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License: GNU General Public License v3.0
Reversatile: Reversi for Android
License: GNU General Public License v3.0
...and make it's current implementation defined as based on GameState
Basically only new information that it adds as compared to GameState is that it's remembers if field has been flipped. But ByteBoard from GameState is immutable, so BVM can just cache last ByteBoard and compare it on Demand - no 8*8 FieldState objects needed
Rotate the Board on the Result screen.
app should just reset instead of crashing
IDEA complains about missing functions
Could e6f4e3d6c5f3f5f6d7 and rotational and symmetrical equivalents be named "Luke" in the opening database? It currently doesn't have a name.
There is bug on new Androids dark mode option everything turns white when it's enabled.
May that be fixed by this method?
https://stackoverflow.com/questions/57175226/how-to-disable-night-mode-in-my-application-even-if-night-mode-is-enable-in-andr
both are accessible arrays that can be changed by anyone.
I want to create some safe data structure similar to MoveList (but that one is immutable which I dont want to for candidate moves)
D3C5F6F5F4C3C4D2E2B4D1F3B5E3F2F1A4D6E6E7F7B6E8C6B3A5D7A3E1A6G1A2C2C7B8D8C8G8G6H6G5H5G4H4H3G7H8F8H7A8A7B7A1B2G3G2H2H1C1B1
Invalid Move B4
e.g. 1. F5 D6 2.
Happens just sometimes. Maybe it is just emulator problem but might be some deeper bug
When working on https://github.com/panstromek/zebra-rs, I found bunch of bugs in the original zebra by fuzzing them together.
I fixed them in my fork here https://github.com/panstromek/zebra, it'd make sense to cherry pick them to Reversatile. C code in Reversatile is not quite the same as in the original zebra, but there are not that many differences, so it shouldn't be difficult to port in most cases.
Some of them are quite nasty (some buffer oveflows) but mostly have low impact, because they are either triggered in some obscure conditions (invalid command line arguments) or don't cause any harm (off by one errors like reading one byte past the array length). That said, it's UB, so C makes no guarantees about any behaviour of the program ๐คทโโ๏ธ
When starting the application for the very first time, the settings bevahe very strangely and are not conistent
The latest update has removed the "redo" button from the main 'board' screen.
I like to review played games, and having to open the menu to access the redo button is really annoying.
(This may be related to my screen size? Do you need a screenshot?)
Could you add this app on fdroid?
Play a full game.
Rewind to the start.
Redo the moves - everything works.
Rewind to the start.
Rotate the board.
Redo the moves - Nothing happens.
Expected behavior: The game replays the rotated moves.
Please add a custom depth settings so that more than 20 ply depth is possible.
Thank you.
When using undo, highlight the next move (i.e. the move that was undone)
Reversatile version 1.4.14
When pasting a (finished) game sequence, fast backwards to first move and eveluating per next move basis, Reversatile on android crashes with certain move sequences. I can predictably replicate this bug on sequence:
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The crash occurs between c5 and b3.
I've noticed this behaviour before with different games and at different move numbers but never documented them.
this can be heavily optimized - now there is lot of reloading/checking even on minor actions.
like if on byte message comes from engine and these two classes iterate over multiple boards and stuff..
When doing the last move, evaluations are not cleared and still visible,
As a user I want to enable a sound, that will be played when the AI makes a move
java.lang.NullPointerException:
at de.earthlingz.oerszebra.DroidZebra.sendMail (DroidZebra.java:584)
at de.earthlingz.oerszebra.DroidZebra.access$700 (DroidZebra.java:65)
at de.earthlingz.oerszebra.DroidZebra$DialogGameOver$5.onClick (DroidZebra.java:872)
at android.view.View.performClick (View.java:5646)
at android.view.View$PerformClick.run (View.java:22473)
at android.os.Handler.handleCallback (Handler.java:761)
at android.os.Handler.dispatchMessage (Handler.java:98)
at android.os.Looper.loop (Looper.java:156)
at android.app.ActivityThread.main (ActivityThread.java:6523)
at java.lang.reflect.Method.invoke (Native Method)
at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run (ZygoteInit.java:942)
at com.android.internal.os.ZygoteInit.main (ZygoteInit.java:832)
Is there something I need to do to to enable the emulator to run with travis-CI?
https://travis-ci.org/oers/reversatile/builds/560657494#L5028
My builds seem to stop at this point, and then timeout and fail.
For this sequence E6F6C4D6F7C3C6C7G6H6C8G8C2B2A2C1G7C5B3B6A6H8E3A3F4A1
something that would easily allow creating valid config or even better catch invalid config in compilation time - now it is just container, I want the class to be resposible for its state
We're currently have minSdkVersion 14
Can you see from the install stats if anyone is running it on old devices?
How much effort do we want to put into staying compatible?
This page shows the distribution of versions in use on google play recently: https://developer.android.com/about/dashboards/index.html
I can't (after a quick look) get any Android Studio emulator lower than 16 to run.
Leaving the minSdkVersion
at 14 but only testing on 16 could also be an option.
It would be nice to have a button that would start the review at the beginning.
right now if I start new game it just throw the old out and if I try to play old, it doesn't do anything
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