Reversi
GBAX Compo 2003 Entry 
Written by MrMister [iCE]
pureedlizard@hotmail.com


Here's Yet Another Reversi(TM) clone for the GameboyAdvance. 

Controls:
	L/R 			- Change themes for the pieces (5 in all)
	Select		- Undo last move you made
	Start			- Menu, exit menu at any time
	B				- Back to main menu/Exit menu
	A				- Play move at current position, run option in menu
	DPad			- Move board cursor, menu cursor
	
When the board cursor is red, thats a spot you cannot play. When it is 
yellow, thats a legal spot to play a move.
	
By default the game starts with human playing white, cpu as black. You can
start a new game from the menu:
	2 Players	- play against a friend (sharing the gba)
	1 Vs Black	- play as white, cpu plays black
	1 Vs White	- play as black, cpu plays white
	
You can set the difficulty, there are 6 levels:
	Too easy		- good for people new to the game, also fastest
	Easy			- pretty decent, not hard to beat, fast
	Medium		- challenging, but beatable, sometimes takes a few seconds for a move
	Hard			- borderline not fun :)
	Harder		- takes a while for cpu to make a move
	Insane		- good luck, this level takes VERY long for cpu to compute its move. 
					better turn off visuals on this level.
	
In the menu, you can disable the board tiles and background visuals. 
Turning off the visuals will speed up the AI tremendously, especially at 
levels above Medium.


For the curious:
	Written in C with DevkitAdvance, using Jeff Frowhein's crtls for interupt handling
	With all the sprites shown, there are over 200 sprites on screen -
		64 for pieces
		64 for board tiles
		81 for corner dots
		4 for menu, menu cursor, text
		4 each for score boards
		
		Board tile and corner dot sprites are multiplexed, meaning I'm tricking the graphics
		hardware to show the same sprites repeatedly at different scanlines on the screen.
		
	There are over 350 3d rendered images compiled into the rom, totalling almost 1 megabyte of 
	compressed graphics
	The AI is the alpha-beta method, with a weight vector function to find best position (corners, edges)
	The line/dot visual is an emulation of winamps AVS plugin, specifically the superscope function
	The tunnel is prerendered, not 3d polygons. I got the idea from Iridion 3D (1st level)
	All 3d graphics were rendered with POV-Ray (www.povray.org)
	The rotozoom effect is software rendered, not hardware (wouldnt work with the mulitplexing)
	2d touchups and 16 color conversions with Photoshop 6.0
	
	