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.

