cp &= 0x0f;
+  return cp;
+}
+
+/*
+  we could use a macro:
+  #define cp_GetColor(cp)	(((cp) >> 4)&1)
+  however, inlined functions are sometimes much better
+*/
+static uint8_t cp_GetColor(uint8_t cp)
+{
+  cp >>= 4;
+  cp &= 1;
+  return cp;
+}
+
+/*
+  pos: game position
+  returns the colored piece at the given position
+*/
+uint8_t cp_GetFromBoard(uint8_t pos)
+{
+  return lrc_obj.board[cu_gpos2bpos(pos)];
+}
+
+/*
+  pos: game position
+  cp: colored piece
+*/
+void cp_SetOnBoard(uint8_t pos, uint8_t cp)
+{
+  /*printf("cp_SetOnBoard gpos:%02x cp:%02x\n", pos, cp);*/
+  lrc_obj.board[cu_gpos2bpos(pos)] = cp;
+}
+
+/*==============================================================*/
+/* global board access */
+/*==============================================================*/
+
+void cu_ClearBoard(void)
+{
+  uint8_t i;
+  /* clear the board */
+  for( i = 0; i < 64; i++ )
+    lrc_obj.board[i] = PIECE_NONE;
+  
+  lrc_obj.ply_count = 0;
+  lrc_obj.orientation = COLOR_WHITE;
+  
+  lrc_obj.pawn_dbl_move[0] = ILLEGAL_POSITION;
+  lrc_obj.pawn_dbl_move[1] = ILLEGAL_POSITION;
+  
+  lrc_obj.castling_possible = 0x0f;
+  
+  lrc_obj.is_game_end = 0;
+  lrc_obj.lost_side_color = 0;
+
+  /* clear half move history */
+  cu_ClearMoveHistory();
+
+}
+
+/*
+  test setup
+  white wins in one move
+*/
+void chess_SetupBoardTest01(void)
+{
+  cu_ClearBoard();
+  lrc_obj.board[7+7*8] = cp_Construct(COLOR_BLACK, PIECE_KING);
+  lrc_obj.board[7+5*8] = cp_Construct(COLOR_WHITE, PIECE_PAWN);
+  lrc_obj.board[3] = cp_Construct(COLOR_WHITE, PIECE_KING);
+  lrc_obj.board[0+7*8] = cp_Construct(COLOR_BLACK, PIECE_ROOK);
+  lrc_obj.board[6] = cp_Construct(COLOR_WHITE, PIECE_QUEEN);
+} 
+
+/* setup the global board */
+void chess_SetupBoard(void)
+{
+  uint8_t i;
+  register uint8_t bp, wp;
+  
+  /* clear the board */
+  cu_ClearBoard();
+  
+  /* precronstruct pawns */
+  wp = cp_Construct(COLOR_WHITE, PIECE_PAWN);
+  bp = cp_Construct(COLOR_BLACK, PIECE_PAWN);
+  
+  /* setup pawn */
+  for( i = 0; i < 8; i++ )
+  {
+    lrc_obj.board[i+8] = wp;
+    lrc_obj.board[i+6*8] = bp;
+  }
+  
+  /* assign remaining pieces */
+  
+  lrc_obj.board[0] = cp_Construct(COLOR_WHITE, PIECE_ROOK);
+  lrc_obj.board[1] = cp_Construct(COLOR_WHITE, PIECE_KNIGHT);
+  lrc_obj.board[2] = cp_Construct(COLOR_WHITE, PIECE_BISHOP);
+  lrc_obj.board[3] = cp_Construct(COLOR_WHITE, PIECE_QUEEN);
+  lrc_obj.board[4] = cp_Construct(COLOR_WHITE, PIECE_KING);
+  lrc_obj.board[5] = cp_Construct(COLOR_WHITE, PIECE_BISHOP);
+  lrc_obj.board[6] = cp_Construct(COLOR_WHITE, PIECE_KNIGHT);
+  lrc_obj.board[7] = cp_Construct(COLOR_WHITE, PIECE_ROOK);
+
+  lrc_obj.board[0+7*8] = cp_Construct(COLOR_BLACK, PIECE_ROOK);
+  lrc_obj.board[1+7*8] = cp_Construct(COLOR_BLACK, PIECE_KNIGHT);
+  lrc_obj.board[2+7*8] = cp_Construct(COLOR_BLACK, PIECE_BISHOP);
+  lrc_obj.board[3+7*8] = cp_Construct(COLOR_BLACK, PIECE_QUEEN);
+  lrc_obj.board[4+7*8] = cp_Construct(COLOR_BLACK, PIECE_KING);
+  lrc_obj.board[5+7*8] = cp_Construct(COLOR_BLACK, PIECE_BISHOP);
+  lrc_obj.board[6+7*8] = cp_Construct(COLOR_BLACK, PIECE_KNIGHT);
+  lrc_obj.board[7+7*8] = cp_Construct(COLOR_BLACK, PIECE_ROOK);
+
+  //chess_SetupBoardTest01();
+
+}
+
+
+
+/*==============================================================*/
+/* checks */
+/*==============================================================*/
+
+/*
+  checks if the position is somehow illegal
+*/
+uint8_t cu_IsIllegalPosition(uint8_t pos, uint8_t my_color)
+{
+  uint8_t board_cp;
+  /* check, if the position is offboard */
+  if ( gpos_IsIllegal(pos) != 0 )
+    return 1;
+  /* get the piece from the board */
+  board_cp = cp_GetFromBoard(pos);
+  /* check if hit our own pieces */
+  if ( board_cp != 0 ) 
+    if ( cp_GetColor(board_cp) == my_color )
+      return 1;
+  /* all ok, we could go to this position */
+  return 0;
+}
+
+/*==============================================================*/
+/* evaluation procedure */
+/*==============================================================*/
+
+/*
+  basic idea is to return a value between EVAL_T_MIN and EVAL_T_MAX
+*/
+
+/*
+  the weight table uses the PIECE number as index:
+      #define PIECE_NONE	0
+      #define PIECE_PAWN 	1
+      #define PIECE_KNIGHT  	2
+      #define PIECE_BISHOP 	3
+      #define PIECE_ROOK	4
+      #define PIECE_QUEEN 	5
+      #define PIECE_KING		6
+  the king itself is not counted
+*/
+uint8_t ce_piece_weight[] = { 0, 1, 3, 3, 5, 9, 0 };
+uint8_t ce_pos_weight[] = { 0, 1, 1, 2, 2, 1, 1, 0};
+/*
+  evaluate the current situation on the global board
+*/
+eval_t ce_Eval(void)
+{
+  uint8_t cp;
+  uint8_t is_my_king_present = 0;
+  uint8_t is_opposit_king_present = 0;
+  eval_t material_my_color = 0;
+  eval_t material_opposit_color = 0;
+  eval_t position_my_color = 0;
+  eval_t position_opposit_color = 0;
+  eval_t result;
+  uint8_t pos;
+  
+  pos = 0;
+  do
+  {
+    /* get colored piece from the board */
+    cp = cp_GetFromBoard(pos);
+    
+    if ( cp_GetPiece(cp) != PIECE_NONE )
+    {
+      if ( stack_GetCurrElement()->current_color == cp_GetColor(cp) )
+      {
+	/* this is our color */
+	/* check if we found our king */
+	if ( cp_GetPiece(cp) == PIECE_KING  )
+	  is_my_king_present = 1;
+	material_my_color += ce_piece_weight[cp_GetPiece(cp)];
+	if ( cp_GetPiece(cp) == PIECE_PAWN || cp_GetPiece(cp) == PIECE_KNIGHT  )
+	{
+	  position_my_color += ce_pos_weight[pos&7]*ce_pos_weight[(pos>>4)&7];
+	}
+      }
+      else
+      {
+	/* this is the opposit color */
+	if ( cp_GetPiece(cp) == PIECE_KING  )
+	  is_opposit_king_present = 1;
+	material_opposit_color += ce_piece_weight[cp_GetPiece(cp)];
+	if ( cp_GetPiece(cp) == PIECE_PAWN || cp_GetPiece(cp) == PIECE_KNIGHT )
+	{
+	  position_opposit_color += ce_pos_weight[pos&7]*ce_pos_weight[(pos>>4)&7];
+	}
+      }
+    }
+    pos = cu_NextPos(pos);
+  } while( pos != 0 );
+
+    
+  /* decide if we lost or won the game */
+  if ( is_my_king_present == 0 )
+    return EVAL_T_MIN;	/*_LOST*/
+  if ( is_opposit_king_present == 0 )
+    return EVAL_T_MAX;	/*_WIN*/
+  
+  /* here is the evaluation function */
+  
+  result = material_my_color - material_opposit_color;
+  result <<= 3;
+  result += position_my_color - position_opposit_color;
+  return result;
+}
+
+/*==============================================================*/
+/* move backup and restore */
+/*==============================================================*/
+
+
+/* this procedure must be called to keep the size as low as possible */
+/* if the chm_list is large enough, it could hold the complete history */
+/* but for an embedded controler... it is deleted for every engine search */
+void cu_ClearMoveHistory(void)
+{
+  lrc_obj.chm_pos = 0;
+}
+
+void cu_ReduceHistoryByFullMove(void)
+{
+  uint8_t i;
+  while( lrc_obj.chm_pos > CHM_USER_SIZE )
+  {
+    i = 0;
+    for(;;)
+    {
+      if ( i+2 >= lrc_obj.chm_pos )
+	break;
+      lrc_obj.chm_list[i] = lrc_obj.chm_list[i+2];
+      i++;
+    }
+    lrc_obj.chm_pos -= 2;
+  }
+}
+
+void cu_UndoHalfMove(void)
+{
+  chm_p chm;
+  
+  if ( lrc_obj.chm_pos == 0 )
+    return;
+  
+  lrc_obj.chm_pos--;
+
+  chm = lrc_obj.chm_list+lrc_obj.chm_pos;
+  
+  lrc_obj.pawn_dbl_move[0] = chm->pawn_dbl_move[0];
+  lrc_obj.pawn_dbl_move[1] = chm->pawn_dbl_move[1];
+  lrc_obj.castling_possible = chm->castling_possible;
+  
+  cp_SetOnBoard(chm->main_src, chm->main_cp);
+  cp_SetOnBoard(chm->main_dest, PIECE_NONE);
+  
+  if ( chm->other_src != ILLEGAL_POSITION )
+    cp_SetOnBoard(chm->other_src, chm->other_cp);
+  if ( chm->other_dest != ILLEGAL_POSITION )
+    cp_SetOnBoard(chm->other_dest, PIECE_NONE);
+
+}
+
+/*
+  assumes, that the following members of the returned chm structure are filled 
+  uint8_t main_cp;		the main piece, which is moved
+  uint8_t main_src;		the source position of the main piece
+  uint8_t main_dest; 	the destination of the main piece
+  
+  uint8_t other_cp;		another piece: the captured one, the ROOK in case of castling or PIECE_NONE
+  uint8_t other_src;		the delete position of other_cp. Often identical to main_dest except for e.p. and castling
+  uint8_t other_dest;		only used for castling: ROOK destination pos
+
+*/
+chm_p cu_PushHalfMove(void)
+{
+  chm_p chm;
+  
+  chm = lrc_obj.chm_list+lrc_obj.chm_pos;
+  if ( lrc_obj.chm_pos < CHM_LIST_SIZE-1)
+    lrc_obj.chm_pos++;
+
+  chm->pawn_dbl_move[0] = lrc_obj.pawn_dbl_move[0];
+  chm->pawn_dbl_move[1] = lrc_obj.pawn_dbl_move[1];
+  chm->castling_possible = lrc_obj.castling_possible;
+  return chm;
+}
+
+
+char chess_piece_to_char[] = "NBRQK";
+
+/*
+  simple moves on empty field: 	Ka1-b2
+  capture moves:				Ka1xb2
+  castling:						0-0 or 0-0-0
+*/
+
+static void cu_add_pos(char *s, uint8_t pos) U8G_NOINLINE;
+
+static void cu_add_pos(char *s, uint8_t pos)
+{
+  *s = pos;
+  *s >>= 4;
+  *s += 'a';
+  s++;
+  *s = pos;
+  *s &= 15;
+  *s += '1';
+}
+
+const char *cu_GetHalfMoveStr(uint8_t idx)
+{
+  chm_p chm;
+  static char buf[7];		/*Ka1-b2*/
+  char *p = buf;
+  chm = lrc_obj.chm_list+idx;
+  
+  if ( cp_GetPiece(chm->main_cp) != PIECE_NONE )
+  {
+    if ( cp_GetPiece(chm->main_cp) > PIECE_PAWN )
+    {
+      *p++ = chess_piece_to_char[cp_GetPiece(chm->main_cp)-2];
+    }
+    cu_add_pos(p, chm->main_src);
+    p+=2;
+    if ( cp_GetPiece(chm->other_cp) == PIECE_NONE )
+      *p++ = '-';
+    else
+      *p++ = 'x';
+    cu_add_pos(p, chm->main_dest);
+    p+=2;
+  }
+  *p = '\0';
+  return buf;
+}
+
+
+
+
+
+/*==============================================================*/
+/* move */
+/*==============================================================*/
+
+/*
+  Move a piece from source position to a destination on the board
+  This function
+    - does not perform any checking
+    - however it processes "en passant" and casteling
+    - backup the move and allow 1x undo
+  
+  2011-02-05: 
+    - fill pawn_dbl_move[] for double pawn moves
+	--> done
+    - Implement casteling 
+	--> done
+    - en passant
+	--> done
+    - pawn conversion/promotion
+	--> done
+    - half-move backup 
+	--> done
+    - cleanup everything, minimize variables
+	--> done
+*/
+
+void cu_Move(uint8_t src, uint8_t dest)
+{  
+  /* start backup structure */
+  chm_p chm = cu_PushHalfMove();
+
+  /* these are the values from the board at the positions, provided as arguments to this function */
+  uint8_t cp_src, cp_dest;
+  
+  /* Maybe a second position is cleared and one additional location is set */
+  uint8_t clr_pos2;
+  uint8_t set_pos2;
+  uint8_t set_cp2;
+  
+  /* get values from board */
+  cp_src = cp_GetFromBoard(src);
+  cp_dest = cp_GetFromBoard(dest);
+
+  /* fill backup structure */
+  
+  chm->main_cp = cp_src;
+  chm->main_src = src;
+  chm->main_dest = dest;
+  
+  chm->other_cp = cp_dest;		/* prepace capture backup */
+  chm->other_src = dest;
+  chm->other_dest = ILLEGAL_POSITION;
+  
+  /* setup results as far as possible with some suitable values */
+  
+  clr_pos2 = ILLEGAL_POSITION;	/* for en passant and castling, two positions might be cleared */
+  set_pos2 = ILLEGAL_POSITION;	/* only used for castling */
+  set_cp2 = PIECE_NONE;			/* ROOK for castling */
+  
+  /* check for PAWN */
+  if ( cp_GetPiece(cp_src) == PIECE_PAWN )
+  {
+    
+    /* double step: is the distance 2 rows */
+    if ( (src - dest == 32) || ( dest - src == 32 ) )
+    {
+      /* remember the destination position */
+      lrc_obj.pawn_dbl_move[cp_GetColor(cp_src)] = dest;
+    }
+    
+    /* check if the PAWN is able to promote */
+    else if ( (dest>>4) == 0 || (dest>>4) == 7 )
+    {
+      /* do simple "queening" */
+      cp_src &= ~PIECE_PAWN;
+      cp_src |= PIECE_QUEEN;
+    }
+    
+    /* is it en passant capture? */
+    /* check for side move */
+    else if ( ((src + dest) & 1) != 0 )
+    {
+      /* check, if target field is empty */
+      if (  cp_GetPiece(cp_dest) == PIECE_NONE )
+      {
+	/* this is en passant */
+	/* no further checking required, because legal moves are assumed here */
+	/* however... the captured pawn position must be valid */
+	clr_pos2 = lrc_obj.pawn_dbl_move[cp_GetColor(cp_src) ^ 1];
+	chm->other_src = clr_pos2;
+	chm->other_cp = cp_GetFromBoard(clr_pos2);
+      }
+    }    
+  }
+  
+  /* check for the KING */
+  else if ( cp_GetPiece(cp_src) == PIECE_KING )
+  {
+    /* disallow castling, if the KING has moved */
+    if ( cp_GetColor(cp_src) == COLOR_WHITE )
+    {
+      /* if white KING has moved, disallow castling for white */
+      lrc_obj.castling_possible &= 0x0c;
+    }
+    else
+    {
+      /* if black KING has moved, disallow castling for black */
+      lrc_obj.castling_possible &= 0x03;
+    }
+    
+    /* has it been castling to the left? */
+    if ( src - dest == 2 )
+    {
+      /* let the ROOK move to pos2 */
+      set_pos2 = src-1;
+      set_cp2 = cp_GetFromBoard(src-4);
+      
+      /* the ROOK must be cleared from the original position */
+      clr_pos2 = src-4;
+      
+      chm->other_cp = set_cp2;
+      chm->other_src = clr_pos2;
+      chm->other_dest = set_pos2;
+    }
+    
+    /* has it been castling to the right? */
+    else if ( dest - src == 2 )
+    {
+      /* let the ROOK move to pos2 */
+      set_pos2 = src+1;
+      set_cp2 = cp_GetFromBoard(src+3);
+      
+      /* the ROOK must be cleared from the original position */
+      clr_pos2 = src+3;
+      
+      chm->other_cp = set_cp2;
+      chm->other_src = clr_pos2;
+      chm->other_dest = set_pos2;
+      
+    }
+    
+  }
+  
+  /* check for the ROOK */
+  else if ( cp_GetPiece(cp_src) == PIECE_ROOK )
+  {
+    /* disallow white left castling */
+    if ( src == 0x00 )
+      lrc_obj.castling_possible &= ~0x01;
+    /* disallow white right castling */
+    if ( src == 0x07 )
+      lrc_obj.castling_possible &= ~0x02;
+    /* disallow black left castling */
+    if ( src == 0x70 )
+      lrc_obj.castling_possible &= ~0x04;
+    /* disallow black right castling */
+    if ( src == 0x77 )
+      lrc_obj.castling_possible &= ~0x08;
+  }
+  
+  
+  /* apply new board situation */
+  
+  cp_SetOnBoard(dest, cp_src);
+  
+  if ( set_pos2 != ILLEGAL_POSITION )
+    cp_SetOnBoard(set_pos2, set_cp2);
+  
+  cp_SetOnBoard(src, PIECE_NONE);
+  
+  if ( clr_pos2 != ILLEGAL_POSITION )
+    cp_SetOnBoard(clr_pos2, PIECE_NONE);
+  
+  
+}
+
+/*
+  this subprocedure decides for evaluation of the current board situation or further (deeper) investigation
+  Argument pos is the new target position if the current piece 
+
+*/
+uint8_t ce_LoopRecur(uint8_t pos)
+{
+  eval_t eval;
+  
+  /* 1. check if target position is occupied by the same player (my_color) */
+  /*     of if pos is somehow illegal or not valid */
+  if ( cu_IsIllegalPosition(pos, stack_GetCurrElement()->current_color) != 0 )
+    return 0;
+
+  /* 2. move piece to the specified position, capture opponent piece if required */
+  cu_Move(stack_GetCurrElement()->current_pos, pos);
+
+  
+  /* 3. */
+  /* if depth reached: evaluate */
+  /* else: go down next level */
+  /* no eval if there had been any valid half-moves, so the default value (MIN) will be returned. */
+  if ( stack_Push(stack_GetCurrElement()->current_color) == 0 )
+  {
+    eval = ce_Eval();
+  }
+  else
+  {
+    /* init the element, which has been pushed */
+    stack_InitCurrElement();
+    /* start over with ntext level */
+    ce_LoopPieces();
+    /* get the best move from opponents view, so invert the result */
+    eval = -stack_GetCurrElement()->best_eval;
+    stack_Pop();
+  }
+  
+  /* 4. store result */
+  stack_SetMove(eval, pos);
+  
+  /* 5. undo the move */
+  cu_UndoHalfMove();
+  
+  /* 6. check special modes */
+  /* the purpose of these checks is to mark special pieces and positions on the board */
+  /* these marks can be checked by the user interface to highlight special positions */
+  if ( lrc_obj.check_mode != 0 )
+  {
+    stack_element_p e = stack_GetCurrElement();
+    if ( lrc_obj.check_mode == CHECK_MODE_MOVEABLE )
+    {
+      cp_SetOnBoard(e->current_pos, e->current_cp | CP_MARK_MASK );
+    }
+    else if ( lrc_obj.check_mode == CHECK_MODE_TARGET_MOVE )
+    {
+      if ( e->current_pos == lrc_obj.check_src_pos )
+      {
+	cp_SetOnBoard(pos, cp_GetFromBoard(pos)  | CP_MARK_MASK );
+      }
+    }
+  }
+  return 1;
+}
+
+/*==============================================================*/
+/* move pieces which can move one or more steps into a direction */
+/*==============================================================*/
+
+/*
+  subprocedure to generate various target positions for some pieces
+  special cases are handled in the piece specific sub-procedure
+
+  Arguments:
+    d: a list of potential directions
+    is_multi_step: if the piece can only do one step (zero for KING and KNIGHT)
+*/
+static const uint8_t ce_dir_offset_rook[] PROGMEM = { 1, 16, -16, -1, 0 };
+static const uint8_t ce_dir_offset_bishop[] PROGMEM = { 15, 17, -17, -15, 0 };
+static const uint8_t ce_dir_offset_queen[] PROGMEM = { 1, 16, -16, -1, 15, 17, -17, -15, 0 };
+static const uint8_t ce_dir_offset_knight[] PROGMEM = {14, -14, 18, -18, 31, -31, 33, -33, 0};
+
+void ce_LoopDirsSingleMultiStep(const uint8_t *d, uint8_t is_multi_step)
+{
+  uint8_t loop_pos;
+  
+  /* with all directions */
+  for(;;)
+  {
+    if ( u8g_pgm_read(d) == 0 )
+      break;
+    
+    /* start again from the initial position */
+    loop_pos = stack_GetCurrElement()->current_pos;
+    
+    /* check direction */
+    do
+    {
+      /* check next position into one direction */
+      loop_pos += u8g_pgm_read(d);
+      
+      /*
+	go further to ce_LoopRecur()
+	0 will be returned if the target position is illegal or a piece of the own color
+	this is used to stop walking into one direction
+      */
+      if ( ce_LoopRecur(loop_pos) == 0 )
+	break;
+      
+      /* stop if we had hit another piece */
+      if ( cp_GetPiece(cp_GetFromBoard(loop_pos)) != PIECE_NONE )
+	break;
+    } while( is_multi_step );
+    d++;
+  }
+}
+
+void ce_LoopRook(void)
+{
+  ce_LoopDirsSingleMultiStep(ce_dir_offset_rook, 1);
+}
+
+void ce_LoopBishop(void)
+{
+  ce_LoopDirsSingleMultiStep(ce_dir_offset_bishop, 1);
+}
+
+void ce_LoopQueen(void)
+{
+  ce_LoopDirsSingleMultiStep(ce_dir_offset_queen, 1);
+}
+
+void ce_LoopKnight(void)
+{
+  ce_LoopDirsSingleMultiStep(ce_dir_offset_knight, 0);
+}
+
+
+
+/*==============================================================*/
+/* move king */
+/*==============================================================*/
+
+uint8_t cu_IsKingCastling(uint8_t mask, int8_t direction, uint8_t cnt) U8G_NOINLINE;
+
+/*
+  checks, if the king can do castling
+
+  Arguments:
+    mask:		the bit-mask for the global "castling possible" flag
+    direction:	left castling: -1, right castling 1
+    cnt:		number of fields to be checked: 3 or 2
+*/
+uint8_t cu_IsKingCastling(uint8_t mask, int8_t direction, uint8_t cnt)
+{
+  uint8_t pos;
+  uint8_t opponent_color;
+  
+  /* check if the current board state allows castling */
+  if ( (lrc_obj.castling_possible & mask) == 0 )
+    return 0; 	/* castling not allowed */
+  
+  /* get the position of the KING, could be white or black king */
+  pos = stack_GetCurrElement()->current_pos;
+  
+  /* calculate the color of the opponent */
+  opponent_color = 1;
+  opponent_color -= stack_GetCurrElement()->current_color;
+  
+  /* if the KING itself is given check... */
+  if ( ce_GetPositionAttackWeight(pos, opponent_color) > 0 )
+    return 0;
+
+  
+  /* check if fields in the desired direction are emtpy */
+  for(;;)
+  {
+    /* go to the next field */
+    pos += direction;
+    /* check for a piece */
+    if ( cp_GetPiece(cp_GetFromBoard(pos)) != PIECE_NONE )
+      return 0;		/* castling not allowed */
+
+    /* if some of the fields are under attack */
+    if ( ce_GetPositionAttackWeight(pos, opponent_color) > 0 )
+      return 0;
+    
+    cnt--;
+    if ( cnt == 0 )
+      break;
+  }
+  return 1; /* castling allowed */
+}
+
+void ce_LoopKing(void)
+{
+  /*
+    there is an interessting timing problem in this procedure
+    it must be checked for castling first and as second step the normal
+    KING movement. If we would first check for normal moves, than
+    any marks might be overwritten by the ROOK in the case of castling.
+  */
+  
+  /* castling (this must be done before checking normal moves (see above) */
+  if ( stack_GetCurrElement()->current_color == COLOR_WHITE )
+  {
+    /* white left castling */
+    if ( cu_IsKingCastling(1, -1, 3) != 0 )
+    {
+      /* check for attacked fields */
+      ce_LoopRecur(stack_GetCurrElement()->current_pos-2);
+    }
+    /* white right castling */
+    if ( cu_IsKingCastling(2, 1, 2) != 0 )
+    {
+      /* check for attacked fields */
+      ce_LoopRecur(stack_GetCurrElement()->current_pos+2);
+    }
+  }
+  else
+  {
+    /* black left castling */
+    if ( cu_IsKingCastling(4, -1, 3) != 0 )
+    {
+      /* check for attacked fields */
+      ce_LoopRecur(stack_GetCurrElement()->current_pos-2);
+    }
+    /* black right castling */
+    if ( cu_IsKingCastling(8, 1, 2) != 0 )
+    {
+      /* check for attacked fields */
+      ce_LoopRecur(stack_GetCurrElement()->current_pos+2);
+    }
+  }
+  
+  /* reuse queen directions */
+  ce_LoopDirsSingleMultiStep(ce_dir_offset_queen, 0);
+}
+
+
+/*==============================================================*/
+/* move pawn */
+/*==============================================================*/
+
+/*
+  doppelschritt: nur von der grundlinie aus, beide (!) felder vor dem bauern müssen frei sein
+  en passant: nur unmittelbar nachdem ein doppelschritt ausgeführt wurde.
+*/
+void ce_LoopPawnSideCapture(uint8_t loop_pos)
+{
+  if ( gpos_IsIllegal(loop_pos) == 0 )
+  {
+    /* get the piece from the board */
+    /* if the field is NOT empty */
+    if ( cp_GetPiece(cp_GetFromBoard(loop_pos)) != PIECE_NONE )
+    {
+      /* normal capture */
+      ce_LoopRecur(loop_pos);
+      /* TODO: check for pawn conversion/promotion */
+    }
+    else
+    {
+      /* check conditions for en passant capture */
+      if ( stack_GetCurrElement()->current_color == COLOR_WHITE )
+      {
+	if ( lrc_obj.pawn_dbl_move[COLOR_BLACK]+16 == loop_pos )
+	{
+	  ce_LoopRecur(loop_pos);
+	  /* note: pawn conversion/promotion can not occur */
+	}
+      }
+      else
+      {
+	if ( lrc_obj.pawn_dbl_move[COLOR_WHITE] == loop_pos+16 )
+	{
+	  ce_LoopRecur(loop_pos);
+	  /* note: pawn conversion/promotion can not occur */
+	}
+      }
+    }
+  }
+}
+
+void ce_LoopPawn(void)
+{
+  uint8_t initial_pos = stack_GetCurrElement()->current_pos; 
+  uint8_t my_color = stack_GetCurrElement()->current_color;
+  
+  uint8_t loop_pos;
+  uint8_t line;
+  
+  /* one step forward */
+  
+  loop_pos = initial_pos;
+  line = initial_pos;
+  line >>= 4;
+  if ( my_color == COLOR_WHITE )
+    loop_pos += 16;
+  else
+    loop_pos -= 16;
+  if ( gpos_IsIllegal(loop_pos) == 0 )
+  {
+    /* if the field is empty */
+    if ( cp_GetPiece(cp_GetFromBoard(loop_pos)) == PIECE_NONE )
+    {
+      /* TODO: check for and loop through piece conversion/promotion */
+      ce_LoopRecur(loop_pos);      
+
+      /* second step forward */
+      
+      /* if pawn is on his starting line */
+      if ( (my_color == COLOR_WHITE && line == 1) || (my_color == COLOR_BLACK && line == 6 ) )
+      {
+	/* the place before the pawn is not occupied, so we can do double moves, see above */
+	
+	if ( my_color == COLOR_WHITE )
+	  loop_pos += 16;
+	else
+	  loop_pos -= 16;
+	if ( cp_GetPiece(cp_GetFromBoard(loop_pos)) == PIECE_NONE )
+	{
+	  /* this is a special case, other promotions of the pawn can not occur */
+	  ce_LoopRecur(loop_pos);
+	}
+      }
+    }
+  }
+
+  /* capture */
+  
+  loop_pos = initial_pos;
+  if ( my_color == COLOR_WHITE )
+    loop_pos += 15;
+  else
+    loop_pos -= 15;
+  ce_LoopPawnSideCapture(loop_pos);
+
+
+  loop_pos = initial_pos;
+  if ( my_color == COLOR_WHITE )
+    loop_pos += 17;
+  else
+    loop_pos -= 17;
+  ce_LoopPawnSideCapture(loop_pos);
+}
+
+/*==============================================================*/
+/* attacked */
+/*==============================================================*/
+
+/*
+  from a starting position, search for a piece, that might jump to that postion.
+  return:
+    the two global variables
+      lrc_obj.find_piece_weight[0];
+      lrc_obj.find_piece_weight[1];
+  will be increased by the weight of the attacked pieces of that color.
+  it is usually required to reset these global variables to zero, before using
+  this function.
+*/
+
+void ce_FindPieceByStep(uint8_t start_pos, uint8_t piece, const uint8_t *d, uint8_t is_multi_step)
+{
+  uint8_t loop_pos, cp;
+  
+  /* with all directions */
+  for(;;)
+  {
+    if ( u8g_pgm_read(d) == 0 )
+      break;
+    
+    /* start again from the initial position */
+    loop_pos = start_pos;
+    
+    /* check direction */
+    do
+    {
+      /* check next position into one direction */
+      loop_pos += u8g_pgm_read(d);
+      
+      /* check if the board boundary has been crossed */
+      if ( (loop_pos & 0x088) != 0 )
+	break;
+      
+      /* get the colored piece from the board */
+      cp = cp_GetFromBoard(loop_pos);
+      
+      /* stop if we had hit another piece */
+      if ( cp_GetPiece(cp) != PIECE_NONE )
+      {
+	/* if it is the piece we are looking for, then add the weight */
+	if ( cp_GetPiece(cp) == piece )
+	{
+	  lrc_obj.find_piece_weight[cp_GetColor(cp)] += ce_piece_weight[piece];
+	  lrc_obj.find_piece_cnt[cp_GetColor(cp)]++;
+	}
+	/* in any case, break out of the inner loop */
+	break;
+      }
+    } while( is_multi_step );
+    d++;
+  }
+}
+
+void ce_FindPawnPiece(uint8_t dest_pos, uint8_t color)
+{
+  uint8_t cp;
+  /* check if the board boundary has been crossed */
+  if ( (dest_pos & 0x088) == 0 )
+  {
+    /* get the colored piece from the board */
+    cp = cp_GetFromBoard(dest_pos);
+    /* only if there is a pawn of the matching color */
+    if ( cp_GetPiece(cp) == PIECE_PAWN )
+    {
+      if ( cp_GetColor(cp) == color )
+      {
+	/* the weight of the PAWN */
+	lrc_obj.find_piece_weight[color] += 1;
+	lrc_obj.find_piece_cnt[color]++;
+      }
+    }
+  }
+}
+
+
+/*
+  find out, which pieces do attack a specified field
+  used to
+  - check if the KING can do castling
+  - check if the KING must move
+
+  may be used in the eval procedure ... once...
+
+  the result is stored in the global array
+    uint8_t lrc_obj.find_piece_weight[2];
+  which is indexed with the color.
+  lrc_obj.find_piece_weight[COLOR_WHITE] is the sum of all white pieces
+  which can directly move to this field.
+
+  example:
+    if the black KING is at "pos" and lrc_obj.find_piece_weight[COLOR_WHITE] is not zero 
+    (after executing ce_CalculatePositionWeight(pos)) then the KING must be protected or moveed, because 
+    the KING was given check.
+*/
+
+void ce_CalculatePositionWeight(uint8_t pos)
+{
+  
+  lrc_obj.find_piece_weight[0] = 0;
+  lrc_obj.find_piece_weight[1] = 0;
+  lrc_obj.find_piece_cnt[0] = 0;
+  lrc_obj.find_piece_cnt[1] = 0;
+  
+  if ( (pos & 0x088) != 0 )
+    return;
+
+  ce_FindPieceByStep(pos, PIECE_ROOK, ce_dir_offset_rook, 1);
+  ce_FindPieceByStep(pos, PIECE_BISHOP, ce_dir_offset_bishop, 1);
+  ce_FindPieceByStep(pos, PIECE_QUEEN, ce_dir_offset_queen, 1);
+  ce_FindPieceByStep(pos, PIECE_KNIGHT, ce_dir_offset_knight, 0);
+  ce_FindPieceByStep(pos, PIECE_KING, ce_dir_offset_queen, 0);
+
+  ce_FindPawnPiece(pos+17, COLOR_BLACK);
+  ce_FindPawnPiece(pos+15, COLOR_BLACK);
+  ce_FindPawnPiece(pos-17, COLOR_WHITE);
+  ce_FindPawnPiece(pos-15, COLOR_WHITE);
+}
+
+/*
+  calculate the summed weight of pieces with specified color which can move to a specified position
+
+  argument:
+    pos: 	the position which should be analysed
+    color: 	the color of those pieces which should be analysed
+		e.g. if a black piece is at 'pos' and 'color' is white then this procedure returns the white atting count
+*/
+uint8_t ce_GetPositionAttackWeight(uint8_t pos, uint8_t color)
+{
+  ce_CalculatePositionWeight(pos);
+  return lrc_obj.find_piece_weight[color];
+}
+
+uint8_t ce_GetPositionAttackCount(uint8_t pos, uint8_t color)
+{
+  ce_CalculatePositionWeight(pos);
+  return lrc_obj.find_piece_cnt[color];
+}
+
+
+/*==============================================================*/
+/* depth search starts here: loop over all pieces of the current color on the board */
+/*==============================================================*/
+
+void ce_LoopPieces(void)
+{
+  stack_element_p e = stack_GetCurrElement();
+  /* start with lower left position (A1) */
+  e->current_pos = 0;
+  do
+  {
+    e->current_cp = cp_GetFromBoard(e->current_pos);
+    /* check if the position on the board is empty */
+    if ( e->current_cp != 0 )
+    {
+      /* only generate moves for the current color */
+      if ( e->current_color == cp_GetColor(e->current_cp) )
+      {
+	chess_Thinking();
+	
+	/* find out which piece is used */
+	switch(cp_GetPiece(e->current_cp))
+	{
+	  case PIECE_NONE:
+	    break;
+	  case PIECE_PAWN:
+	    ce_LoopPawn();
+	    break;
+	  case PIECE_KNIGHT:
+	    ce_LoopKnight();
+	    break;
+	  case PIECE_BISHOP:
+	    ce_LoopBishop();
+	    break;
+	  case PIECE_ROOK:
+	    ce_LoopRook();
+	    break;
+	  case PIECE_QUEEN:
+	    ce_LoopQueen();
+	    break;
+	  case PIECE_KING:
+	    ce_LoopKing();
+	    break;
+	}
+      }
+    }    
+    e->current_pos = cu_NextPos(e->current_pos);
+  } while( e->current_pos != 0 );
+}
+
+/*==============================================================*/
+/* user interface */
+/*==============================================================*/
+
+/*
+eval_t chess_EvalCurrBoard(uint8_t color)
+{
+  stack_Init(0);
+  stack_GetCurrElement()->current_color = color;
+  ce_LoopPieces();
+  return stack_GetCurrElement()->best_eval;
+}
+*/
+
+/* clear any marks on the board */
+void chess_ClearMarks(void)
+{
+  uint8_t i;
+  for( i = 0; i < 64; i++ )
+     lrc_obj.board[i] &= ~CP_MARK_MASK;
+}
+
+/*
+  Mark all pieces which can do moves. This is done by setting flags on the global board
+*/
+void chess_MarkMovable(void)
+{
+  stack_Init(0);
+  //stack_GetCurrElement()->current_color = color;
+  lrc_obj.check_mode = CHECK_MODE_MOVEABLE;
+  ce_LoopPieces();
+}
+
+/*
+  Checks, if the piece can move from src_pos to dest_pos
+
+  src_pos: The game position of a piece on the chess board
+*/
+void chess_MarkTargetMoves(uint8_t src_pos)
+{
+  stack_Init(0);
+  stack_GetCurrElement()->current_color = cp_GetColor(cp_GetFromBoard(src_pos));
+  lrc_obj.check_src_pos = src_pos;
+  lrc_obj.check_mode = CHECK_MODE_TARGET_MOVE;  
+  ce_LoopPieces();
+}
+
+/*
+  first call should start with 255
+  this procedure will return 255 if 
+      - there are no marks at all
+      - it has looped over all marks once
+*/
+uint8_t chess_GetNextMarked(uint8_t arg, uint8_t is_prev)
+{
+  uint8_t i;
+  uint8_t pos = arg;
+  for(i = 0; i < 64; i++)
+  {
+    if ( is_prev != 0 )
+      pos = cu_PrevPos(pos);
+    else
+      pos = cu_NextPos(pos);
+    if ( arg != 255 && pos == 0 )
+      return 255;
+    if ( cp_IsMarked(cp_GetFromBoard(pos)) )
+      return pos;
+  }
+  return 255;
+}
+
+
+/* make a manual move: this is a little bit more than cu_Move() */
+void chess_ManualMove(uint8_t src, uint8_t dest)
+{
+  uint8_t cp;
+  
+  /* printf("chess_ManualMove %02x -> %02x\n", src, dest); */
+  
+  /* if all other things fail, this is the place where the game is to be decided: */
+  /* ... if the KING is captured */
+  cp = cp_GetFromBoard(dest);
+  if ( cp_GetPiece(cp) == PIECE_KING )
+  {
+    lrc_obj.is_game_end = 1;
+    lrc_obj.lost_side_color = cp_GetColor(cp);    
+  }
+
+  /* clear ply history here, to avoid memory overflow */
+  /* may be the last X moves can be kept here */
+  cu_ReduceHistoryByFullMove();
+  /* perform the move on the board */
+  cu_Move(src, dest);
+  
+  /* update en passant double move positions: en passant position is removed after two half moves  */
+  lrc_obj.pawn_dbl_move[lrc_obj.ply_count&1]  = ILLEGAL_POSITION;
+  
+  /* update the global half move counter */
+  lrc_obj.ply_count++;
+
+
+  /* make a small check about the end of the game */
+  /* use at least depth 1, because we must know if the king can still move */
+  /* this is: King moves at level 0 and will be captured at level 1 */
+  /* so we check if the king can move and will not be captured at search level 1 */
+  
+  stack_Init(1);
+  ce_LoopPieces(); 
+
+  /* printf("chess_ManualMove/analysis best_from_pos %02x -> best_to_pos %02x\n", stack_GetCurrElement()->best_from_pos, stack_GetCurrElement()->best_to_pos); */
+
+  /* analyse the eval result */
+  
+  /* check if the other player has any moves left */
+  if ( stack_GetCurrElement()->best_from_pos == ILLEGAL_POSITION )
+  {
+    uint8_t color;
+    /* conditions: */
+    /* 1. no King, should never happen, opposite color has won */
+    /*		this is already checked above at the beginning if this procedure */
+    /* 2. King is under attack, opposite color has won */
+    /* 3. King is not under attack, game is a draw */
+
+    uint8_t i = 0;
+    color = lrc_obj.ply_count;
+    color &= 1;
+    do
+    {
+      cp = cp_GetFromBoard(i);
+      /* look for the King */
+      if ( cp_GetPiece(cp) == PIECE_KING )
+      {
+	if ( cp_GetColor(cp) == color )
+	{
+	  /* check if  KING is attacked */
+	  if ( ce_GetPositionAttackCount(i, color^1) != 0 )
+	  {
+	    /* KING is under attack (check) and can not move: Game is lost */
+	    lrc_obj.is_game_end = 1;
+	    lrc_obj.lost_side_color = color; 
+	  }
+	  else
+	  {
+	    /* KING is NOT under attack (check) but can not move: Game is a draw */
+	    lrc_obj.is_game_end = 1;
+	    lrc_obj.lost_side_color = 2; 
+	  }
+	  /* break out of the loop */
+	  break;	  
+	}
+      }
+      i = cu_NextPos(i);
+    } while( i != 0 );
+  }
+}
+
+/* let the computer do a move */
+void chess_ComputerMove(uint8_t depth)
+{
+  stack_Init(depth);
+  
+  //stack_GetCurrElement()->current_color = lrc_obj.ply_count;
+  //stack_GetCurrElement()->current_color &= 1;
+  
+  cu_ReduceHistoryByFullMove();
+  ce_LoopPieces();
+
+  chess_ManualMove(stack_GetCurrElement()->best_from_pos, stack_GetCurrElement()->best_to_pos);
+}
+
+
+/*==============================================================*/
+/* unix code */
+/*==============================================================*/
+
+#ifdef UNIX_MAIN
+
+#include <stdio.h>
+#include <string.h>
+
+char *piece_str[] = {
+  /* 0x00 */
+  "  ", 
+  "wP", 
+  "wN", 
+  "wB", 
+  
+  /* 0x04 */
+  "wR", 
+  "wQ", 
+  "wK", 
+  "w?", 
+
+  /* 0x08 */
+  "w?", 
+  "w?", 
+  "w?", 
+  "w?", 
+  
+  /* 0x0c */
+  "w?", 
+  "w?", 
+  "w?", 
+  "w?", 
+
+  /* 0x10 */
+  "b ",
+  "bP", 
+  "bN", 
+  "bB", 
+  "bR", 
+  "bQ", 
+  "bK", 
+  "b?", 
+
+  "b?", 
+  "b?", 
+  "b?", 
+  "b?", 
+  "b?", 
+  "b?", 
+  "b?", 
+  "b?"
+};
+
+void chess_Thinking(void)
+{
+  uint8_t i;
+  uint8_t cp = cp_GetPiece(stack_GetCurrElement()->current_cp);
+  
+  printf("Thinking:  ", piece_str[cp], stack_GetCurrElement()->current_pos);
+  
+  for( i = 0; i <= lrc_obj.curr_depth; i++ )
+    printf("%s ", piece_str[(lrc_obj.stack_memory+i)->current_cp]);
+  
+  printf("    \r");
+}
+
+void board_Show(void)
+{
+  uint8_t i, j, cp;
+  char buf[10];
+  for ( i = 0; i < 8; i++ )
+  {
+    printf("%1d ", 7-i);
+    for ( j = 0; j < 8; j++ )
+    {
+      /* get piece from global board */
+      cp = lrc_obj.board[(7-i)*8+j];
+      strcpy(buf, piece_str[cp&COLOR_PIECE_MASK]);
+      
+      if ( (cp & CP_MARK_MASK) != 0 )
+      {
+	buf[0] = '#';
+      }
+      
+      /* mask out any bits except color and piece index */
+      cp &= COLOR_PIECE_MASK;
+      printf("%s %02x ", buf, cp);
+      
+    }
+    printf("\n");
+  }
+}
+
+int main(void)
+{
+  uint8_t depth = 3;
+  chess_SetupBoard();
+  board_Show();
+  puts("");
+    
+ 
+ /* 
+  chess_ClearMarks();
+  chess_MarkMovable(COLOR_WHITE);
+  board_Show();
+  */
+  
+  chess_ManualMove(0x006, 0x066);
+  
+  printf("lrc_obj.is_game_end: %d\n" , lrc_obj.is_game_end);
+  printf("lrc_obj.lost_side_color: %d\n" , lrc_obj.lost_side_color);
+
+  chess_ComputerMove(2);
+
+  printf("lrc_obj.is_game_end: %d\n" , lrc_obj.is_game_end);
+  printf("lrc_obj.lost_side_color: %d\n" , lrc_obj.lost_side_color);
+  
+  board_Show();
+
+}
+
+
+
+#else
+
+/*==============================================================*/
+/* display menu */
+/*==============================================================*/
+
+//#define MNU_FONT font_5x7
+#define MNU_FONT u8g_font_5x8r
+//#define MNU_FONT font_6x9
+#define MNU_ENTRY_HEIGHT 9
+
+char *mnu_title = "Little Rook Chess";
+char *mnu_list[] = { "New Game (White)", "New Game (Black)", "Undo Move", "Return" };
+uint8_t mnu_pos = 0;
+uint8_t mnu_max = 4;
+
+void mnu_DrawHome(uint8_t is_highlight)
+{
+  uint8_t x = lrc_u8g->width - 35;  
+  uint8_t y = (lrc_u8g->height-1);
+  uint8_t t;
+  
+  u8g_SetFont(lrc_u8g, u8g_font_5x7r);
+  u8g_SetDefaultForegroundColor(lrc_u8g);
+  t = u8g_DrawStrP(lrc_u8g, x, y -1, U8G_PSTR("Options"));
+    
+  if ( is_highlight )
+    u8g_DrawFrame(lrc_u8g, x-1, y - MNU_ENTRY_HEIGHT +1, t, MNU_ENTRY_HEIGHT);  
+}
+
+void mnu_DrawEntry(uint8_t y, char *str, uint8_t is_clr_background, uint8_t is_highlight)
+{
+  uint8_t t, x;
+  u8g_SetFont(lrc_u8g, MNU_FONT);
+  t = u8g_GetStrWidth(lrc_u8g, str);
+  x = u8g_GetWidth(lrc_u8g);
+  x -= t;
+  x >>= 1;
+  
+  if ( is_clr_background )
+  {
+    u8g_SetDefaultBackgroundColor(lrc_u8g);
+    u8g_DrawBox(lrc_u8g, x-3, (lrc_u8g->height-1) - (y+MNU_ENTRY_HEIGHT-1+2), t+5, MNU_ENTRY_HEIGHT+4);
+  }
+  
+  u8g_SetDefaultForegroundColor(lrc_u8g);
+  u8g_DrawStr(lrc_u8g, x, (lrc_u8g->height-1) - y, str);
+  
+  if ( is_highlight )
+  {
+    u8g_DrawFrame(lrc_u8g, x-1, (lrc_u8g->height-1) - y -MNU_ENTRY_HEIGHT +1, t, MNU_ENTRY_HEIGHT);
+  }
+}
+
+void mnu_Draw(void)
+{
+  uint8_t i;
+  uint8_t t,y;
+  /* calculate hight of the complete menu */
+  y = mnu_max;
+  y++; 					/* consider also some space for the title */
+  y++; 					/* consider also some space for the title */
+  y *= MNU_ENTRY_HEIGHT;
+  
+  /* calculate how much space will be left */
+  t = u8g_GetHeight(lrc_u8g);			
+  t -= y;
+  
+  /* topmost pos start half of that empty space from the top */
+  t >>= 1;
+  y = u8g_GetHeight(lrc_u8g);
+  y -= t;
+  
+  y -= MNU_ENTRY_HEIGHT;
+  mnu_DrawEntry(y, mnu_title, 0, 0);
+  
+  y -= MNU_ENTRY_HEIGHT;
+  
+  
+  for( i = 0; i < mnu_max; i++ )
+  {
+    y -= MNU_ENTRY_HEIGHT;
+    mnu_DrawEntry(y, mnu_list[i], 0, i == mnu_pos);
+  }
+}
+
+void mnu_Step(uint8_t key_cmd)
+{
+    if ( key_cmd == CHESS_KEY_NEXT )
+    {
+      if ( mnu_pos+1 < mnu_max )
+	mnu_pos++;
+    }
+    else if ( key_cmd == CHESS_KEY_PREV )
+    {
+      if ( mnu_pos > 0 )
+	mnu_pos--;
+    }
+}
+
+
+
+
+uint8_t chess_key_code = 0;
+uint8_t chess_key_cmd = 0;
+#define CHESS_STATE_MENU 0
+#define CHESS_STATE_SELECT_START 1
+#define CHESS_STATE_SELECT_PIECE 2
+#define CHESS_STATE_SELECT_TARGET_POS 3
+#define CHESS_STATE_THINKING 4
+#define CHESS_STATE_GAME_END 5
+uint8_t chess_state = CHESS_STATE_MENU;
+uint8_t chess_source_pos = 255;
+uint8_t chess_target_pos = 255;
+
+const uint8_t chess_pieces_body_bm[] PROGMEM = 
+{
+  /* PAWN */ 		0x00, 0x00, 0x00, 0x18, 0x18, 0x00, 0x00, 0x00, /* 0x00, 0x00, 0x00, 0x0c, 0x0c, 0x00, 0x00, 0x00, */ 
+  /* KNIGHT */		0x00, 0x00, 0x1c, 0x2c, 0x04, 0x04, 0x0e, 0x00,
+  /* BISHOP */		0x00, 0x00, 0x1c, 0x1c, 0x1c, 0x08, 0x00, 0x00, /* 0x00, 0x00, 0x08, 0x1c, 0x1c, 0x08, 0x00, 0x00, */
+  /* ROOK */		0x00, 0x00, 0x00, 0x1c, 0x1c, 0x1c, 0x1c, 0x00,
+  /* QUEEN */		0x00, 0x00, 0x14, 0x1c, 0x08, 0x1c, 0x08, 0x00,
+  /* KING */		0x00, 0x00, 0x00, 0x08, 0x3e, 0x1c, 0x08, 0x00,
+};
+
+#ifdef NOT_REQUIRED
+/* white pieces are constructed by painting black pieces and cutting out the white area */
+const uint8_t chess_white_pieces_bm[] PROGMEM = 
+{
+  /* PAWN */ 		0x00, 0x00, 0x0c, 0x12, 0x12, 0x0c, 0x1e, 0x00, 
+  /* KNIGHT */		0x00, 0x1c, 0x22, 0x52, 0x6a, 0x0a, 0x11, 0x1f,
+  /* BISHOP */		0x00, 0x08, 0x14, 0x22, 0x22, 0x14, 0x08, 0x7f,
+  /* ROOK */		0x00, 0x55, 0x7f, 0x22, 0x22, 0x22, 0x22, 0x7f,
+  /* QUEEN */		0x00, 0x55, 0x2a, 0x22, 0x14, 0x22, 0x14, 0x7f,
+  /* KING */		0x08, 0x1c, 0x49, 0x77, 0x41, 0x22, 0x14, 0x7f,
+};
+#endif
+
+const uint8_t chess_black_pieces_bm[] PROGMEM = 
+{
+  /* PAWN */ 		0x00, 0x00, 0x18, 0x3c, 0x3c, 0x18, 0x3c, 0x00, /* 0x00, 0x00, 0x0c, 0x1e, 0x1e, 0x0c, 0x1e, 0x00, */ 
+  /* KNIGHT */		0x00, 0x1c, 0x3e, 0x7e, 0x6e, 0x0e, 0x1f, 0x1f,
+  /* BISHOP */		0x00, 0x1c, 0x2e, 0x3e, 0x3e, 0x1c, 0x08, 0x7f,  /*0x00, 0x08, 0x1c, 0x3e, 0x3e, 0x1c, 0x08, 0x7f,*/
+  /* ROOK */		0x00, 0x55, 0x7f, 0x3e, 0x3e, 0x3e, 0x3e, 0x7f,
+  /* QUEEN */		0x00, 0x55, 0x3e, 0x3e, 0x1c, 0x3e, 0x1c, 0x7f,
+  /* KING -*/		0x08, 0x1c, 0x49, 0x7f, 0x7f, 0x3e, 0x1c, 0x7f,
+};
+
+
+#if defined(DOGXL160_HW_GR)
+#define BOXSIZE 13
+#define BOXOFFSET 3
+#else
+#define BOXSIZE 8
+#define BOXOFFSET 1
+#endif
+
+u8g_uint_t chess_low_edge;
+uint8_t chess_boxsize = 8;
+uint8_t chess_boxoffset = 1;
+
+
+void chess_DrawFrame(uint8_t pos, uint8_t is_bold)
+{
+  u8g_uint_t x0, y0;
+
+  x0 = pos;
+  x0 &= 15;
+  if ( lrc_obj.orientation != COLOR_WHITE )
+    x0 ^= 7;
+
+  y0 = pos;
+  y0>>= 4;
+  if ( lrc_obj.orientation != COLOR_WHITE )
+    y0 ^= 7;
+  
+  x0 *= chess_boxsize;
+  y0 *= chess_boxsize;
+  
+  u8g_SetDefaultForegroundColor(lrc_u8g);
+  u8g_DrawFrame(lrc_u8g, x0, chess_low_edge - y0 - chess_boxsize+1, chess_boxsize, chess_boxsize);
+  
+  
+  if ( is_bold )
+  {
+      x0--;
+      y0++;
+  
+    u8g_DrawFrame(lrc_u8g, x0, chess_low_edge - y0 - chess_boxsize +1, chess_boxsize+2, chess_boxsize+2);
+  }
+}
+
+
+void chess_DrawBoard(void)
+{
+  uint8_t i, j, cp;
+  const uint8_t *ptr;  /* pointer into PROGMEM */
+  
+  if ( U8G_MODE_GET_BITS_PER_PIXEL(u8g_GetMode(lrc_u8g)) > 1 )
+  {
+    for( i = 0; i < 8; i++ )
+      for( j = 0; j < 8; j++ )
+      {
+        uint8_t x,y;
+        x = i;
+        x*=chess_boxsize;
+        y = j;
+        y*=chess_boxsize;
+        if ( ((i^j) & 1)  == 0 )
+          u8g_SetDefaultMidColor(lrc_u8g);  
+        else
+          u8g_SetDefaultBackgroundColor(lrc_u8g);  
+        u8g_DrawBox(lrc_u8g, x,chess_low_edge-y-chess_boxsize+1,chess_boxsize,chess_boxsize);
+      }
+    //u8g_SetDefaultForegroundColor(lrc_u8g);  
+  }
+  else
+  {
+    uint8_t x_offset = 1;
+    u8g_SetDefaultForegroundColor(lrc_u8g);  
+    for( i = 0; i < 8*8; i+=8 )
+    {
+      for( j = 0; j < 8*8; j+=8 )
+      {
+        if ( ((i^j) & 8)  == 0 )
+        {
+          u8g_DrawPixel(lrc_u8g, j+0+x_offset, chess_low_edge - i-0);
+          u8g_DrawPixel(lrc_u8g, j+0+x_offset, chess_low_edge - i-2);
+          u8g_DrawPixel(lrc_u8g, j+0+x_offset, chess_low_edge - i-4);
+          u8g_DrawPixel(lrc_u8g, j+0+x_offset, chess_low_edge - i-6);
+          u8g_DrawPixel(lrc_u8g, j+2+x_offset, chess_low_edge - i-0);
+          u8g_DrawPixel(lrc_u8g, j+2+x_offset, chess_low_edge - i-6);
+          u8g_DrawPixel(lrc_u8g, j+4+x_offset, chess_low_edge - i-0);
+          u8g_DrawPixel(lrc_u8g, j+4+x_offset, chess_low_edge - i-6);
+          u8g_DrawPixel(lrc_u8g, j+6+x_offset, chess_low_edge - i-0);
+          u8g_DrawPixel(lrc_u8g, j+6+x_offset, chess_low_edge - i-2);
+          u8g_DrawPixel(lrc_u8g, j+6+x_offset, chess_low_edge - i-4);
+          u8g_DrawPixel(lrc_u8g, j+6+x_offset, chess_low_edge - i-6);
+        }
+      }
+    }
+  }
+  
+  for ( i = 0; i < 8; i++ )
+  {
+    for ( j = 0; j < 8; j++ )
+    {
+      /* get piece from global board */
+      if ( lrc_obj.orientation == COLOR_WHITE )
+      {
+	cp =  lrc_obj.board[i*8+j];
+      }
+      else
+      {
+	cp =  lrc_obj.board[(7-i)*8+7-j];
+      }
+      if ( cp_GetPiece(cp) != PIECE_NONE )
+      {
+	ptr = chess_black_pieces_bm;
+	ptr += (cp_GetPiece(cp)-1)*8;
+        u8g_SetDefaultForegroundColor(lrc_u8g);
+        u8g_DrawBitmapP(lrc_u8g, j*chess_boxsize+chess_boxoffset-1, chess_low_edge - (i*chess_boxsize+chess_boxsize-chess_boxoffset), 1, 8, ptr);
+        
+	if ( cp_GetColor(cp) == lrc_obj.strike_out_color ) 
+	{
+	  ptr = chess_pieces_body_bm;
+	  ptr += (cp_GetPiece(cp)-1)*8;
+          u8g_SetDefaultBackgroundColor(lrc_u8g);
+          u8g_DrawBitmapP(lrc_u8g, j*chess_boxsize+chess_boxoffset-1, chess_low_edge - (i*chess_boxsize+chess_boxsize-chess_boxoffset), 1, 8, ptr);
+	}
+      }
+    }
+  }
+  
+  if ( (chess_source_pos & 0x88) == 0 )
+  {
+    chess_DrawFrame(chess_source_pos, 1);
+  }
+
+  if ( (chess_target_pos & 0x88) == 0 )
+  {
+    chess_DrawFrame(chess_target_pos, 0);
+  }
+  
+}
+
+
+void chess_Thinking(void)
+{
+}
+
+void chess_Init(u8g_t *u8g, uint8_t body_color)
+{
+  lrc_u8g = u8g;
+
+  chess_low_edge = u8g_GetHeight(lrc_u8g);
+  chess_low_edge--;
+  
+
+  if ( U8G_MODE_GET_BITS_PER_PIXEL(u8g_GetMode(lrc_u8g)) == 1 )
+  {
+  
+    chess_boxsize = 8;
+    chess_boxoffset = 1;
+  }
+  else
+  {
+
+    /*    
+    if ( u8g_GetHeight(lrc_u8g) >= 12*8 )
+    {
+      chess_boxsize = 12;
+      chess_boxoffset = 3;
+    }
+    else */ if ( u8g_GetHeight(lrc_u8g) >= 11*8 )
+    {
+      chess_boxsize = 10;
+      chess_boxoffset = 2;
+    }
+    else
+    {
+      chess_boxsize = 8;
+      chess_boxoffset = 1;      
+    }
+    
+    if ( u8g_GetHeight(lrc_u8g) > 64 )
+      chess_low_edge -= (u8g_GetHeight(lrc_u8g)-chess_boxsize*8) / 2;
+    
+  }
+    
+  lrc_obj.strike_out_color = body_color;
+  chess_SetupBoard();
+}
+
+
+
+void chess_Draw(void)
+{
+  if ( chess_state == CHESS_STATE_MENU )
+  {
+    if ( lrc_obj.ply_count == 0)
+      mnu_max = 2;
+    else
+      mnu_max = 4;
+    mnu_Draw();
+  }
+  else
+  {
+    chess_DrawBoard();
+    
+    {
+      uint8_t i;
+      uint8_t entries = lrc_obj.chm_pos;
+      if ( entries > 4 )
+	entries = 4;
+      
+      u8g_SetFont(lrc_u8g, u8g_font_5x7);
+      u8g_SetDefaultForegroundColor(lrc_u8g);
+      for( i = 0; i < entries; i++ )
+      {
+        
+#if defined(DOGXL160_HW_GR) || defined(DOGXL160_HW_BW)
+	dog_DrawStr(u8g_GetWidth(lrc_u8g)-35, u8g_GetHeight(lrc_u8g)-8*(i+1), font_5x7, cu_GetHalfMoveStr(lrc_obj.chm_pos-entries+i));
+#else
+        u8g_DrawStr(lrc_u8g, u8g_GetWidth(lrc_u8g)-35, 8*(i+1), cu_GetHalfMoveStr(lrc_obj.chm_pos-entries+i));
+#endif
+
+      }
+      
+    }
+    
+    if ( chess_state == CHESS_STATE_SELECT_PIECE )
+      mnu_DrawHome(chess_source_pos == 255);
+    else if ( chess_state == CHESS_STATE_SELECT_TARGET_POS )
+      mnu_DrawHome(chess_target_pos == 255);
+    else
+      mnu_DrawHome(0);
+      
+    if ( chess_state == CHESS_STATE_GAME_END )
+    {
+      switch( lrc_obj.lost_side_color )
+      {
+	case COLOR_WHITE:
+	  mnu_DrawEntry(u8g_GetHeight(lrc_u8g) / 2-2, "Black wins", 1, 1);
+	  break;
+	case COLOR_BLACK:
+	  mnu_DrawEntry(u8g_GetHeight(lrc_u8g) / 2-2, "White wins", 1, 1);
+	  break;
+	default:
+	  mnu_DrawEntry(u8g_GetHeight(lrc_u8g) / 2-2, "Stalemate", 1, 1);
+	  break;
+      }  
+    }
+  }
+}
+
+
+void chess_Step(uint8_t keycode)
+{
+  if ( keycode == CHESS_KEY_NONE )
+  {
+    chess_key_cmd = chess_key_code;
+    chess_key_code = CHESS_KEY_NONE;
+  }
+  else
+  {
+    chess_key_cmd = CHESS_KEY_NONE;
+    chess_key_code = keycode;
+  }
+  //chess_ComputerMove(2);
+  switch(chess_state)
+  {
+    case CHESS_STATE_MENU:
+      mnu_Step(chess_key_cmd);
+      if ( chess_key_cmd == CHESS_KEY_SELECT )
+      {
+	if ( mnu_pos == 0 )
+	{
+          chess_SetupBoard();
+	  lrc_obj.orientation = 0;
+	  chess_state = CHESS_STATE_SELECT_START;
+	}
+	else if ( mnu_pos == 1 )
+	{
+          chess_SetupBoard();
+	  lrc_obj.orientation = 1;
+	  chess_state = CHESS_STATE_THINKING;
+	}
+	else if ( mnu_pos == 2 )
+	{
+	  if ( lrc_obj.ply_count >= 2 )
+	  {
+	    cu_UndoHalfMove();
+	    cu_UndoHalfMove();
+	    lrc_obj.ply_count-=2;
+	    if ( lrc_obj.ply_count == 0 )
+	      mnu_pos = 0;
+	  }
+	  chess_state = CHESS_STATE_SELECT_START;
+	}
+	else if ( mnu_pos == 3 )
+	{
+	  chess_state = CHESS_STATE_SELECT_START;
+	}
+      }
+      break;
+    case CHESS_STATE_SELECT_START:
+      chess_ClearMarks();
+      chess_MarkMovable();
+      chess_source_pos = chess_GetNextMarked(255, 0);
+      chess_target_pos = ILLEGAL_POSITION;
+      chess_state = CHESS_STATE_SELECT_PIECE;
+      break;
+      
+    case CHESS_STATE_SELECT_PIECE:
+      if ( chess_key_cmd == CHESS_KEY_NEXT )
+      {
+	chess_source_pos = chess_GetNextMarked(chess_source_pos, 0);
+      }
+      else if ( chess_key_cmd == CHESS_KEY_PREV )
+      {
+	chess_source_pos = chess_GetNextMarked(chess_source_pos, 1);
+      }
+      else if ( chess_key_cmd == CHESS_KEY_SELECT )
+      {
+	if ( chess_source_pos == 255 )
+	{
+	  chess_state = CHESS_STATE_MENU;
+	}
+	else
+	{
+	  chess_ClearMarks();
+	  chess_MarkTargetMoves(chess_source_pos);
+	  chess_target_pos = chess_GetNextMarked(255, 0);
+	  chess_state = CHESS_STATE_SELECT_TARGET_POS;      
+	}
+      }
+      break;
+    case CHESS_STATE_SELECT_TARGET_POS:
+      if ( chess_key_cmd == CHESS_KEY_NEXT )
+      {
+	chess_target_pos = chess_GetNextMarked(chess_target_pos, 0);
+      }
+      else if ( chess_key_cmd == CHESS_KEY_PREV )
+      {
+	chess_target_pos = chess_GetNextMarked(chess_target_pos, 1);
+      }
+      else if ( chess_key_cmd == CHESS_KEY_BACK )
+      {
+	chess_ClearMarks();
+	chess_MarkMovable();
+	chess_target_pos = ILLEGAL_POSITION;
+	chess_state = CHESS_STATE_SELECT_PIECE;
+      }
+      else if ( chess_key_cmd == CHESS_KEY_SELECT )
+      {
+	chess_ManualMove(chess_source_pos, chess_target_pos);
+	if ( lrc_obj.is_game_end != 0 )
+	  chess_state = CHESS_STATE_GAME_END;
+	else
+	  chess_state = CHESS_STATE_THINKING;
+	/* clear marks as some kind of feedback to the user... it simply looks better */
+	chess_source_pos = ILLEGAL_POSITION;
+	chess_target_pos = ILLEGAL_POSITION;
+	chess_ClearMarks();
+      }
+      break;
+    case CHESS_STATE_THINKING:
+      chess_ComputerMove(2);
+      if ( lrc_obj.is_game_end != 0 )
+	chess_state = CHESS_STATE_GAME_END;
+      else
+	chess_state = CHESS_STATE_SELECT_START;
+      break;
+    case CHESS_STATE_GAME_END:
+      if ( chess_key_cmd != CHESS_KEY_NONE )
+      {
+	chess_state = CHESS_STATE_MENU;  
+	chess_SetupBoard();
+      }	
+      break;
+  }
+  
+}
+
+#endif
+
+
+