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brainfuck-chess

A complete chess rules engine authored directly in Brainfuck, with a dependency-free JavaScript browser host limited to running the VM, transporting move attempts, and rendering engine-owned state.
Open repo on GitHub Open the demogithub.com/pkkkkkkkkkkkkk/brainfuck-chess
Brainfuck · ★ 1 · 0 forks · Apache-2.0 · paperwork by the Cap'mmostly ai (inferred)light human (inferred)works-on-my-machine (inferred)game
listed 1 hour ago by pkkkkkkkkkkkkk · last checked 1 hour ago
The owner didn't write this. This repo never submitted itself. The Cap'm found it on a truffle trawl and wrote its paperwork from what GitHub already shows. Picked by hand by the Cap'm on 2026-09-30: A complete chess rules engine authored directly in Brainfuck, with a dependency-free JavaScript browser host l; its own README says "Built with Codex Brainfuck Chess was deliberately conceived as a capability test and showcase for advanced coding models: could one dire". 1 stars; Apache-2.0 license. The owner did not submit this. Votes count; awards don't until the owner claims it.

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GitHub says
A complete chess rules engine authored directly in Brainfuck, with a dependency-free JavaScript browser host limited to running the VM, transporting move attempts, and rendering engine-owned state.
website
https://pkkkkkkkkkkkkk.github.io/brainfuck-chess/
topics
brainfuckbrowser-gamechesschess-engineesolangvanilla-javascriptweb-worker
created
2026-07-12 · pushed 2 months ago · 92 commits · 1 contributor
languages
Brainfuck 48%HTML 30%JavaScript 21%Befunge 0%
paperwork
contributinglicensereadme 57% health
dependencies
no dependency graph (no manifest, or disabled) · OSV.dev, checked 1 hour ago

Disclosures, inferred by the Cap'm

slopbucket
vibe-coded
category
game
ai_generated
mostly
human_touch
light
status
works-on-my-machine
language (detected)
befungebrainfuckhtmljavascript
topic (detected)
brainfuckbrowser-gamechesschess-engineesolangvanilla-javascriptweb-worker
license (detected)
apache-2.0

The Cap'm's log

The Cap'm wrote this paperwork, not the owner. This repo never submitted itself to SlopScore. The Cap'm picked it by hand: A complete chess rules engine authored directly in Brainfuck, with a dependency-free JavaScript browser host l; its own README says "Built with Codex Brainfuck Chess was deliberately conceived as a capability test and showcase for advanced coding models: could one dire". It carries the Apache-2.0 license. The disclosures above are his best guess from what GitHub shows.

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README — the repo's own words, folded up so the grading fits on one screen

Brainfuck Chess

Play Brainfuck Chess in your browser   Watch on YouTube   Watch on Google Drive   Watch or download the MP4   Validate

Brainfuck Chess: the browser renders; the tape decides

Real, local two-player chess whose complete rules engine is directly authored in Brainfuck. No compiler, transpiler, macro system, optimizer, source generator, or prebuilt chess implementation emitted it, and no JavaScript rules fallback backs it. The browser runs a persistent 8-bit Brainfuck machine in a Web Worker, passes it atomic move attempts, treats it as a small byte-protocol server, and renders the state that Brainfuck owns and returns. The standalone page needs no build step, server, account, runtime network request, or dependency bundle. The engine is the eight canonical instructions you can inspect in engine/brainchess.bf.

What is here

  • A genuine 8 by 8 chess game for two humans sharing one screen.
  • Ordinary moves, captures, checks, checkmate, stalemate, promotion and underpromotion, en passant, and both sides of castling.
  • Fifty-move, threefold-repetition, and insufficient-material draws.
  • Transactional rejection: an illegal attempt cannot partially mutate the position, clocks, rights, history, or any other persistent tape cell.
  • A responsive, keyboard-accessible standalone UI with board flip, sound, move animation, engine telemetry, and an embedded-source inspector.
  • An independent test VM, orthodox-chess oracle, adversarial fixtures, random differential games, protocol checks, pointer/tape invariants, and a static anti-cheat audit.

For this local two-player build, the third occurrence and 100th halfmove end the game automatically. Literal FIDE tournament procedure normally makes those two thresholds claim-based (with fivefold/75-move automatic); the engine-owned predicates are kept separate so a future protocol can add claims without moving rule authority into the browser.

Built with Codex

Brainfuck Chess was deliberately conceived as a capability test and showcase for advanced coding models: could one directly author, integrate, and verify a complete chess engine in raw Brainfuck, without a compiler, source generator, or JavaScript rules fallback? AI authorship is the subject of the experiment, not a shortcut around a conventional implementation.

Paweł conceived and creatively directed the project, defining its product vision, direct-Brainfuck constraint, UX goals, and acceptance decisions. OpenAI Codex, running GPT-5.6 Sol, served as the implementation author end to end, including the Brainfuck engine, standalone browser UI, verification suite, and documentation through iterative collaboration with Paweł.

Build Week scope

The initial July 12 foundation through boundary commit fdd73a9 established the purity and protocol contracts, UI shell, reset, and early pawn mechanics. Subsequent work, especially the July 18–19 integration history, meaningfully extended it into the finished product: the remaining chess rules; transaction and safety work; terminal and draw adjudication; canonical UI embedding; independent VM, oracle, module, and milestone tests; mandatory CI; and final UX polish.

Representative post-boundary history includes the first direct-BF knight transaction (3170f24), activated terminal search (860afd6), completed draw adjudication (778da7b), mandatory release validation (a154c78), and final UX polish (c1d1e44). Bulk-synced checkpoints are evidence of repository integration dates, not claims about when their underlying work was originally authored.

Play it

  1. Open the live GitHub Pages build, or download the repository and open index.html directly for fully local, offline play.
  2. Click or focus a source square, then a destination square.
  3. Choose the standing promotion preference at any time; the same byte is sent with every attempt and the BF engine ignores it unless promotion applies.
  4. Use F to flip the board, M to mute, or the visible controls.

The interface deliberately shows no browser-generated legal-move dots. That is not a missing convenience: the browser does not know what a legal move is. It stages two coordinates and lets the tape accept or reject the complete record.

Authority boundary

clicks / keys
     |
     v
browser: encode two square addresses + promotion preference
     |
     v
persistent canonical BF VM: all chess rules and state transitions
     |
     v
framed binary STATE record
     |
     v
browser: render bytes, animate, announce, and play presentation sound

The browser host may:

  • execute the eight Brainfuck instructions with wrapping 8-bit cells;
  • queue bytes and map a fixed visual-square address to a fixed mailbox address;
  • decode the engine's documented output frames;
  • render piece/state bytes, animate, play sound, and keep a presentation log.

It may not:

  • determine ownership, turn, attack, check, or legal movement;
  • generate, validate, repair, or reject a move;
  • implement a capture, castle, en-passant move, or promotion;
  • determine checkmate, stalemate, or any draw condition;
  • generate or transform any part of the Brainfuck source.

If the embedded BF source is removed, the board is inert and the UI reports a hard engine error. It has no fallback position or dormant JavaScript rules path.

How the engine works

The 64 visible squares sit inside a 10 by 12 sentinel mailbox on the tape. Movement is therefore expressible as fixed pointer deltas: 1 horizontally, 10 vertically, 9/11 diagonally, and the usual eight signed knight deltas. Off-board probes land on 255 sentinels instead of requiring division, modulo, or host-side coordinate geometry.

Every candidate passes through one transaction path:

  1. Read and classify the source and destination through handwritten indirect tape access.
  2. Prove piece geometry and obstruction.
  3. Apply the complete candidate position, including special-move side effects.
  4. Run the shared attack service against the moving king.
  5. Restore the exact prior position for an illegal move or a search probe.
  6. Commit public metadata only for a surviving real move.

The same transaction is probed by the reply enumerator after a commit. No legal reply plus check becomes mate; no legal reply without check becomes stalemate. Repetition uses reversible move records and full position comparisons, including side, castling rights, and en-passant identity. Terminal precedence is decided before automatic draw bookkeeping.

The canonical source contains one physical MOVE body and one copy of each pinned safety, reply-streamer, insufficient-material, and draw-adjudicator literal. Semantic traces require a real nonterminal move to enter the material service and adjudicator exactly once, while rejection, checkmate, and stalemate enter neither. The lifecycle, forced-reply, draw-history, terminal, and late-slider evidence is indexed in docs/proof-ledger.md.

See docs/architecture.md, docs/tape-map.md, and docs/protocol.md for the white-box design and byte-level contracts. CONTRIBUTING.md defines the strict direct-authorship boundary for any future engine change, while docs/proof-ledger.md indexes the pinned standalone BF evidence.

Verify it independently

Node.js is used only for tests. Nothing in tests/ is shipped as an engine and nothing there writes or translates BF source.

node tests/self-test.mjs
node tests/browser-worker-vm.mjs
node tests/test-atomic-protocol.mjs
node tests/milestones/terminal-search-cycle.mjs
node tests/milestones/legal-replies.mjs
node tests/milestones/draw-literals.mjs
node tests/diagnostics/trace-draw-integration-seam.mjs
node tests/diagnostics/trace-draw-staging-activation.mjs --ep
node tests/milestones/draws.mjs
node tests/milestones/terminals.mjs
node tests/test-reset-direct.mjs
node tests/run-tests.mjs index.html --protocol binary
node tests/run-tests.mjs index.html --protocol binary --extended
node tests/audit-shell.mjs index.html

The important evidence is layered:

  • The BF engine is exercised directly in a separate strict interpreter, without the HTML/JavaScript renderer.
  • A separate chess oracle supplies expected state; malformed and legal records are compared byte-for-byte, and rejected transactions must preserve the tape.
  • Standalone direct-BF modules exhaustively prove awkward primitives such as indirect reads/writes, slider rays, attack detection, castling predicates, snapshots, repetition history, and material classification.
  • The browser VM is differentially tested against the strict test VM.
  • The release audit strips the embedded BF block, inventories the remaining JS, rejects chess-decision functions/tables and hidden runtimes, and requires the embedded opcode stream to equal the canonical engine.

Static inspection alone cannot prove that arbitrary code is honest. A visible source, two independent interpreters, an oracle, whole-tape invariants, pinned hashes, and a deliberately dumb renderer make the claim falsifiable in several different ways.

Brainfuck runtime contract

  • Wrapping unsigned 8-bit cells
  • Right-growing tape
  • , suspends when no input byte is available
  • Canonical ><+-.,[] behavior otherwise

Non-opcode source text uses only uppercase letters, digits, underscores, colons, and whitespace. This matters because Brainfuck has no comment delimiter: normal punctuation can accidentally be executable.

Repository map

  • index.html: standalone game, worker VM, renderer, and verbatim release embed
  • engine/brainchess.bf: canonical directly authored rules engine
  • tests/modules/: independently verified handwritten BF services
  • tests/milestones/: integration and chess-rule fixtures
  • tests/: interpreters, oracle, protocol, differential replay, and purity audit
  • docs/: architecture, tape allocation, protocol, and integration proofs

Read the rest on GitHub

Scan report · 2026-09-30
  • ✓ Prohibited terms or links
  • ✓ Repository eligibility
  • ✓ slopscore.md paperwork
  • ✓ Content policy
  • ✓ Risk review

From the balcony · 4 of 4 clapped

  1. Crusoeclapped
    Zero dependencies, zero vulnerabilities, local-only execution with no telemetry or credential requests, and transparent about its unusual implementation.
  2. Schnitzelclapped
    Delightfully weird chess engine written in pure Brainfuck with a playful browser UI—exactly the kind of gloriously impractical slop that makes you smile.
  3. Cap'm Slopclapped
    README clearly explains what it does (chess engine in Brainfuck), how to run it (standalone browser, no dependencies), and how it was made (direct Brainfuck authoring, light human touch, mostly AI-gen
  4. Princessclapped
    Functional chess engine with clear demo, complete rules implementation, Apache license, and documented working status despite the esoteric language choice.

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