1. In `init.scm' there is an option that reads: ;; If you have a fast machine, set this to #t for rotating hexagons in ;; the "shatter effect". (define *use-real-rotate* #f) But even if you set it to `#t', nothing happens! 2. There is another option that reads: ;; If you have a really fast machine, set this to 1 to make the AI ;; search deeper. If it's *really* fast, set this to 2 or more. (define *ai-depth* 0) If you set `*ai-depth*' to 1 (or more), the game will abruptly quit when the computer AI tries to make a move. The following is a patch to fix these problems. diff -ur hexoth.1/game.scm hexoth/game.scm --- hexoth.1/game.scm Mon Jan 29 14:03:54 2001 +++ hexoth/game.scm Thu Feb 22 17:35:02 2001 @@ -387,7 +387,7 @@ (let ((sc (find-best-possible-score board player (1- depth)))) (if (> (+ score sc) best) (set! best (+ score sc))))) - (find-possible-moves board (other-player player))))))) + (find-possible-moves board (other-player player) '())))))) (find-possible-moves board player '())) best)) diff -ur hexoth.1/util.scm hexoth/util.scm --- hexoth.1/util.scm Mon Jan 29 11:44:10 2001 +++ hexoth/util.scm Thu Feb 22 17:16:12 2001 @@ -84,8 +84,9 @@ ;; rotate-hexagon! is too slow on my machine, and probably on most ;; other machines too. In that case, we just draw them unrotated. -(define (rotate-hexagon! bmp x y w h rot color) - (hexagon! bmp x y w h color)) +(when (not *use-real-rotate*) + (define (rotate-hexagon! bmp x y w h rot color) + (hexagon! bmp x y w h color))) ;; Play a sound with standard settings.